Posts Tagged ‘mmo’

Life as a World of Warcraft guild leader

It’s February 2009 and World of Warcraft now has 11.5 million players worldwide. It has more players than any other MMORPG (Massively Multiplayer Online Roleplaying Game) in history by a considerable margin; it’s simply blown the competition of the water. The growth of WoW is quite literally unprecedented.

From mmogchart.com. See that pretty green line?

And that’s just up to some time in 2008. WoW has taken huge bites out of other gaming segments; when you are the third biggest selling PC game of all time (behind Sims 1 and 2 — damn those female gamers!), other genres tend to take a hit. Blizzard didn’t just conjure 11.5 million people out of thin air! People dumped their FPSes and RTSes and came to see what all the fuss was about. I remember when I started playing, the majority of people that I met were CS kiddies, or StarCraft/Warcraft 3 players. You can see from the graph that there just weren’t that many subscribers from other games to play WoW — Blizzard had done what every other games developer can only dream of: they cracked the MMO subscription market wide-open.

Blizzard made fantastic use of their experience from StarCraft and Warcraft, and made a game that’s easy to learn and enjoyable to play. A lot of the ‘old school treadmills’ and ‘grinds’ that players had grown to be accustomed to (and often loathe) in other MMOs all but disappeared in WoW. If you’re one of the million-or-so gamers that came from EverQuest, Dark Age of Camelot or Final Fantasy XI, the first thing that strikes you about WoW is just how easy it is. Never has it been so easy to be ’successful’ in an online game.

You might’ve heard the phrase ‘welfare epics’, or ‘casual friendly’. Both of these terms have been coined to describe Blizzard’s ideology of massively-multiplayer online gaming: It should not necessarily be about how much you play, it’s about taking part. WoW is about making everyone feel special. And boy it works!

In other games, before WoW, you could only dream of one day being in anyway equal to the best players. MMORPGs really weren’t for casual gamers, they were for gamers that thought they had a chance of being #1. They had the time, the dedication and a certain lack of RL obligations — that’s what it took to be competitive pre-WoW.

Then along came the casual-friendly welfare-epic gloriously lore-rich realm of Azeroth. A world where you could attain the max level is about 15 days, and be adequately well-geared within 20. Such an easy game had never been heard of! All those newbies were subscribing after their free month. An awful lot of people never play past the first month of MMOs — WoW’s player retention is truly awesome compared to other MMOs; people pick up the game, and never put it down. Finally we had a game where the reward is directly related to the effort, and not some sick-and-twisted system where the higher levels require exponential time investments and dedication.

And that’s the key to WoW: a linear curve of progression. There is very little justifying reason to play those extra 25 hours a week to get that small one-up on the opposition. (There’s a very good business reason for this too, as Blizzard make more money if you play less!)

Anyway, you can probably see where this is going. I’m not one of those casuals; I’m the total opposite. I’m a guild leader. I’m in that tiny percentile of players that goes a little bit further than the rest. Not only do I play those extra 25 hours a week, I also manage a guild at the same time.

The purpose of this blog is to educate and inform people about massively multiplayer games in general, and leading a successful WoW guild in particular. If you’re a struggling guild leader, or you’re thinking about starting your own guild, hopefully you’ll be able to find some tips here. Perhaps you’re just a raider, with no involvement with the leadership of your guild, you might find some interesting things about inter-guild politics, or how to be a better raider.

There’s actually very little out there on the Internet about actually leading a successful WoW guild. That’s probably because we’re overshadowed by our hyper-competitive PVP brethren, like Serennia and Ming. Hopefully this blog will give you an insight into the other, more social side of online gaming: guilds and PVE.

Are Blizzard the new Microsoft? Is Warcraft the new Windows?

The MMOG (Massively Multiplayer Online Games) market is an interesting one. Unlike most other forms of media, MMOGs are a service rather than a consumable product.

A normal game has a very predictable life-cycle: development, launch, patching, possible expansions and finally product retirement. Most software follows the same pattern. You buy a game, or piece of software, you expect to get some use out of it, and ultimately expect to buy the next latest-and-greatest version of it in a few years.

In fact, it’s the life-cycle for almost everything on this planet that’s consumed… except for the service industry.

The service industry is the ‘golden egg’ of modern civilisation. It’s the defining trait that splits a secondary industry from a tertiary industry. It’s the difference between selling someone the materials to make a house, and being the person that maintains the house, keeping it shiny and new, and adding new features as they become available.

Now, the service industry isn’t new. It popped up sometime after the industrial revolution when someone realised that there’s an awful lot of money to be made in monthly retainers. Rather than giving a man fish, rent him a fishing pole at a reasonable price — there’s a lot more money to be made in the long run.

Not only is there more money to be made but loyalty is also instilled. If it comes to the stage where you finally have to upgrade your house, you’re almost certainly going to stick with the guys that have looked after your house for all those years. Heck, your house might have weird, proprietary additions — like a custom waste disposal, or a funky-shaped swimming pool –  that only these guys know how to maintain. They might not be cheap; but at least they get the job done… ish!

This brings me neatly onto Microsoft and Windows. Originally Windows was just another consumable software package. There were other competing operating systems, but in 1981 Microsoft secured a deal for its PC-DOS to be bundled with the new IBM PC. You know the rest of the story — the IBM PC shook the world, and Microsoft was along for the ride.

The sheer scale of the success of the IBM PC was unprecedented, and to capitalise on it, Windows was released in 1985 as a graphical addition to the already-predominant MS DOS. By 1990, Windows 3.1 was released, and Microsoft’s monopoly of the PC industry had begun. Windows 95 saw the release of Internet Explorer, and the beginning of a monopoly on the Internet browser market.

Scroll forward a few years to 2006 and Microsoft Windows is being used by 97% of all Internet users. That, if you weren’t quite sure yet, is a monopoly. That’s a 97% market share after 20 years of Windows releases. Every release confirmed its stranglehold on the industry. Every release tied its users further and further into the sweet embrace of Microsoft Windows. That’s the service industry — the soft, comfortable pair of shoes that you just can’t get rid of. It’s not a great pair, but damnit, they fit nicely and keep your feet kinda warm.

The problem is, monopolies are outlawed because they are ultimately very bad news for the consumer. A monopoly without suitable competition,can rest on its laurels and practically eliminate all technological progress. Occasionally a competitor  will emerge, bringing a new, exciting development to the table — the incumbent simply buys them out, or copies the functionality. Innovation all but dries up; there’s no risk from outside to spur the market tyrants onwards. Your subscribers aren’t going anywhere. They have no where to go.

Which brings me neatly onto World of Warcraft. Will it ever lose its crown? Can it ever lose its crown?

As of April 2008, WoW had a 62% market share. Not quite as immense as Windows’ 97%, but remmeber that Blizzard have only been on the MMOG scene for 4 years. All of the original MMORPG developers — SOE, Turbine, Mythic and NCSoft — have had years of experience and can still only scrape a tiny, few-percent share of the market from Blizzard.

At 12 million subscribers, Blizzard have obviously done something right. They would have to do something monumentously wrong to lose the grip they now have on the MMOG industry. Their subscriber base positively salivates for each and every content patch that they unveil. WoW is the most played, and probably the most universally-adored (or hated!) game in the world.

It’s this kind of blind-faith in Blizzard and their total monopoly that has me very worried indeed for the future of the Massively Multiplayer market. WoW was hardly an innovation over the existing MMOG titles; it did not bring anything new to the table, but what it did bring to the table it did well. It is polished, and well-cared for. It has a fantastic community of devout, zealous followers and fans.

I am worried, then, that with Blizzard’s next-gen MMO they will fail to innovate the market sufficiently. I’m worried that they’ll play it safe and bring out another game which is evolutionary, rather than revolutionary. Surely they will look at Microsoft — a company that has learnt that revolutionary leaps in technology are notoriously hard to support — and take the boring route out.

Blizzard now have the resources — both money, and the developers — to create something that’s truly awesome. If they slam the brakes on and squeeze out the gaming equivalent of Windows ME I will be stupendously disappointed.

But being a WoW player myself, a woefully addicted and dedicated player, I’ll be hanging around until World of Warcraft XP is released anyway.

If you are interested in more MMORPG-related articles, you might like to read my ‘Life as a guild leader‘ blog.

Managing recruitment and player burnout

There is one common trait among all guilds, of every size and all descriptions: players quit. They can suffer burnout, or perhaps start a new job that prevents them from playing, but at the end of the day the result is the same: you’ve lost a member of the community, and perhaps the raid team too. In this article, I’ll try to explain the main cause of players quitting, and how to prevent it from happening in the first place!

Obviously, you can’t prevent players from ever quitting (though that would be nice!). The only way to counteract such losses is through recruitment (at least until we can have virtual children…) The method of recruitment will vary from guild to guild and server to server, but I hope to cover most of the basics in this article; I’ll even try to throw in a few ‘veteran tips’ that might give your guild a slight advantage over the rest!

Quitters

Eventually, everyone quits. Awfully philosophical, I know. At some stage, whether it’s tomorrow, or 50 years from now, the game ceases to be a game, and you quit. Humans aren’t very good at playing ‘non games’ for long: there has to be some kind of tangible improvement, some kind of fun. Without a game, what’s the point? Without some kind of competition, or some end goal to strive towards, why bother?

The real life equivalent would probably be suicide, which thankfully isn’t as prevalent as people quitting an online game: Interpersonal ties, those ties that keep you going and striving for success, are much stronger when you see and talk to someone face-to-face. There are also a much larger abundance of games to play in real life; a much vaster range of challenges and aspirations that you might one day achieve.

This is where MMORPGs, like World of Warcraft, suffer: they have a finite number of games; a limited number of possibilities. In the case of WoW, the world might be very large indeed, with a lot of possible developer- and player-created games, but at the end of the day you are still bound to the world created by Blizzard. In real life, there are almost no limitations — if you see the top of a mountain, you can almost certainly go there, even if it takes years of training. In a game, you can only go there if the designer hasn’t placed an invisible wall in the way. Ultimately, you have to play the game they want you to play.

Inevitably, when all of the content is exhausted (or you have exhausted everything that is fun), you quit.

You’re not going to stop everyone from quitting, but there are certainly some steps you can take to lessen the chances of it happening.

You must have fun

This is to both the players, and the guild leaders. You, as a player, must find the game fun. You, you grumpy, tyrannical guild leader, must make the game fun for the members of your guild! When the game stops being fun, you can guarantee that people will start quitting. It might be a slow trickle at first, but without any significant changes, that trickle will fast become a torrent of quitters.

MMOs in general, and WoW in specific tend to be fun — they are games after all! The problems normally arise when you’ve cleared all of the content and you’re eagerly awaiting the next patch from the developer. Sometimes, though, fun can be destroyed simply by wiping too much on a boss, or being demoted too many times by a power mad guild leader. I’ll break down the most common ways of destroying fun:

  • Wiping is bad — I’m sure this comes as no surprise to any of you. Wiping is awfully testing on morale. As humans, we don’t mind repetitive actions, but there has to be observable progress over a span of a few wipes, or in the case of harder bosses, a few raids. Depending on the kind of guild or raid group, the average player tolerance to wipes will vary a lot, but in general wiping is very, very bad.
  • Stagnation is bad – In the same vein as wiping repetitively without progress, stagnation is another huge cause of discontent. When the guild or raid is so static, so devoid of progress or simply without communication, it stagnates. People stop logging in, guild chat becomes quiet, and raids become just ‘yet another farm run’. Stagnation in itself isn’t entirely crippling, but it just happens to be the breeding ground of the next fun-destroying element:
  • Drama – One of the most-used phrases thrown around in MMORPGs today is ‘drama’. Drama, in online games, is usually defined as the ‘aggravation of a situation’ and it’s often pointless, baseless aggravation too. As I was saying, stagnation is normally the cause of drama: dramatic players thrive in a stagnated (or simply stressed) guild environment. If you imagine a dark, lifeless pond, and then stir it around with a stick… that’s what drama often feels like in a guild. Smelly and nasty — and you can’t help but feel it was better to leave the pond unstirred.

These are the common causes of a drop in morale, the following discontent, and ultimately quitters. As with most things, it falls to the guild leader (or officers) to try and avoid such situations. The solutions are fairly simple:

  • Reduce the impact of wipe-fests – Probably the best way to prevent player burnout is by making the hours spent wiping slightly less painful. You could introduce breaks every two hours, or you could promise only one wipe raid a week. Most guilds now provide repair funds and consumables for their raiders which reduces the strain of raiding by a huge amount. The only real cause of burnout today is ‘hard’ bosses — but if you play WoW, it sure seems Blizzard are trying to prevent the effect C’thun and Kael’thas had on hardcore raiding guilds. This article of mine has more detailed information on the topic of raiding, wiping and progressing.
  • Stir things up before the drama queens can — In my previous example of a stagnated, dead pond being stirred, it was a dramatic player doing the stirring. They were adding their own bias to situations, and perhaps catching you, the guild leader, off-balance. The key here is to stir things up before the guild stagnates. Change the raiding schedule, or remove some of the raiders that have been holding you back! Perhaps organise a raid as level 1 gnomes on another server, or arrange a foot-race from Undercity to Booty Bay? It is nearly always the job of the guild leader to keep things fresh and interesting, so do it!
  • Control the drama – Drama isn’t always bad! The wrong drama, at the wrong time, is bad. A bit of good drama never did a strong guild any harm, though! Depending on the ‘community level‘ of your guild, it might vary from guild to guild what you can actually get away with, but inspiring the members of your guild to discuss interesting topics can do a lot to develop the community, and at the same time is fun! Be careful with censorship too; obviously heavy anti-guild sentiment might need to be controlled, but also you might find that the rest of the guild gangs up on the drama queen — and there’s almost nothing more fun than coming together as a community to play ‘defeat the anti-guild forum troll’!Worth noting is that drama involving other guilds is always a good thing. If you heard about another guild having problems with a particular encounter, or with a troublesome raider, tell your guild! It’ll be great for morale, especially if you’ve been wiping on a boss for hours.

If you take these steps to make the game fun again — or even prevent the game from becoming boring in the first place! — you should have a lot less problems with quitters, which means you won’t need the next section quite so much!

Recruitment

Whether you’re a casual, raiding or hardcore guild, the bread and butter of your survival is recruitment. Recruitment is the only way you will continue to have fun and progress, and as such it is vital you understand how to control the ‘newbie hose’ of recruitment. You need to know which direction to spray it in, and when turn it on, or off.

It isn’t purely the role of the guild leader or officers to manage recruitment: it is something for every member to keep in mind. When your guild needs a replacement, before next week, chances are someone in the guild knows a suitable replacement. Of course, it’s ideal if each class leader knows every possible recruit, but that rarely happens (if you have a class leader that does know every possible recruit, look after them!)

Let’s start with the basics of recruitment.

When should you recruit?

Most guilds make the big mistake of waiting until too late to recruit; waiting one more day might make the difference between the life and death of your guild! Whether you’re a casual or raiding guild, it’s important to recruit before you lose the ‘critical mass’ of players — whatever that number of players might be!

A casual guild is probably even more fickle than their raiding or hardcore counterparts. If shit hits the fan in a casual guild, there’s usually very little to prevent players from just jumping ship and heading to another guild. In raiding-oriented guilds there is usually the soft, velvet-gloved, addictive allure of epics that keeps players hanging on for a little longer — but rest assured, people will pack their bags and run away; they’ll run very fast indeed if they think the guild has begun its dying throes.

When is it best to recruit then? Early.Very, very early. I’ve already written a bit on the size and attendance of raiding groups, and the best way to manage recruitment is to keep a very close eye on attendance. As soon as a player starts dipping below the desired percentage (80%) you should be looking for possible replacements. You should be incredibly cautious of ‘repeat offenders’ — those players that, seemingly by magic, skip raids over and over (usually due to real life commitments). These players will likely never be reliable, and in serious raiding guilds should be replaced!

In general, recruitment is a lot about gut instinct. After a while, you should be able to predict the ebb and flow of players: the inevitable loss of a few players after you finish an instance; the handful of players that you will always lose after the summer holiday. The start of the school year is another common event which will force you to recruit — but no matter the occasion, do it sooner, rather than later! If you’ve had to cancel a few raids, you were too slow!

Who should you recruit?

If we’re being WoW-specific, this question is quite easy to answer: you can recruit almost anyone. Other games might be harder (in fact, they’re probably all harder than WoW), so the recruitment criteria might be a little more stringent. With WoW though,  you should almost always recruit first and consider their actual abilities afterward.

The following is the order of importance for desirable traits in new recruits:

  1. Not a dick
  2. Can attend your guild’s raiding schedule (or whatever kind of schedule your guild has)
  3. Relevant experience
  4. Gear (or whether they have the right tools for the task)

Top guilds will obviously be a lot more choosy in who they pick up, but they also have a huge pool of possible recruits available to them. Most guilds can not pick and choose; they just have to take what they’re given. Most guilds should stick to recruiting friends of other members, which is often a sure-fire way to find non-dicky players and also work on the feeling of community and inclusion the same time. It’s not uncommon for top guilds to be made up entirely of groups of real life friends for this reason! Personal recommendation goes a long way; not having to rely on relatively-unknown forum applicants is highly desirable.

As I’ve said quite a few times now, WoW is an easy game. The number one reason for not succeeding, progressing or surviving is: not having enough players. Don’t fall into the same trap that so many other guilds have tried to work around in vain. You really can recruit just about anyone — as long as they’re not a dick!

Finally, how do you recruit?

This is the step that most guilds stumble on. You know you’re struggling and you can feel progress and morale slipping away. You know what kind of player would fit into your guild, but… there are no applications! Why aren’t people APPLYING? Don’t people know that we need a new mage? Don’t people know that we could be the best guild on the server if we just picked up the right tank?

Fortunately, all of these questions are probably caused by the same, easily-fixed problem: you are unknown. Yep, that’s why no one has applied to your awesome guild — no one knows that you’re recruiting. Rectifying this rather sizable issue is thankfully very simple: spam.

I know, I know, everyone hates trade-channel spam, but it really is your best tool to get the word out there that you need recruits. Make some macros and use them regularly (a few times an hour is enough!) For extra potency, send the macros to other people in your guild too! Assuming you have a good reputation, you should quickly notice a burst of fresh applications. (The exception to this rule is congested or dead servers, but I won’t go into that here.)

If the idea of spamming trade chat doesn’t appeal (and some guilds might fancy themselves slightly more ‘upper class’), you could also encourage all of your guild members to talk to their friends and poke them to join. If talking and poking isn’t enough, get them to start emotionally blackmailing those same friends — eventually they’ll crack and apply, trust me!

Posting on your realm’s forum is also a good idea (but I’m sure you’ve already done that, right?) Make sure to include all of the perks that members of your guild get, such as repair funds, raiding consumables, a forum, voice communications… and whether you have a tabard or not!

Tips & Tricks

Consider this section as ‘extra reading’, or a ‘bonus feature’. Either way, what you’ve read so far is more than enough to keep a casual or raiding guild alive and healthy. What follows is a few tips that might be of use to hardcore guilds, or for guild leaders that enjoy the politics of the game as much as, or more, than the actual raiding. These are also almost entirely for guild leaders, and probably won’t be very useful to the members of a guild.

  • Maintain friends in other guilds – Being inherently social games, most MMORPG players like to make friends: buddies they can talk to when the going gets rough, or ask for advice on particular encounters. There’s no reason for your friends to all be from your own guild! Make friends with the officers and raiders of other guilds — or even other guild leaders!
  • Similarly, keep communication channels open – Always keep your ear to the ground. Listen to what your guild members have to say, no matter how mundane it might seem to be. The web of player interconnections in MMOs like WoW  is so vast that most players are only ever 2 degrees of separation apart. This means that there is a strong chance that even if you are not friends with a possible recruit, someone in your guild probably is. Utilise and leverage those relationships to get the right players into your guild.
  • Politics, and the knife in the back – I’m starting to get into territory that will no doubt cause a little uneasiness, which is no surprise as I am now talking about the wholesale slaughter of other guilds! Turning one guild’s misfortune into your own fortuitous windfall! I am of course talking about poaching important players from other guilds.Poaching itself is nothing special — almost everyone you recruit will be from another guild! — but I’m talking here about poaching a key player in another guild: their main tank, or perhaps an important social figure.  This requires a combination of having good friends, keeping an eye on ‘current affairs’, and being charismatic enough to lure someone into your guild; someone that is likely very loyal to their current guild.I’m not going to go into the details of poaching as it’s a topic best-suited to an article on the sociological and psychological stresses on the denizens of virtual worlds, and how to manipulate them.

At the end of the day, you must remember that as a guild leader, you are in a unique position. You are at the top of a pyramid: the end-point of all activity and communication below you. It is your job as guild leader to sift through the thousands of pieces of data available to you and find the important bits; it’s your job to differentiate between the pimples of harmless whining, and those little blackheads that will eventually develop into nasty, pussy spots that’ll make your life hell.

If you have any questions about the issues or topics raised here, I’m more than happy to answer them. You can ask them in a comment, or email me using this form.

Emotional avatars in virtual worlds

Apologies for the long-winded title; it’s actually quite hard to find a subject that gets right to the point. This isn’t about triggering a particular emotion in gamers — not directly, at least. It’s also not about how ‘emotional’ gaming can be — we already know that playing games can be an intense experience that can warrant a massive gamut of emotions.

This entry’s about your avatar — your character, the model that represents you — and the emotions that it can, or as the case may be, cannot display.

Emotions have long played a vital role in communication and human interaction. We smile and raise our shoulders a little when we’re happy; we frown and slump when we’re sad — these emotional keys are a form of communication in their own right: body language!

Beyond subtle muscle shifts we also have emotive reactions that we’re less aware of: we blush when we’re embarrassed or caught lying; we raise our voice in anger or petulance. Most importantly though are the muscles groups on our face: the flaring or contraction of our lips and eyes, the furrowing or raising of the brow — each of these actions, or reactions, are ‘programmed in’ genetically and almost impossible to alter. It’s these same minute movements that we’re (often unconsciously) reading in the face of whoever we’re talking to. It’s these tiny twitches in someone else’s face or body language that can trigger our own involuntary responses: that momentary curl of the lip might be all the indication you need to run away quickly.

This ‘hunt for emotion’ as we communicate with other people is so ingrained that online communication has always felt a little… distant. Internet veterans are cautious, aware that without body language their words can easily be misconstrued. Newbies often blunder, forgetting that no one can see the ironic smile on their face. There’s a reason emoticons :-) , *asterisks*, CAPSLOCK and _underscores_ exist: to convey emotion! It’s clunky and slow compared to body language or facial expressions but it’s the best that we have.

Why, twenty years after the first text-based world, are we still communicating with such basic tools? Some early games like LegendMUD had ways to inflect mood into your conversation through expansion of the verb sets (’say alts’) but since then… nothing. In graphical virtual worlds a couple of games have tried to incorporate moods (notably Star Wars: Galaxies and EverQuest2) but still they were still primarily low-tech text-only executions, toggles: /angry, /sad, /afraid, or parsing exclamations and queries.

Why are we still running around in virtual worlds with emotionless, gormless avatars? In single-player games it’s almost the state of the art, the bleeding edge! ‘More realistic than ever before!’ the developers cry. What makes the games more realistic? Interaction with the game world: physics and realistic NPCs, or in the case of virtual worlds, other player avatars. You only need to look at the success of LittleBigPlanet — a very simple platformer with oodles of delicious detail and bucket loads of charm and a very diverse emotion system.

For a market segment that generates almost all of its appeal (and revenue) from the immersive quality of virtual worlds it’s amazing that there isn’t yet a virtual world that has the power to model emotions through various facial expressions and body poses. You could even go one step further from the toggle system and parse complex emotions like sadness, apprehension and lust out of chat. Then there’s the character state itself: in battle your avatar would grimace upon being hit; a healer would smile upon saving a party member.

Are we simply being held back by World of Warcraft’s ancient graphics engine? Surely it’s time for realistic, immersive emotions in virtual worlds.

Further Reading

World of Whorecraft

Hardcore gamer (N64! Old school!) I look a bit like that when I'm 'in the zone'.I’m going to tell you a story that, a few years ago, would read like an urban legend. While it certainly isn’t a common occurrence today, three years ago this simply wouldn’t have happened. Unless you’re me. Three years ago this made me a God amongst my gamer friends.

Three years ago, almost to the day, I made love to a beautiful woman while playing World of Warcraft. If you don’t want a basic intro on what World of Warcraft is, skip down the page a bit.

For this story to make sense I need to explain a little about what World of Warcraft (WoW) is: it’s a Massively-Multiplayer Online Game (MMOG). Massively-multiplayer means hundreds and thousands of players share the same virtual world as you: while you run around killing monsters, there are other people also running around killing the same monsters! Sometimes they get in the way — in which case you kill them! — and sometimes you group up to kill bigger monsters that you can’t kill on your own.

WoW is in essence, a team game. You can play it on your own, and a lot of people do, but it is the allure of playing with — and competing against! — other people that is the main unique selling point. Because it’s a team game, it is also highly social (this is where most of the the ‘cool’ reality-TV-watching people (girls?) snort derisively and say ‘How can a video game be SOCIAL?!’)  It is not uncommon for WoW players to spend hours talking to their friends and enemies every night! Yes, these are real people, even though it’s a video game! Do you know how little people communicate nowadays? How many minutes on average we spend talking every day? For men, it’s about half an hour. Women, an hour or two. So playing WoW or other online games is social. Let’s get that straight. (I’ll write more on this topic another day.)

Anyway… now for the story. For more TMI stories, visit Lilu’s blog!

It was dark outside and I was playing WoW. Behind me on my bed lay a naked, blushed-pink girl. My girlfriends tend to be the understanding type; they might not all be gamers, but they at least understand my love for games — and bless them, they give the games a go! But there’s definitely something to be said for the lack of female hand-eye coordination… More on that another day.

She was restlessly ‘making waves’ on my water bed — and whining. Whining in that piteous way that only horny girls have truly mastered.

‘Seeeeebbbby.’

Perhaps ‘yearning’ is a better word. But I wasn’t going to be so easily won over. Only a few nights before, I’d tried the same routine, bouncing dangerously on my bed and begging. She’d resolutely stayed at my desk, finishing some email she had to write. I can only assume she thought I liked her a whole lot more than I actually did. In fact, girls seem to think that the moment you start going out with them, they are catapulted to the top of your priority list. So not true!

Call me a utilitarian, or just plain sensible, but if 25 people are relying on me to lead them to greater glory in WoW, it is wrong to just abandon them to screw a girl, right? Their needs are greater than my carnal desires. The writhing, whining, naked girl can wait! Those 25 people, those 25 friends, connected from all over Europe, cannot. I guess its real-world analogy is ‘abandoning your mates at the club to go home with a girl’ — you just don’t do it, unless it’s a pre-arranged go-out-and-get-laid thing!

And so, clicking frantically with my mouse and focusing intently on my screen, I tried my luck.

‘Get your ass over here, bitch.’

Yeah, I actually said that. There was the most disturbing, pregnant pause ever. It could go either way, I knew. We’d been together for a while, so I didn’t think she’d dump me. But there was the risk that there might be days or even weeks of no nookie for Sebby. She was silent and I was busy staring at my monitor, focusing on WoW. The fact that I couldn’t see her was driving me insane, with nerves, with curiousity. And then I heard her giggle. And then she slithered off the bed.

I could hear footsteps behind me.

Ahead of me, the dragon was only half dead.

Was I really about to live out the greatest geek fantasy of all time?

‘Your… bitch… is here.’ The words coming from her mouth sounded understandably foreign. She was no one’s bitch, but you have to give the girl credit for going with the flow. ‘Do you need my help to kill the dragon?’

A mumbling, murmuring grunt escaped my lips. It was all I could do to keep my focus on the computer. I could smell her as she kissed the side of my neck. Focus… focus Sebastian… focus! The dragon was almost dead! Just two more minutes…!

Then she straddled me. She reached down, unzipped, deftly extracted and plunged.

But I didn’t lose my cool. I kept my focus. We killed the dragon and I threw that bitch from my lap and onto the bed. I proceeded to screw her brains out until she whined piteously for entirely different reasons.

* * *

I know what you’re thinking: A happy ending to a Too Much Information story?! Well, I’m going to go one step further…

Gentlemen: Do you want to know the secret? Do you want to know how to bone beautiful, big-breasted women and play video games at  the same time? If so… come a little closer.

The trick… the key… the secret

Get a big wide-screen monitor or TV. That way you can still see around her when she’s sitting on your lap. They think they have your full attention but they don’t. Works every time.

Immersion

Given the choice, almost all of us would take the red pill. Immersion, like mystery, is incredibly fascinating.Immersion is the act of being plunged, sometimes without us fully realising, into another place; another world. Be it via book, film, video game or any other form of media, our imagination lends itself readily, eagerly, to immersion in other worlds. It can be a very visceral experience, the new world plucking you from your present reality and sucking you through some kind of warping wormhole with a pop. Or it can be less obvious, the new world’s tendrils slowly creeping up and wrapping themselves around you until, before you know it, it feels like you’ve always been there — only you’re not quite sure how you got there.

And it’s healthy. Immersion is healthy. With immersion comes understanding and with that, eventually wisdom. When we’re immersed in a subject matter, be it vampires or the history of British monarchs (or the overlap of both!), we become dedicated to that cause. In reading a good book we often find ourselves identifying with a character and championing their thoughts and emotions. Hell, many people attribute entire shifts in viewpoint and way of life to books! The same can be said of films and video games too — if a book can be life-changing, so can a game!

‘Life-changing’ is the key phrase with immersion. When we enter into another person’s world — for that’s what we’re doing — we are assuming a new role, a new point of view; in essence, a new body. We glance around with the steady, fresh gaze of the newly birthed, curious and forever analysing. We’re actually granted a fresh set of senses which, depending on the story might vary in purpose or intensity — free, wild; sad, caged — but they are new! New, never-before-experienced senses! Just like that, the senses and experiences we carry with us in life can be dropped: prejudice, fear, pain, stress — gone. At least for a little while. Without leaving the library or even rolling out of bed we are able to live through a gamut of emotions and sensory experiences that might, were it not for immersion in a new world, go unused.

The problem, if there is one, is that that the virtual frontiers to which we are exposed are entirely governed by the author of the book, film or game. If the artist wants us to feel scared or fascinated or mystified, we will be. The author or director takes us on a journey, a tour of their imagination. We see and smell and hear their fears and torments, we feel their passions. We experience the joy, elation and pain of their first love, kiss and heart break.

It seems that, irrespective of how wild or terrifying or unreal a world is to us, we want to immerse ourselves. We want to be deeply involved. We want to be an important part of the world. We want, dare I say it, a world that can revolve around us — even if that world only exists in our own head, on loan from the creator and decorated by imagination for our own needs and wants.

You can be under your duvet with a good book and grinning like a fool or sweating and torturously scared — but entirely unable to put it down because that world — your world — would cease to exist, and you’re never quite ready for that to happen. And this is just single-player immersion! Some people aren’t content with being alone in these fleeting, imaginary worlds that disappear when we turn the last page or finish the film.  Just as sitting in your room reading a book or playing a game can get a little lonely: sometimes it’s better to stomp around a virtual, imaginary world with other immersed people in tow, with companions, with comrades… with friends!

And that is when you log into an Internet forum and find fellow Twilight fans. Or, if you have a penis, install World of Warcraft.

* * *

More tomorrow on immersion for Thoughtful Tuesday!

If you’re reading this after midday, UK time, go and check out week 4 of ‘52 Weeks’ — it’s a good one.