virtual-selves

Latest

  • Breakfast Topic: When other players become other people

    by 
    Alex Ziebart
    Alex Ziebart
    04.26.2011

    This Breakfast Topic has been brought to you by Seed, the AOL guest writer program that brings your words to WoW Insider's pages. Since World of Warcraft is a Massively Multiplayer Online Role Playing Game, we know from the beginning that behind every character name on the screen is another player. However, since all we see of other players is that character, it's often hard to remember that there are real people on the other side. But sometimes, that reality sinks in fast. In my first guild as a brand-new player, I looked up to my guild master as if he were a decorated general and I was a recruit shaking in her boots. In raids, I was amazed at the respect he earned from other players. When I browsed the forums, I found threads in which the opposite faction called him out, requesting duels so they could try their skills against his. He was larger than life. Then late one night in guild chat, it was mentioned that one of our warlocks was named Matt in real life. The guild master happened to be online, and he chipped in, "Oh cool. My name is Matt too." He linked his Myspace and offered to add us. It was as if Toto had pulled aside the Wizard's curtain in Oz. Suddenly, my guild master wasn't just an epic-geared raid leader with a huge reputation and enough skill to back it up ... He was a dude named Matt, slightly balding, with two kids. This scenario repeated itself over and over, as the orcs, trolls, undead, and tauren turned out to be college students, office workers, military personnel, and stay-at-home parents. They were real. Have you ever had a moment when another player "became real" to you? What was it like?

  • The WoW Factor, page 2

    by 
    Lisa Poisso
    Lisa Poisso
    12.22.2010

    Correct answer: d – older men Men are 4 times as likely as women to gender-bend in WoW. The older a male player is, the more likely they are to gender-bend.

  • How reputation governs the game

    by 
    Mike Schramm
    Mike Schramm
    12.11.2009

    Ravius over at Kill Ten Rats ruminates on the importance of reputation in these very social games that we're playing with each other, and it resonated with me in terms of a few different things going on in World of Warcraft right now. We've talked lots before about ninjas and how that back-and-forth works -- in that case, karma is directly driven by what other people think of you, and of course that's seen more weakly in lots of other places around the game, including guild recruitment, your friends list, and just the general server at large. Ravius talks mostly about the negative reputations we earn, and certainly that's a powerful motivator for a lot of people. But positive reputation is also a strong force in this game -- I'm interested to see how we deal with earning and keeping positive reputation in the new Dungeon Finder and eventually the Battle.net system. Gone may be the days when you build up a good reputation by saying "remember me if you need a good DPS" at the end of a run. It'll be interesting to see what methods we replace that one with.

  • Cory Stockton breaks down the process of making an instance

    by 
    Mike Schramm
    Mike Schramm
    11.26.2009

    Blizzard has done a lot of press regarding the fifth anniversary of the game (and there's probably more to come), but Curse has done one of the more interesting pieces so far. Instead of just chatting with Cory Stockton about his experiences, they had him sit down and explain just how Blizzard puts an instance together. They specifically talked about Ulduar, but the process Stockton reveals works for all of the instances Blizzard has created for the game. A few interesting things -- they "block out" the instances first, create lower-res versions of them to play around in and create the mechanics for the fights. They also do some boss testing outside of the environments -- Razorscale, specifically, says Stockton, was actually tested down in the Stranglethorn Arena. Finally, once the encounter team works out the basics of the encounters, the art and item teams move in, and create art and loot, sometimes with the two of them collaborating (the art team will make a cool item for a boss, and then the item team, with the help of Greg "Ghostcrawler" Street, will give the item stats and balance). Interesting just how collaborative the whole process is -- even the Ironbound Proto-drake mount came from the team seeing Razorscale and wanting to put him in mount form. It's nice and all hearing Blizzard remember the Fry's launch, but it's nicer getting an inside look at their process.

  • Scientists study how the brain thinks about virtual avatars

    by 
    Mike Schramm
    Mike Schramm
    11.06.2009

    This is fascinating stuff to think about over the weekend -- New Scientist has an article (sent to us by quite a few readers -- thanks!) about how we perceive our virtual selves in video games like World of Warcraft. A group of scientists at Dartmouth University hooked a few WoW players up to an MRI recently, and they found that when asked to describe themselves and their virtual avatars, the same areas of the brain activated -- areas normally suited to "self-reflection and judgement." In other words, you think about your avatar the same way you think about yourself. They found nearly no difference in the way the brain activated when subjects considered themselves and their avatars. But when you make the split between virtual and real worlds (including your friends in both), the brain's center for imagination tends to light up whenever you consider the virtual world. You've got the normal parts of your brain working when thinking about yourself or others, but when you add in the virtual component, the imagination center lights up as well.

  • Studying WoWcology, where psychology and WoW meet

    by 
    Mike Schramm
    Mike Schramm
    05.21.2009

    I've been meaning to write about this WoWcology blog for a few days now, but there's just so much there -- reader Skeuk is guilded up with a PhD in Psychology, who's writing not only about the guild's day to day battles, but also about how the deeper tenets of psychology can be seen in our Azerothian gameplay. This post about group dynamics is extremely interesting -- if you've ever suffered through some bad PuGs in your time, you can see the different stages of group development, and you can probably even figure out where your PuG fizzled out in the "storming" stage or made it all the way through to the "performing" part of the cycle. Fascinating stuff, for sure.Unfortunately, posts aren't coming too often, and it seems like Dr. Amalea -- who for some reason refers to himself in the third person at times -- understandably has other things to do besides keeping a blog about World of Warcraft and psychology. But maybe if we send them a little traffic, we can convince him to keep it up regularly, as what's there now makes for some really interesting reading. It's really interesting that a lot of the stuff we're dealing with the game now -- forming PuGs, guild drama, even loot distribution, has all been studied by psychologists for years and years before World of Warcraft ever existed.

  • Do WoW players make bad employees?

    by 
    Michael Gray
    Michael Gray
    12.16.2008

    William Dobson over at our sister site Massively.com picked up this story earlier today. A poster on the f13 forums revealed that a corporate recruiter claimed they'd been given specific instructions to not consider World of Warcraft players for jobs. And we're not talking here about people actively playing WoW at work -- just whether the person plays the MMO at all. The theory behind using WoW play as a disqualifier is that WoW players are somehow unable to focus 100% on their day job. There's part of me here that wants to say "screenshots or it didn't happen," since I can't imagine many corporations spending time and effort weeding out WoW players. I could see one or two HR folks preaching "Addiction!" and otherwise chewing on bitter apples. But several companies independently telling that to their recruiting folks, of their own volition and without prompt? I'm not so sure. If this recruiter is being honest with the forum goer, then I'd guess the recruiter her/himself is responsible for the WoW player ban. Of course, that being said, I'll acknowledge this comes after the FCC commissioner claimed WoW can cause college drop outs. Maybe this recruiter happened to be talking to someone who had just heard her speech. But, still, I'm not convinced there's need to be worried about corporate conspiracies looking to pit WoW players into joblessness.

  • Breakfast Topic: Who are you without your main?

    by 
    Natalie Mootz
    Natalie Mootz
    09.13.2008

    Let's say the grid goes down tomorrow. Or maybe The Pattern catches up to Blizzard and it happens to fry that small part of a server that houses your character because it really is you they're after. (Admittedly, there are more realistic ways that you can lose your WoW character, but that kind of takes the fun out of this topic.) From a philosophical point of view, how would you feel? Any kind of loss -- even an electronic one -- may inspire grief and all its stages. But no doubt you spent a lot of time, effort, and money leveling that character so in a way it's part of yourself. You've probably thought about what it would feel like to lose your main.But what would you be like without your main? Would you lose a bit of confidence? Would your coworkers sense you withdraw just a bit? Or would you feel free, finally able to, I don't know, learn how to surf? Would you be any different at all? Would it be something you could (or would even want to) talk to your non-WoW friends or family about? I wonder if roleplayers would have a more difficult time -- or would it be easier because they are like actors? For me, since my main is much more powerful than I am and also provides me with a lot of laughs at his expense, I would feel just a little bit smaller and weaker. It would also be freeing. I don't think I'd level another main, but I might just try something new. Would the loss of your main have any impact on who you are on a daily basis?

  • WoW inspires military training environments

    by 
    Michael Gray
    Michael Gray
    07.31.2008

    It's probably fair to take bets on how many Beltway Insiders are aware of MMORPGs, or even WoW specifically. (At least one or two can be found in Azeroth, at least.) It's certainly clear, however, that Dr. Roger Smith, a senior game designer for the Army, has some passing familiarity on the idea.According to Dr. Smith, an MMORPG environment would be a great always-on option to provide training to the troops. Specifically, he says "something like World of Warcraft, but focused on the military training customer." You can even check out his public PDF on work he's already done on this kind of training environment.The always-on world would provide training scenarios even outside the usual tactical simulation. Your avatars could interact with cultural representations, learning the fine points of behavior while interacting in foreign environments. Want to get your team a dose of decision-making expertise? Set up the environment to run reactions based on criteria you devise. And we definitely know WoW can teach you about a fictional history, maybe Dr. Smith's could help the soldier with some real-world equivalents.We've all heard about the government exploring virtual worlds before, but we don't often hear that exploration directly connected to WoW. But if 10 million people -- including soldiers -- love us some WoW, maybe there's something in the formula Dr. Smith can use.

  • Breakfast Topic: Your online social life

    by 
    Matthew Porter
    Matthew Porter
    07.31.2008

    One of the best (and sometimes worst) things about online gaming are the people and the connections you make with them. Everyone who logs in has at least one thing in common with everyone else, we all play World of Warcraft. A small common interest is sometimes all it takes to bridge the gap between people and become friends. So this morning I'm interested in how you view the people you play WoW with. Are they just another member of your guild who you log in with for an hour or so a day, or something more? Does your guild or online community have real life get togethers? Have your online friends ever became close real life friends, or even perhaps a significant other? I'm interested in hearing your take on managing online friends with your offline persona. Myself? I started online gaming back in the Quake 1 Team Fortress days, moved on to Everquest and Dark Age of Camelot, and now WoW. To this day I still game and talk with a handful of my old clan members. In WoW, I've been fortunate enough to still be in the same guild I was in on day 1. I've known some of these people as long if not longer than some of my offline friends. Managing the relationships forged online versus off can sometimes be difficult, can you truely know someone without having ever met them face to face? Let's hear your stories and thoughts!

  • Forum Post of the Day: How did your undead die?

    by 
    Mike Schramm
    Mike Schramm
    03.10.2008

    Yeah yeah, lolRP, but even though I'd never seriously do an emote with my character (though I do enjoy /coughing at inappropriate times), I do kind of enjoy thinking of what my characters did before I started playing them in the game. As I've said before, my Orc Shaman was actually a prisoner in Durnholde Keep along with Thrall (and though I've tried to find him among the Orcs down there, I don't look too hard -- wouldn't want to cause a paradox).But for my Undead Rogue, I've never thought about this questions: What did he die of? Whether it was choking on a gnome, one too many enchantments (never knew those could kill you), or the old standby of, y'know, cancer, every Undead character out there used to have a life (and now they just play WoW, ha!). So how'd your Undead lose theirs?I'd like to think mine was something poetic, like his family was murdered by roving noblemen, and he arose from the afterlife and became a backstabbing rogue to avenge his lost ones. But it's probably more pathetic: like most of the Forsaken, he probably just got trampled underneath the onset of the Scourge. Of course, that'll make an appointment with Arthas more interesting...

  • All the World's a Stage: If looks could kill

    by 
    David Bowers
    David Bowers
    01.13.2008

    All the World's a Stage is a column for inquisitive minds, playing with roles every Sunday evening. The media usually portrays WoW as a "boy's game." That's not to say girls don't play too, of course -- just that the game is basically about qualities such as aggressiveness and violence, and our culture expects males to be interested in that sort of thing. Whether such a designation is true or not, the "masculine equals violent" stereotype is very pervasive, and it is natural for many male players to begin the game with a powerful and intimidating character in mind. The player may imagine that his avatar is warm and kind-hearted inside, but outwardly, his character looks as though he could rip out your throat with a flick of his pinky finger.But there are many men out there who don't like such exaggerated manliness in their characters, just as there are many women who don't want their character to look like a dainty barbie doll. Being a person isn't just about just one gender attribute, after all. Indeed, female characters in WoW can achieve a full range of human attributes in their appearance; they can look friendly and intelligent, yet lightning quick and deadly at the same time. However, the appearance of male characters is often so filled to the brim with "strength and honor" that there's not much room left for any other human quality.

  • Crit happens

    by 
    Mike Schramm
    Mike Schramm
    12.17.2007

    ces_1 over on WoW Ladies posted bragging about her 9.7k Healing Touch crit, and it reminded me that I do exactly the same thing. For some reason, seeing those big numbers pop up in the middle of battle is an indescribable thrill. Crits are strange entities-- they aren't even always helpful (there are many situations, mostly when aggro is tight, in which big crits are actually bad to get). But big numbers inspire something primal in us. And even if we aren't world-record critting (even in the LJ comments, people are showing off bigger Healing Touch crits), there's something super inspiring about seeing a huge number and then realizing it's your personal best. A 3k Lighting Bolt crit isn't that much, but darned if it wasn't a terrific feeling when I finally hit it on my Shaman.Loot is fun, but at the highest levels, it's a group thing-- you need to go into somewhere as a group or a raid, and then even if you do down the boss, you have to make sure you win a random roll or however else loot is distributed. But crits are far more personal-- even though they come from that loot, they're a result of all the gear choices you've made and the talents you've chosen for your character. Sure, a big dragon to fly around on is fun, but crits, out of the many rewards we've all earned in Azeroth, are maybe the most personal achievements you can find-- a real, numerical symbol that you've learned how to combine gear, class, and talents to do big things.

  • Change your gender? Blizz says no

    by 
    Mike Schramm
    Mike Schramm
    11.27.2007

    Character customization is on its way into Azeroth-- when Wrath of the Lich King comes around (whenever that is), we'll be able to change the way our characters look more than ever. But Blizzard still isn't interested in letting us change the most major functions of our characters-- Vaneras over on the EU forums makes it pretty clear that gender changes are never going to happen.Gender changes are still a subject that inspires a little taboo in real-life, but actually, in World of Warcraft, it's something that a lot of players might want. Plus, while it's obvious that Blizzard wouldn't want people changing race or class (since there are actual abilities that go with both of those choices), there is no difference in the game between male and female, save for the cosmetic look. Sure, the story behind it would be a hard workaround (I'll let you imagine how that might play out, or, more likely, not), but allowing gender changes wouldn't upset the game, and would let those who feel they've made the wrong choice, err, "fix" things.The fact is, however, that just like race and class, the gender you chose when you rolled a character have probably determined that character's existence. While changing the character's gender is just a cosmetic thing in terms of code, it's not in terms of identity, and that's what Blizzard has a problem with. The idea of a role playing game like WoW is that you choose a role to play. And if you have the option to change that role at a moment's notice, what's the point of asking you to choose in the first place?

  • Beauty is in the eye of the beholder

    by 
    Elizabeth Wachowski
    Elizabeth Wachowski
    11.16.2007

    (Sorry, I couldn't resist the terrible visual pun.) One of the most common criticisms of fantasy games, besides "LOL games are for the nerds go outside", is that they perpetuate unrealistic stereotypes of female bodies. The typical fantasy girl, or so they say, is wearing about two pounds of chainmail, has a 20-inch waist and a DD-cup, and somehow manages to swing a sword that is taller than she is without messing up her hair. But while messing around with the WoW character creation screen, I realized that WoW really doesn't hold up to that stereotype. The human and gnome females are average size (well, as close as a gnome can be) and curvy. Night elves, trolls and draenei are thin but toned, easily able to sling around a Thunderfury. Warcraft dwarves, orcs and trolls would probably be considered overweight by most societal standards, but their bodies are proportional and they're extremely muscular. In fact, the only two really skinny models are the undead and blood elf females, both of which are repeatedly referenced as being unhealthy in the game. The blood elves are thin because of their magic addiction, and the undead are thin because of ... uh, being dead. In comparison, I took a look at the body types of the men. Human, dwarf, night elf, draenei, orc and tauren men are all ridiculously muscular, to the point where it looks like they've stuffed cantaloupes under the skin of their arms. Blood elf males are thin but toned, gnome males look about average (again, for a gnome), and undead and trolls are thin and hunchbacked. It seems that the men of WoW are the ones that suffer from an unrealistic standard of beauty. So I ask you -- would you like the ability for your avatars to have different body types? Do you think that the men and womeny things of WoW are unrealistic, or do you feel that you have enough options?

  • Second Lifers sue over item theft

    by 
    Mark Crump
    Mark Crump
    11.02.2007

    According to the New York Post, A group of Second Lifers are suing Thomas Simon, aka Rase Kenzo, a 36 year old Flushing, NY resident for copyright violations. The plaintiffs in the suit are: Kevin Alderman of Florida; Shannon Grei, of Oregon; Linda Baca of Indiana; Teasa Copprue of Michigan; Kasi Lewis of Georgia; and Michael Hester of Virginia. Grei supports herself through item sales through her Second Life store -- for the uninitiated, Second Life allows users to "cash out" their in-game currency, called Lindens, for real-world currency.There's two issues here -- and this is a good time to mention that not only am I not a lawyer, I don't even play one on TV -- the alleged copyright infraction and the methods used by the plaintiffs to gain their evidence. Because the plaintiffs found their evidence by entering his SL home uninvited, he feels U.S. search and seizure laws should apply. However, at the time of this writing, I am not aware if Simon has filed a counter-suit.Second Life allows content creators to place restrictions on objects they create: you can set them to be unmodifiable, non-transferrable, and non-copyable. Allegedly, Simon used an exploit to break the permissions and re-sell the items. VintFalken offers some technical insight on the matter (potential NSFW links).

  • Breakfast topic: Breaking up is hard to do in Azeroth

    by 
    Elizabeth Wachowski
    Elizabeth Wachowski
    09.10.2007

    The end of a relationship can be a painful thing. Sometimes you see it coming from miles away, and are able to part ways while still remaining friends. Sometimes you get blindsided by the news and spend months depressed or drinking until you come to terms with it. And sometimes it's bad enough that you'll carry seething resentment towards the person for years and years. Breakups are always tough, but they can be even tougher if both members of the couple play WoW. Suddenly, instead of your breakup being a private thing, a ton of other people are involved -- namely, your guild. Can both of you keep playing in the same guild without causing trouble? If you don't feel you can keep playing together, who gets to stay in the guild and who has to go? And if the couple are officers or guild leaders, can this tear apart your guild? I've seen a few breakups in WoW where both members of the couple continued playing in the same guild without any trouble. However, I've seen quite a few more that ended in quitting, server transfers, or total destruction of the guild. What is the etiquette for breaking up in Azeroth? Would you find it hard to be guilded with an ex? Do you have any stories from the trenches of guild love?

  • Breakfast Topic: Virtual achievements

    by 
    Jennie Lees
    Jennie Lees
    04.21.2006

    A topic of contention, which neatly fits in with yesterday's topic of spouses who don't play WoW, is the value of WoW when compared to "real" hobbies. The argument is one that many gamers are familiar with: why spend time achieving greatness in a virtual world, when at the end of the day you will have nothing tangible to show for it?Of course, as the recent story of Stephen Gillett shows, many of the things we learn in WoW carry on into the real world. Leadership and dealing with people are two of the most transferable skills around, and WoW also teaches many things from multitasking to hand-eye co-ordination. However, after putting in hours of work, a few skills seem to pale in comparison to the physical rewards other hobbies produce -- a work of art is something people can relate to, even if they didn't create it themselves, whereas "level 60" or "rank 14" mean very little outside of a specific circle.The circle, however, is widening. As MMOs like WoW become more and more popular, more people will understand the lure of achievement in a digital dimension. Have you had trouble convincing people your hobby is worthwhile and important? Or have you found a killer argument to win sceptics over?[Thanks to Mike for the suggestion.]

  • MMO VoIP: cross-reality calling

    by 
    Jennie Lees
    Jennie Lees
    04.08.2006

    Telecoms startup Vivox has an intriguing vision, and an ambitiously-named product; "Immersion" aims to add voice chat to online games, with both persistent chat for guilds and dynamic chat for instancing. The product also seems to tie together various text-based chat methods, including regular messengers such as Yahoo and AIM as well as in-game chat.By supplying the (scalable) infrastructure for this service, Vivox hope Immersion will take the burden of providing voice chat away from game manufacturers, while making communication centralised and seamless for players. However, there are already several products that already achieve this -- many guilds have Ventrilo or TeamSpeak servers, while Xfire provides cross-game chatting. Vivox can go either way; it could corner another segment of this fragmented market, or -- if the company manage to deal directly with game developers -- it could become the one-stop-shop communication solution for gamers regardless of their MMO of choice.It'll be interesting to see which way the company goes; voice chat is certainly billed as the next stage of interactivity with MMOs, with Xbox Live gamers testifying to the added dimensions voice can add to various game genres. A recent press release on Vivox's website points to another direction in which the technology could become useful -- adding voice and centralised communication to online dating and social sites -- but reaching saturation point is going to be a tricky ride.[Via Gamesblog; City of Heroes screenshot from GameAmp]