A group of teens sits
around a large table with books, manuals, papers and dice strewn before them. Maybe
a few pizza boxes and drink cans add to the clutter. One of the teens acts as a
mediator, reading from a manual and giving directions and choices to the rest
of the group. Another teen replies and rolls a many-sided die. Eruptions of
hoots and hollers follow. Scribbling on
the paper and rearrangement of figurines ensue in a flurry of activity. From
such humble beginnings, a universe would be created.
In 1974, the pen-and-paper (PnP) roll-playing game
Dungeons & Dragons (D&D) was created as a means for people to interact
in fantasy settings that could not be found in the real world (Hope). Thirty years ago, role-playing
games were played live and in-person with a defined group of fellow gamers. Each
participant took on a specific type of character and role, rolled dice to
determine strengths and casualty, and utilized a bound hard-copy manual to
guide play. The character creation was just as important and almost as much fun
as playing the game itself, and therefore took time and consideration. One
player was designated the Dungeon Master (DM) and ultimately guided the course
of the game. The other players pulled together to work for the common good
while at the same time strived to enhance their own individual characters. A
roll of the die determined the chance outcome of the current encounter. The
plot consisted of traps, twists, turns, battles, magic, monsters, dungeons,
treasure and all things fantastical.
Fast-forward 20 years. By the mid-1990’s, role-playing
games had transitioned from old-fashioned PnP into the digital era as
videogames. The landscape of the virtual world provided the fantasy setting
gamers once only imagined, and the flesh-and-blood DM had been replaced by a computer
controlled guide created by the games designers. Rolls of the dice were
replaced by clicks of the mouse, but the outcomes were still up to chance. Though
not a role-playing game, the release of the wildly popular Doom in 1992 sparked the flame of networked multiplayer game play
on college campuses and other entities where networked systems already existed (King and Borland). Removal of
internet restrictions in 1995 brought multiplayer games online and allowed gamers
from the world over to come together and join in common play (Gupta). What was once a relatively small
gathering of buddies spending an afternoon huddled around a table had morphed
into millions of players spending countless hours huddled around their
keyboards at the larger “table” of the world wide web.
With another 20-year leap, online gaming has become an all-in-one
form of entertainment, overshadowing music, movies, and TV shows. Major
advancements in graphics, especially 3-D, the ability to create individualized
characters, and the continual one-ups-manship of developers in plot development
have solidly gripped the gaming world. Videogame launches now bring in higher
first-day revenue than the latest and greatest movies. While it is viewed as
more of pastime in the states, online gaming has become a professional sport in
Korea (Ming). Developers have successfully married the multiplayer functionality
of the original Doom and the
individualized choose-your-own -adventure aspect of PnP D&D, and massively
multiplayer online role-playing games (MMORPG) have caught on like wildfire.
The spark lit on college campuses and corporate networks has been fanned into a
flame that has engulfed the gaming community at large.
Interestingly, what began as a mostly select grouping of
like-minded young adult players has become a true melting pot of diversity. Students
from grade school to grad school, dropouts, the unemployed, high powered CEOs, at-home
parents, scholars, pastors, doctors, and lawyers have all been known to play. This
leveling of the playing field is satirically portrayed in the web-series The Guild, which follows the real-life interactions
of an online group of players via “the game”. The Guild mocks the stereotypes that surround obsessive online
gamers using characters across all spectrums of life. The main character around
which the series revolves is a young woman who uses her web-cam to narrate the
happenings of her real life and that of her gaming group. Secondary characters
include an older, unemployed recluse of a man who lives mostly in this virtual
world, a stifled at-home mom who uses gaming as her escape from real life, a
college-aged techno-dependent girl who is never seen without some electronic
devise at her fingertips, a jobless young man who has a history of falling for
his online relationships, and an ego-driven teenage boy. This motley crew shows
that the gaming world bears no prejudices, the online world is truly “come as
you are”, and both have powerful attracting qualities.
What draws so many different types of people to this
common realm? What is it about the online gaming world that has caused it to
explode into the mega-money-making business it has become? Why do videogame
sales now outrank those of movies, books, and other playthings? Why have we
become so fascinated by this world that a web-series has been created around
it? How has it come to be that many people feel more comfortable in the virtual
world than in the real one?
The resounding answer to all of these questions is
“community”. In one way or another, gamers who play MMORPGs do so for the sense
of community. Many of today’s most avid role-playing gamers found that first
taste of community in the old days of pen-and-paper D&D, including Richard
Garriot, a heavyweight in the earliest days of videogame programming. Garriot was introduced to the highly
interactive role-playing game in1977 while attending a computer camp at
Oklahoma University. From that point on, Garriot strived to recreate that sense
of community in the computer world (King and Borland). Many others
are drawn to online games as a means of staying connected to friends as life
moves them on (Reinicke). The younger
generation of gamers find the virtual world a much more desirable and
comfortable social hangout than the real world (Boyer).
Community. We are all searching for the sense of
connectedness to people like ourselves, those who have a common interest. As
unlikely as this common ground may seem, the virtual world of online gaming has
a definite community. And with community comes culture. The culture of the
online gaming world is diverse in form, yet common in theme – people brought
together for the social interaction of playing together. This sounds much like
a small child’s real-world playground. Come on, let’s go play.
Awesome read Ariel. Brings back a lot of memories and puts other things in perspective. Very well written as well.
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