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Battlefields of Negotiation: Control, Agency, and Ownership in World of Warcraft PDF

221 Pages·2013·1.15 MB·English
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The massively multiplayer online role-playing B m game World of Warcraft has become one of a ed t ia the most popular computer games of the t m m past decade, introducing millions around lef atter e the world to community-based play. Within ie s d l i the boundaries set by its design, the game d a encourages players to appropriate and shape s o m it to their own wishes, resulting in highly f a diverse forms of play and participation. This N t illuminating study frames World of Warcraft e te as a complex socio-cultural phenomenon g o r defined by and evolving as a result of the s t i negotiations between groups of players as a t well as the game’s owners, throwing new i o light on complex consumer-producer rela- n tionships in the increasingly participatory but still tightly controlled media of online games. René Glas is assistant professor of new r e media and digital culture at Utrecht n é University. g l a Battlefields s of Negotiation Control, Agency, and Ownership in World of Warcraft www.aup.nl ISBN 978-90-896-4500-5 9 789089 645005 amsterdam university press amsterdam university press rené glas AUP MM 08.Battlefields. rug12mm v02.indd 1 20-12-12 12:23 Battlefields ofNegotiation MediaMatters is a series published by Amsterdam University Press on current debates about media technology and practices. International scholars critically analyzeandtheorizethematerialityandperformativity,aswellasspatialpractices ofscreenmediaincontributionsthatengagewithtoday's(digital)mediaculture. Formoreinformationabouttheseries,pleasevisit:www.aup.nl Battlefields of Negotiation Control, Agency, and Ownership World of Warcraft in René Glas AmsterdamUniversityPress The publication of this book has been supported by NWO (The Netherlands Or- ganisationforScientificResearch),TheHague,theNetherlands. This book is published in print and online through the online OAPEN library (www.oapen.org) OAPEN(OpenAccessPublishinginEuropeanNetworks)isacollaborativeinitia- tive to develop and implement a sustainable Open Access publication model for academicbooksintheHumanitiesandSocialSciences.TheOAPENLibraryaims toimprovethevisibilityandusabilityofhighqualityacademicresearchbyaggre- gatingpeerreviewedOpenAccesspublicationsfromacrossEurope. Coverillustration:SarahGuilbaudandIvoMulder,Amsterdam Coverdesign:SuzanBeijer,Amersfoort Lay-out:JAPES,Amsterdam isbn 9789089645005 e-isbn 9789048518081(pdf) e-isbn 9789048518098(ePub) nur 480/670 CreativeCommonsLicenseCCBYNCND (http://creativecommons.org/licenses/by-nc-nd/3.0) c R.Glas/AmsterdamUniversityPress,Amsterdam2012 Somerightsreserved.Withoutlimitingtherightsundercopyrightreservedabove, any part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying,recordingorotherwise). Contents Acknowledgements 7 Introduction 9 Part I: Framing theGame 1. TheDefinitionGame 19 Gameswithoutend? 19 TracingtheMMORPGgenre’sroots 21 2. TheManyFacesofPlay 23 Themovementofplay 24 Ludicvs.representationalrole-playing 25 Problematizingsocialplay 27 3. TheContractsofPlay 30 Socialcodes,norms,andboundaries 30 Playingonalicence 33 4. Playand/asParticipation 36 Everyplayerplaysitspart 36 Participationasexploitation? 39 5. BattlefieldsofNegotiation 41 Part II: Controlling the Game 6. TheSetupofPlay 47 Networkplay 47 Playingmachines 49 Configuringplay 53 7. TheRulesofPlay 59 Designingplay 59 Designingcooperation 62 Facingtheother 65 8. PlayingwithFiction 72 RepresentingAzeroth 72 5 Thespaceofplay 77 Stuckintime 79 Part III: Gaming the Game 9. It’sAboutTime 87 Paratextsascheatingtools 88 Fromemergencetoprogression 92 Hyperproductivedemystification 99 10.Twinking,orPlayingAnotherGame 103 Theluxuryoftwinking 104 Goingfortheeasykill 107 Agamewithinagame 111 11.PlayingtheInterface 116 Modsassocialsurveillancetools 117 Controllingcodethroughtheorycrafting 119 Exposingtheinside 123 Part IV: Claiming theGame 12.VirtualThievery 131 Play,workorcrime 131 Thepowerofsmallprint 135 Partofthegame? 139 13.PerformingontheEdgeofRulesandFiction 144 Ourstory,yourstory 145 Lookingtheotherway 150 Explorationorexploitation 154 14.TheFragmentedandtheMultiple 159 Communitycontrol,controllingcommunity 161 Withgreatpowercomesgreatresponsibility 163 Playingidentityandcommunity 167 Conclusion 173 Notes 181 Bibliography 195 Index 209 6 battlefieldsofnegotiation Acknowledgements The evolution and realization of this book could not have been possible without the contribution of many friends, colleagues and institutions who I am greatly indebted to. Overseeing the research itself, José van Dijck and Jan Simons have been indispensable from the start. José’s emphasis on structure and argumenta- tion and her inspiring enthusiasm helped tremendously in shaping my work. TogetherwithJan’ssharpobservationsoncomplextopics,theirguidanceproved invaluable throughout the research process. The book you have in front of you would not have been possible without support from the Netherlands Organiza- tionforScientificResearch(NWO),whichfundedthe“TranformationsinPercep- tionandParticipaion:DigitalGames”projectfromwhichtheresearchoriginates. Byhelpingmefocusmythoughtsandframingmyargumentsinaseriesofmeet- ingsandconferences,themembersoftheDigitalGamesprojectcontributedcon- siderably,especiallyintheearlyphasesoftheresearch.LedbyRenéevandeVall, thegroupalsoincludedMaaikeLauwaert,MartijnHendriks,JackPostandJoseph Wachelder.MygratitudealsogoesouttoKarinWenzandSallyWyattforprovid- ingvaluablefeedbackasexternalexpertsontheproject.IalsothanktheAmster- damSchoolforCulturalAnalysis(ASCA)attheUniversityofAmsterdamfortheir continuedsupportandadviceinvariousstagesoftheresearch. Writing a book like this can be a solitary experience, but my colleagues at the Department of Media Studies at the University of Amsterdam and, later, the DepartmentofMediaandCultureStudiesatUtrechtUniversitymadeforexcellent company.Forsharingoffices,discussions,ideas,conferencesanddrinksIwould like to thank Joyce Goggin, David Nieborg, Dan Hassler-Forest, Maryn Wilkin- son, Jennifer Steetskamp, Andrea Meuzelaar, Imar de Vries, Ann-Sophie Leh- mann, Mirko Tobias Schäfer, Michiel de Lange, Marianne van den Boomen, and manyothers.IwouldliketoespeciallythankJoostRaessensandSybilleLammes who, next to being wonderful colleagues and fellow adventurers in the study of digitalgamesandplay,weresokindtoprovidefeedbackduringthefinalphaseof the writing process. Another proofreader I must thank for his thoroughness on shortnoticeisMichaelKatzberg.Iwouldalsoliketoshowmyappreciationtothe students I have had the pleasure of teaching in courses in game studies and beyondforinterestingdiscussionsandinspiringinsights. 7 A very different group of individuals I would like to thank are The Truants, a guildof“roguescholars”ImetinandaroundWorldofWarcraftandplayedwithfor years. Under the lively leadership of Torill Mortensen, the members of The Truants did not just play – in an often endearingly chaotic way – but they also convened during international conferences to share their work on World of War- craftandgamesingeneral.Beingpartofthisgroupprovedtobeaninspiringand enjoyablepartofmyresearch.AmongthemanyTruantsIwouldliketothankfor theircompanionshipareLuca,Kristine,Espen,Valter,Hilde,T.L.,Jessica,Ragn- hild, Charlotte, Peter and Emma. Special mention goes to Ivo Mulder, a friend who also joined The Truants and with whom I shared many online adventures. Ivo is responsible for this book’s wonderful cover design, for which I cannot thankhimenough. Finally, I would like to thank all my family and friends for their warmth and support, and for putting up with my endless banter about World of Warcraft. Last butnotleast,IwishtoexpressmydedicationtoNynkeandourdaughtersMade- lief, Hente and Dagmar for offering love, guidance, and distraction (in a good way)duringalltheupsanddownsofthewritingprocess.Idedicatethisbookto them. 8 battlefieldsofnegotiation Introduction World of Warcraft is considered the pinnacle of massively multiplayer online role- playinggamesorMMORPGs,agenreofcomputergamesthatofferfictionaluni- verses where thousands of individuals play with or against each other or simply hang out to socialize. World of Warcraft, developed by Blizzard Entertainment basedinIrvine,California,facilitatesawiderangeofplaystylesandpreferences, ranging from casual role-playing to pursuing hardcore cooperative challenges. Thegameisconsideredeasytolearnbuthardtomaster,andissurroundedbya huge,player-drivencultureofferingeverythingfrominformationwikistofanfic- tion, fromuser-interfacemodifications toguidesexplaininghowbest tolevelup and even how to learn a profession or how to earn virtual gold through the in- gameauctionhouse. Since its release in November 2004, World of Warcraft (WoW) has attracted a massivecrowdofplayers,peakingattwelvemillionin2010.1Theexpansionpack entitledCataclysmreleasedthatyearsoldmorethan3.3millioncopiesinthefirst 24 hours after release, making it the fastest-selling PC game of all time. Even though the game has since shed some of it vast user base, with around ten mil- lion players in early2012 the game remains one of the mostpopularMMORPGs intheworld.Withitsongoingsuccess,thegamehasbecomeaposterchildofthe progressively collaborative relationship between consumers and producers observed in the larger media landscape. As media theorist Henry Jenkins notes, ‘game designers acknowledge that their craft has less to do with prestructured stories than with creating the preconditions for spontaneous community activ- ities’ (2006: 159). According to EDGE magazine, one of several game industry sources that crowned World of Warcraft the ‘game of the decade’, the game is exemplary of a larger change in how we consume media ‘not as individual packagespickedfromtheshelf,butasservices,alwaysevolvingtomeettheneeds of their growing audience’ (2010: 68). To obtain this service, however, players need to pay a monthly subscription fee in addition to buying the game itself. These subscription fees provide Blizzard with the financial means to constantly updatethegame.AgamelikeWorldofWarcraftisnotastableobjectbutanobject influx;itiscontinuouslytransformedthroughpatchesandexpansionpacksthat express what Blizzard thinks the player community wants next. Players them- selveshavecreatedavastnetworkofwebsites,informationdatabases,blogs,for- introduction 9

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The multiplayer online role-playing game World of Warcraft has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game, resu
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