Game Balance Designed Structure and Consumer Agency in an Online Game

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Game Balance Designed Structure and Consumer Agency in an Online Game Game Balance Designed structure and consumer agency in an online game Elizabeth Haynes A thesis submitted to the Victoria University of Wellington in fulfilment of the requirements from the degree of Master of Arts in Cultural Anthropology Victoria University of Wellington 2013 ii Abstract Massively multi-player online role-playing games (MMORPGs) attract millions of people every year and are now a major industry. Using the internet, these games connect players and give them goals to pursue within virtual worlds. This thesis examines the early life of one such game, the North American version of TERA, based on participant observation on a player vs. player server. TERA’s players met and interacted within a virtual game world controlled by the company which developed the game, and although players constructed their own social groups and factions within this world they were constrained by software that they could not change. Everything from the combat rules to the physics of the environment was designed, and players could only take actions that were accounted for and allowed by that design. However, TERA launched as one of many available MMORPGs which were competing for the attention of the same audience. Its players tended to be experienced and well-informed about the genre, and used their knowledge to evaluate and critique TERA both privately and in public forums. Aware that game companies’ chief concern was for profit, players exercised agency by embracing a consumer identity and pressuring developers in their own commercial terms. To retain players’ loyalty and continue receiving their fees, companies were obliged to appease their customers. This allowed players to see the game world develop and change in accordance with their desires despite the fact that they lacked the access or the expertise to change it themselves. I link this approach to agency to the rise of consumer movements in capitalist societies, and show how the virtual world of TERA can serve as an example for other situations in the physical world where contemporary technologies are used to both enable and constrain agency. iii Acknowledgements Thanks must first go to Catherine Trundle, my supervisor, whose advice and guidance have been invaluable. Our discussions, ranging on and off topic as they did, enriched this thesis greatly; without her, it might have just been about video games. Lorena Gibson’s advice was also very much appreciated, and helped me to take the technicalities of the virtual world and present the whole as a little more human. Jaron Peek’s unfailing support played a big part in getting me through this project without major trauma. Thank you, Jaron, for always being there and willing to listen to me rant! Clare Barcazk also got her share of ranting, and I’d like to thank her for stimulating discussions and occasional commiseration. Lara Bell helped to get me on my feet at the beginning and was a great office-mate – thank you for the discussion and the encouragement. Jared Walton’s proof-reading was a great help at just the right time, and was appreciated. My fellow anthropology postgrads were good company and offered good advice throughout. Finally, thank you to the TERA players who participated in this research, the guild here called Bellicus and especially the players referred to as Jelena and Elleon. From half a world away, you not only accepted me but accommodated me and helped me out in numerous ways. I suspect I could not have fallen in with a better guild. * I dedicate this work to John Haynes, my father, who didn’t live to see its completion but probably would have been pretty amused that I managed to get a degree by playing video games. Dad, you are missed. iv Table of Contents Abstract.......................................................................................................................... iii Acknowledgements ....................................................................................................... iv Prelude: Character Creation........................................................................................... 1 Chapter One - Introduction .................................................................................... 5 Play, Games and the Internet ..................................................................................... 6 About TERA ................................................................................................................ 8 Structure, Agency and Practice .................................................................................. 11 In This Thesis ............................................................................................................ 13 Chapter Two - Methods and Ethics ..................................................................... 17 The Researcher ......................................................................................................... 17 Methodological Decisions ......................................................................................... 19 Ethnographic Research ............................................................................................. 21 Ethical Considerations .............................................................................................. 24 Interlude: Sinestral Manor ........................................................................................... 29 Chapter Three - The Life Cycle of a Game ......................................................... 33 Temporality, History and Migration Online ............................................................ 33 The Road to Release .................................................................................................. 36 Game and Endgame .................................................................................................. 39 Dungeon Imbalance .................................................................................................. 42 Patches and New Features ........................................................................................ 45 Conclusion ................................................................................................................. 48 Interlude: Guild Conversation ..................................................................................... 51 Chapter Four - The Life-Cycle of a Guild ........................................................... 53 Formation and Leadership ....................................................................................... 53 Tensions and Teamwork ........................................................................................... 56 v Fission ....................................................................................................................... 59 After the Split ............................................................................................................ 62 Transient Relationships ............................................................................................ 65 Conclusion ................................................................................................................. 67 Chapter Five - Fairness and Legitimacy ............................................................ 69 Expectations of Fairness: Balance ............................................................................ 69 Game Balance and Social Power: The Lancer .......................................................... 73 Luck ........................................................................................................................... 76 The Random Number Gods ...................................................................................... 78 Legitimate and Illegitimate Killing ........................................................................... 81 Code and Conduct ..................................................................................................... 84 Conclusion ................................................................................................................. 86 Chapter Six - Developers and Players ................................................................ 89 Power Relations ........................................................................................................ 89 The Other Meta-Game .............................................................................................. 93 Play vs. Business ....................................................................................................... 96 Virtual Structures ...................................................................................................... 99 Choices and Demands ............................................................................................. 101 Conclusion ............................................................................................................... 104 Conclusions ............................................................................................................. 105 A Capitalist Mindset ............................................................................................... 106 Technology Shaping Our World ............................................................................. 107 Glossary ....................................................................................................................... 111 Bibliography ...............................................................................................................
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