Living A Virtual Life
Is World of Warcraft a game, or is it a harbing er of virtual realities that we all might inhabit? Only a Night Elf knows for sure.
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Two years into the history of World of Warcraft--an online game that accommodates 7 million players around the world--no one had successfully ventured into the dungeon to slay a group of computer-generated villains known as the Four Horsemen. But four experienced "guilds" of players--one in Europe, two in America and one in China--were coming close, posting updates on separate Web sites they maintained. Finally, a 40-person contingent from a U.S. guild conquered the last beast--and its members became instant international celebrities in a massive community where dragons and Druids are as real as dirt.
In the physical world we vainly scrounge for glory. Bin Laden still taunts us, the bus doors close before we reach them and leave us standing in the rain. But in the fantasy realm of Azeroth, the virtual geography of World of Warcraft, the physical pain comes only from hitting a keyboard too hard, camaraderie is the norm and heroism is never far away. In simple terms, Warcraft is the most advanced and popular entry in a genre called Massively Multiplayer Online Role-Playing Games, or MMO. "I call it the Technicolor, Americanized version of 'Lord of the Rings'," says Chris Metzen, VP of creative development for the game's maker, Blizzard Software. But for millions it is more than a game--it's an escape, an obsession and a home.
Engaging in this orgy of sword-swiping, spell-casting and monster-slaying generally involves a $50 purchase of the software and a monthly $15 fee thereafter to play online. Players in Asia--a clear majority of the WOW population, despite the fact that the game was created by digital dudes in Irvine, Calif.--buy cards that allow them WOW time for a few cents an hour. Then there's the merchandising: T shirts, jackets, hats, a non digital (!) board game. In China, 600 million Coke cans were festooned with WOW figures. There are seven novels based on Warcraft lore. And Blizzard recently inked a movie deal with the studio that produced "Superman Returns." Games-industry analyst David Cole estimates that Blizzard (part of Vivendi) has made more than $300 million from the game so far. Blizzard COO Paul Sams says only, "We are an incredibly profitable company."
What distinguishes Warcraft from previous blockbuster games is its immersive nature and compelling social dynamics. It's a rich, persistent alternative world, a medieval Matrix with lush graphics and even a seductive soundtrack (Blizzard has two full-time in-house composers). Blizzard improved on previous MMOs like Sony's Everquest by cleverly crafting its game so that newbies could build up characters at their own pace, shielded from predators who would casually "gank" them--while experienced players continually face more and more daunting challenges. The company mantra, says lead designer Rob Pardo, is "easy to learn, difficult to master." After months of play, when you reach the ultimate level (60), you join with other players for intricately planned raids on dungeons, or engage in massive rumbles against other guilds.
"Ninety percent of what I do is never finished--parenting, teaching, doing the laundry," says Elizabeth Lawley (Level 60, Troll Priest), a Rochester, N.Y., college professor. "In WOW, I can cross things off a list--I've finished a quest, I've reached a new level."
Like many WOW players, Lawley is active in a guild. Some of the high-ranking guilds, like the one formed by noted Japanese venture capitalist Joi Ito (Level 60, Gnome Mage), are mini-societies with their own Web sites, online forums and private lore. First Ito invited people he knew professionally, like Ross Mayfield (Level 60, Human Palladin), CEO of an Internet company on whose board Ito sits. "Warcraft is the new golf," says Mayfield. "I actually closed a deal with a company I met through WOW." But as Ito met others in WOW, the roster diversified. There is a priest whose character is ... a priest. There are soldiers, bartenders, truckdrivers, lawyers and Goggle engineers. The guild's "raid leader"--who organizes the twice-weekly ventures into the feared Molten Core to slay the powerful "boss mob" monsters--is Jamie Ray (Level 60, Night Elf Druid), a night-shift nurse in Parkersburg, W.Va.
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