The days of the identity crisis may be over.
That’s because game developers want your money, which they
are accomplishing by allowing gamers to freely express themselves within a
hierarchical social sphere. This makes it increasingly easier and more common
for gamers to create and live a virtual identity through massively multiplayer
online (MMO) games.
And, the ability to essentially live as someone else has
appealed to millions. Just look at World of Warcraft: the MMO has well over 10
million subscribers worldwide, earning it the Guinness World Record for “Most
Popular MMO Role-Playing Game.”
Even casual free-to-play MMO games such as Maple Story have
been popular with gamers, with over 50 million people with subscriber accounts
internationally.
But what’s the appeal of these online games?
“It’s human nature,” says Jon Radoff, CEO of social gaming
network GamerDNA. “Social status and social currency are fundamentally
important to people.”
Social gaming sites such as GamerDNA and the recently-formed
Raptr serve as portals
through which gamers can connect and hone their own gamer tastes and identity.
Presenting one’s gaming histories, scores, and accomplishments for others to
see becomes an important way for gamers to stand out in a playing field where
nobody knows what you look like and who you really are.
These sites, though, are just springboards for a more
immersive experience. MMOs such as World of Warcraft, The Lord of the Rings
Online, and even Maple Story allow players to create their own avatars. The customizability
of a character’s appearance becomes incredibly appealing, as the character can
become an extension of a gamer’s real-life persona or a means for them to live
out a fantasy of, say, being a cyborg mermaid.
But, simply having a custom look is not enough to keep
players engaged. Second Life is a prime example of this – the virtual chat room
isn’t nearly as popular as other MMOs because it doesn’t build upon the
superficial skins.
Games such as World of Warcraft probe into the need for
“social status and social currency” by featuring guilds, levels, and goals. A
person who is level 54 has a higher standing than someone who has just started
playing, just as a person who has played for many hours probably has more
knowledge and advice to impart than someone who only plays briefly and
sporadically. Meanwhile, in Second Life, no matter how long you “play,” you are
still on the same level as everyone else.
Jim Drewry, Executive Director of Marketing for The Lord of
the Rings Online creator Turbine,
suggests that beyond avatars, a deeper sense of “identity” comes into play.
“It’s the ability to become a hero [that’s so appealing],”
he says, adding that MMOs “allow complete control over a character.”
The fact that a character in an MMO does not have dialogue
written for him or her makes the entire experience more personal, as the player
imbues the avatar with their own thoughts, words, and actions.
But, it’s the interactions that players have with other
players that ultimately lead to the long-lasting success of MMOs. A person
hones their identity on a virtual plane, and from there shares their “self”
with other players and their “selves.” The combination of look, personality,
intimateness, control, sense of accomplishment, and a collective drive to
complete a goal “becomes something they take with them into their real lives,”
says Mr. Drewry.
Mr. Radoff adds the crucial point that “games are no longer
stigmatized; rather, they are becoming more mainstream.” As the anonymous
freedom of the Internet ingrains itself even more into our lives, MMOs can be
seen not as a time-wasting nerd-fest (though it certainly can be at times), but
as a bridge between the real and virtual that connects gamers and lets them
freely express themselves.