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WIRED ON FRIDAY:
The world ended on February 3rd. Thousands gathered to say goodbye to the
possessions they'd gathered, the papers they'd accrued, the friends they'd
met, and finally their own lives. Before the execution, many swore to meet
again in the next world - which would last forever.
Or
at least, that's what the programmers of the Game Neverending (GNE) told
their beta-testers, as they shut down their prototype website in preparation
for its proper, subscription launch in the summer.
GNE, produced by Canadian company Ludicorp, is the latest entrant in the
world of Massively Multiplayer Online Role-Playing Games - or MMORPGs. In
MMORPGs, hundreds, even thousands, of players take part in long-running games,
played out online on virtual three-dimensional playing boards, populated
with landscapes, climates, architecture - and, of course, other players.
The crowds of participants co-operate, betray, negotiate and trade in these
imaginary worlds, never "winning" the game, but always progressing through
many levels and challenges.
The games are immensely popular - and very profitable. Half a million
subscribers pay Sony $13 a month to play Everquest, the pioneering four-year-old
MMORPG. Addicts devote hours a day to tending to their progression in the
game. MMORPGs are already being salaciously linked by tabloids to tales of
young suicide and child abandonment. It's one of the quiet, background obsessions
that won't stay out of the mainstream for long.
Your character proceeds up a ladder of levels in these worlds by accruing
skills, earning money and completing tasks in the virtual world. In these
feudal visions, a stark hierarchy of achievement and simple rewards fits
well - and the rewards are clear. Play long enough, and you'll become the
lord of your own domain. And, of course, controlling all from above are the
kingly programmers, who determine the prices, shape the kingdom, and set
the quests.
But then, there are limits to how much even kings and creators control.
Some players take a short-cut past the slow labour of game-based advancement
via our own rather more mercantile reality. Here, impatient gamers can buy
the rights to in-game weapons, tools and even whole characters on real world
sites like ebay. They literally buy their way into their game's stratified
classes.
As one economist noted, a hardworking citizen in the world of Everquest
could work continuously on dull, low-risk tasks, accrue small amounts of
in-game treasure, sell what they gain in the real world and earn around $3.50
an hour for their time, a pretty respectable minimum wage.
What's peculiar, though, is how many pursue exactly such solid, low-risk,
low-return labour in the MMORPG world. Many players will spend hours doing
boring repetitive makework to advance a little in their chosen game. Grown
men tailor and stitch imaginary clothes for hours in games like Dark Ages
of Camelot in order to develop a new skill. Gangs of soldiers will hide from
exciting dragon fighting and instead go around in packs mugging small mammals
for minor - but cumulative - rewards. A lot of the players live in these
worlds just to meet and chat with their friends. If MMORPGs are like any
real world game, the game they most resemble is life.
This has not gone unnoticed by the game manufacturers. Some, indeed, feel
that this is the key addictive element of the MMORPGs. Less fantasy, more
reality show, MMORPGs provide the opportunity to live on in a recognisable
- if safer - alternate life. GNE is part of a new generation of games that
seek to exploit this view, in the hope that it may help MMORPGs cross over
into the wider public.
GNE's early players describe it as "an MMORPG about nothing". It has a
far gentler tone than the blood and axes of its medieval forebears. Unlike
its predecessors, the main challenge in GNE will be to co-operate, and build
on the quirky and flexible foundations of a far more skeletal world that
its creators have built. Instead of forming guilds to fight other vassal
armies, its denizens are encouraged to start new religions or elect their
leaders.
There are few set goals or programmer-defined hierarchies in GNE. Like
the real world, you do well by having lots of friends. Judging by the game's
fan sites, inhabitants seem to spend more of their time indulging in wordplay
than large-scale battles. Significantly, the GNE interface is run from within
a normal Web browser, which means that casual players can dip into it whenever
they want, rather than use a devoted machine at home.
GNE's temporary preview attracted it some strong plaudits on the Web,
but it has a tough hill to climb when it reboots in the summer. It has some
less than reassuring precedents too. Perhaps the purest attempt to turn gaming
into mass soap opera was made by Maxis, creator of the best-selling Sim series
of computer games. Their single-player game The Sims gave computer owners
the chance to manipulate and spy upon a simulated neighbourhood of suburban
families.
It was one of the most popular games in computing history. The long-awaited
online multiplayer version dropped you right into a shared suburbia, where
you could chat, participate or - most of the day - work in a deadend suburban
job.
To almost everyone's surprise, the online multi-player version of The
Sims was a flop. It turned out that while watching your computer simulate
suburbanites was fascinating, reliving their lives in your spare time was
no fun at all.
Even if the addictive element to playing MMORPGs isn't the game, but the
company you keep while playing them, players still want an exciting backdrop.
And Game Neverending's escape from the medieval world of the MMORPG to
its more meritocratic, light-hearted world may send it into the mainstream,
but will its world be glamourous enough to keep their attention? Even chess,
after all, has its kings and queens.
© The Irish Times
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