The game is not the same
Summary Description Online games can have real
consequences, says recovering addict Simon Vandore.
Author
Publication
Roullas Top10 Simon Vandore
Newswire
No
Editorial InformationArticle Location
http://www.newswire.com.au/0006/ov16.htm
Article Topic Vandore
Story Order
Story Group 000618
Post Date 16/06/2000 09:11 AM Status Posted Entered by Simon
Vandore on 15/06/2000 11:29 AM
ImagesLead Picture
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Content
Introduction
'It's only a game.'
Body
I've decided that statement is no longer true. This week I
stopped playing EverQuest (EQ), the phenomenal online 'game' that
has absorbed my spare time for the better part of a year.
About 250,000 people currently have EverQuest accounts. There are
58,386 online as I write this, exploring an immense, simulated
world in first person 3D. The genre is known as 'massively
multiplayer online role-playing game' (MMORPG) and in its
simplest form is analogous to the Dungeons and Dragons (D&D)
craze of the 1980s. But I'm not the D&D type. I don't play
computer role-playing games like the Ultima series or even the
lightweight Diablo. Real life is more important to me and these
games take up too much time.
However, I put many things on hold, obsessively building my EQ
persona, gaining power and equipment which enhanced gameplay.
EverQuest cost me friends and fitness, and that's not good. I was
determined to attain the mythical level 50. Along the way, I
became a prominent figure in one of the largest 'guilds' (player
organisations) and when I left, they threw an in-game farewell
party. I'm still receiving sad goodbye messages from all over the
world.
An individual in EverQuest is nothing. The abilities of each
in-game persona differ dramatically, but complement each other.
In one split second of an EverQuest battle, while a warrior
clashes swords with a computer-generated foe and a cleric tries
to heal her wounds, they rely on an enchanter who can hypnotise
additional enemies which would otherwise kill them all. Different
situations require different combinations -- multiply this by the
14 character classes and four vast continents of the in-game
world and things get very complicated.
The highest difficulty setting in a Quake-style game is nothing
compared to the combination of strategy and speed required to
lead 30 people to kill an EverQuest dragon. I might see this as
an achievement, but to others it's just pixels on a screen . . .
until reality and the game begin to cross over.
At first, a few in-game items appeared for sale on eBay. We
laughed it off, until it became an industry. People started
making $US10,000 a week selling powerful equipment to newer
players. One Australian couple ran eight EQ accounts and an
online price list, conducting credit card transactions over the
phone as they delivered the in-game items. Months later, they
were finally banned by the game's owners. Worse still were the
unknown buyers -- when your guildmate appeared with a rare sword
and said 'someone just gave it to me', suspicions were aroused.
Meanwhile, people started going to the altered planes, homes of
the gods of Air, Fear and Hate. Designed as near-impossible
challenges with incredible rewards, these demanded alliances
between whole guilds. Power politics entered fantasy land. On one
EQ server, a clash between alliances led to real life threats of
physical harm; on others it simply left people in tears as their
friends betrayed them. Once upon a time these people simply went
down to the shops and bought a computer game, but now it was
changing their lives.
OK, maybe you think I'm mad. I just had to experience this
phenomenon, because I could see it was an order of magnitude
bigger than anything previously defined by the word 'game'.
Snakes and ladders is to Quake what Quake is to EverQuest.
I'm glad to move on. Soon, as I rediscover my spare time and the
best things in life, my former addiction will puzzle me. It's
just a little scary to think that this is just the tip of the
iceberg -- dozens of next-generation MMORPGs are under
development which could make EverQuest look like a nice game of
Pong.
SOUNDING BOARD: Can you ever fully recover from a games
addiction? Have your say!
Vandore is published each Friday on Newswire. You can contact
Simon Vandore at svandore@acptech.net.
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Bulletin SummaryVandore: The game is not the same
Online games can have real consequences, says recovering addict
Simon Vandore.
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Vandore: The game is not the same
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