Saturday, January 24, 2009

MMORPGs


MMORPGs comprise one particularly notable sub-field within the PC RPG game genre. It seemed like only yesterday when they felt more like a curiousity. Now it feels like they're sprouting all over the place faster than you can sing that endearingly annoying Badgerbadgerbadger etcetera song.

MMORPGs possess an appeal all their own. Yes, they're inherently PC RPG games, but they come with an interesting twist: you don't act out your character before NPCs alone -- you act out your character before other player characters as well.

Unfortunately, the RP in MMORPG is a bit of a contradiction in terms, partly because hardly anyone really, truly roleplays in the games. There are exceptions, of course. For example, there are servers in World of Warcrack--er, Warcraft that are assigned as roleplay servers. For the most part, though, you'll need to look long and hard for people who even know what roleplay is and who will also be willing to engage in it with you.

Nevertheless, knowing that there's a living, breathing human being behind that character you're interacting with changes things considerably, even if they're not roleplaying. There's someting wickedly fun about seeing how different people react to what you say and how you act toward them.

As nice at it sounds, delving into MMORPGs isn't all fun and games. There are some very real issues involved. I know -- I've been on the receiving end of some of these, myself.

Besides the very real prospect of rude and abusive players, you'll run into annoying characters controlled by third party programs, swindlers, kill-stealers, hackers and the like -- in short, the dregs of the MMORPG world. In fact, a friend of mine noticed this and remarked how virtual society can be a microcosm of real society. If there are nasties out there in the real world, you can bet your buns that they'll be online, too.

There's a principle in pyschology that applies to MMORPG player abuse. It's called the deindividuation principle. I know it sounds intimidating, but allow me to explain.

The principle simply states that people who can keep their identities anonymous tend to feel emboldened to do things they normally wouldn't do otherwise. That's why you have people doing unmentionable things in dimly-lit theaters.

If you take the appropriate protective measures, though, MMORPGs can be a blast to play. I sometimes fire up my old Ragnarok Online client, if only to chat with reminisce about the good old days with friends who still hang around ingame.

So enjoy the interaction, but watch yourself and steer clear of the less-than-edifying stuff in the PC RPG gaming wonder that is the MMORPG.

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