I've been pondering something a bit while I've been working on my fiction, and that is how MMOs translate things such as death into a game.
An MMO is a strange beast in its own way: by design it is a multiplayer sandbox where people get to experience all sorts of interactions (such as quests) in their own time. Sure, you can group up, but the multiplayer nature of the game means that death --for both the baddies and you-- isn't permanent.*
You die, you respawn. They die, they eventually respawn.
Items such as phasing as implemented in WoW with the Wrathgate event, as well as other MMOs' version of such phasing, is an attempt to alleviate this. Making it seem like you truly have an impact on the environment is the goal.
But what I've been thinking of is something else entirely: what is the psychological and physical impact of death on people in an MMO? And how did people deal with this in real life when they were drafted, given some basic training, and then shipped out to go kill people?
In an MMO we can make light of death, given that to the player it's an obstacle to overcome. Listen to MMO players talk about wiping in raids or instances, and it's just no big deal. You can even hear bosses express relief at their death, meaning that "Hakkar controls me no longer".**
But nevertheless, "Kill Ten Rats" is just a stone's throw away from "Kill Ten Kobolds" and then "Kill Ten Defias."
I choose the Defias for this because of their origin story, which is something that a lot of people would identify with.
Since there are a few people --including the mini-Reds, who I know occasionally read this blog-- who don't know the Defias origin story, I'm going to put this behind a big ol' cut:
Spoilers ahead
An MMO is a strange beast in its own way: by design it is a multiplayer sandbox where people get to experience all sorts of interactions (such as quests) in their own time. Sure, you can group up, but the multiplayer nature of the game means that death --for both the baddies and you-- isn't permanent.*
You die, you respawn. They die, they eventually respawn.
Items such as phasing as implemented in WoW with the Wrathgate event, as well as other MMOs' version of such phasing, is an attempt to alleviate this. Making it seem like you truly have an impact on the environment is the goal.
But what I've been thinking of is something else entirely: what is the psychological and physical impact of death on people in an MMO? And how did people deal with this in real life when they were drafted, given some basic training, and then shipped out to go kill people?
***
In an MMO we can make light of death, given that to the player it's an obstacle to overcome. Listen to MMO players talk about wiping in raids or instances, and it's just no big deal. You can even hear bosses express relief at their death, meaning that "Hakkar controls me no longer".**
But nevertheless, "Kill Ten Rats" is just a stone's throw away from "Kill Ten Kobolds" and then "Kill Ten Defias."
I choose the Defias for this because of their origin story, which is something that a lot of people would identify with.
Since there are a few people --including the mini-Reds, who I know occasionally read this blog-- who don't know the Defias origin story, I'm going to put this behind a big ol' cut:
Spoilers ahead




