These things I remember.

The gang's all here, but I wonder what's happening outside?

I’m in a car, bumping along a stony track in the mountains, when suddenly, to the right, a big, sand-coloured helicopter rises up out of a valley. It’s close - close enough to see the eyes of the heavy-machine-gun operator flick contemptuously my way, before dismissing me as a potential target as the aircraft banks and flies off.

I’m in a sub-tropical rainforest in the rain. Suddenly, from my left, I see a flash of movement: a wolf, its fangs bared, charging towards me. I pull out a sword and defend myself.

Each of these scenes is liable to flash into my mind’s eye at odd and unpredictable moments. The details in both memories are clear and in vivid colour.

But only one of them - the first - is a memory of something that happened in the real world. The other happened to my ‘avatar’ - my character - in an online game called World of Warcraft.

I started playing it as a way to spend more time with my youngest son, and continued for long enough to build up a store of ‘memories’ like that. The odd thing about them is that they’re much closer to the memories I have from ‘real’ life than they are, for instance, to the memories I have of my dreams.

World of Warcraft is one of many ‘virtual worlds’ which are showing an increasing tendency to leak into the real world.

The lines between reality and games are becoming ever more porous. I first saw this about a decade ago, when a young relative from the UK visited Sydney.

Edward was at least partly funding his trip through selling his virtual ‘possessions’.

For a couple of years, he had been playing a game called Ultima Online , and during that time he had become wealthy in the game.

Now he was in the process of selling some of his possessions. He negotiated the sale of a ‘palace’ for $US100. The buyer sent him the money - real money - via Western Union.

It turned out that, perhaps without realising it, Edward was a pioneer. The people who capitalised on that insight had the chance to make millions.

World of Warcraft has more than eleven million regular players, each paying a monthly subscription fee and many paying extra for more online ‘gold’ to improve their ‘avatars’ or help them reach in-game targets.

Perhaps stranger, though, was the insight of a company in San Francisco called Linden Lab.

They created a virtual world called Second Life, which - unlike World of Warcraft - had no monsters to kill and no quests to fulfil.

Thomas Malaby is an American anthropologist who spent a year at Linden Lab to write a book about Second Life, ‘Making Virtual Worlds’.

You can listen to him here.

He sees the project as a curious mixture of capitalism and sixties hippiedom, linking it to that phenomenon of 1969, The ‘Whole Earth Catalog’.

Linden Lab, like the, Catalog, places enormous emphasis on ‘access to tools’ - a philosophy of letting users build the world for themselves.

That creates paradoxes, summed up in Malaby’s phrase ‘creationist capitalism’; the libertarian philosophy of letting people do what they want in the World, up against the undeniable fact that the Lab itself, as the creator of the world, has the power to set all rules, make or break anything.

But for the user, Second Life is just what its name implies, which can make it hard for outsiders to see the attraction.

Malaby, for instance, found quite quickly that status—keeping up with the Jones’—can be just as important in Second Life as in reality.

It reminded me of the comedy sci-fi series ‘Red Dwarf’, in which the characters get sucked in to a virtual reality game called ‘Better Than Life”.

It has profoundly addictive properties for many, because it fulfils their dearest wishes.

Unfortunately, one of the characters, Rimmer, is so filled with self-hatred that his subconscious desire for humilation keeps surfacing - to such an extent that his world not only turns bad, it corrupts and infects the fantasies of all the others too.

In other words, if you go into ‘Second Life’ with problems, will you find that instead of letting you forget them it magnifies them?

Malaby tells of feeling reasonably satisfied at the way he’d shaped his ‘avatar’ when one of the Linden lab developers told him the jeans and t-shirt it was wearing weren’t good enough - he needed to spend money on a flash new suit.

So you can see why Malaby argues that the appeal of Massively Multiplayer Online Role Playing Games (MMORPGS) is not -or at least not only - escapism.

He does see it as a way for people who have diffculty with social interaction—he gives Asperger’s sufferers as an example - to have fuller social lives.

Games and reality are increasingly intersecting in the wider world, though: I heard a British Cabinet Minister recently talking about how the high level Ministerial committee COBRA had ‘gamed out’ the possible results of a flu pandemic, over the course of an exercise lasting several days.

Second Life, it seems, is increasingly being used in education. Town planning educators have been quick to get their students to experiment with potential townscapes and planning schemes.

Maybe it’s my age, though, and childhood memories of being told to get out in the fresh air and do something active: I can’t quite shake the feeling that, rather than get a second life, people would be better off leading their first life a little more fully.

Most commented

14 comments

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    • Anne of near Yass, nsw says:

      07:23am | 22/07/09

      Get out in the fresh air and do something active

    • Adam says:

      08:14am | 22/07/09

      Games like these are simply the next level of the suspension of disbelief.

      It’s story telling on steroids. You not only experience the narrative you’re an influential part of it.

      Whether you enjoy an experience reading a book, going to the theatre or the movies, getting outdoors or you do it online is neither here nor there.

      It’s an equally valid and social and emotional experience.

    • Jonathan says:

      09:05am | 22/07/09

      Second Life is as good as second dead. (See what I did there?)  No-one cares anymore.  From what I understand the population of players has been distilled down to the hardcore faithful and will probably stay that way.  They’re not even talking about it in the Web2.0 lectures at librarian conferences.
      As for World of Warcraft:  playing this (and worse, admitting to playing this) is a surefire way of losing any and all credibility.

    • David says:

      09:51am | 22/07/09

      Jonathan, don’t let facts get in the way of an argument: Second Life numbers continue to grow and there’s more active Aussies in Second Life than ever.

      And you know what’s even more astounding? They do get outside, work jobs, raise kids etc. It’s an easy thing to paint all virtual worlds users as pale-faced losers with no life: it helps to assuage the fear one feels towards something not understood.

    • Jonathan says:

      10:19am | 22/07/09

      Clearly my facts are incorrect.
      Also, I didn’t say anything about pale-faced losers.  But I’ll be sure to work the phrase into my next online diatribe against online virtual communities.
      But you’re correct in claiming I don’t understand.  Or see the point.  But like a lot of things I don’t understand or see the point of (like historical re-enactments or roller blading), I’m glad there’s someone out there doing it.  It adds to the rich tapestry of this thing that we call “life”.

    • Jay says:

      11:31am | 22/07/09

      “They’re not even talking about it in the Web2.0 lectures at librarian conferences”

      That must be a new phenomena as I was at a Web 2.0 & technology conference for Libraryians late in 2008 and they were still talking about it then. Murdoch University Library has (had?) an impressive presence there, but they did have a technophile for a librarian

    • Phil says:

      12:22pm | 22/07/09

      I personally don’t see that much distinction between virtual worlds and real ones.

      My paypacket hasn’t been delivered to me in real-life cash and coins since I was a delivery boy in high school.

      These days my employer transfers bytes from their computer bank account into my account. 

      Virtual dollars, virtual gold pieces - what’s the difference?

      I can’t touch or see my superannuation, so how is that any less “real” than an epic virtual sword, or a computer generated gryphon I can ride.

      People can say living a virtual life is a waste of time, but compared to what? 

      Dedicated folks spend hours (and dollars) restoring vintage cars that only a fraction of other similarly-minded devotees will appreciate.  But it’s their life and maybe thats what they like to do.

      Plus - if it’s an opportunity to build relationships and get closer to people you love, like your son - then even better. 

      I bonded with my dad spending hours under the bonnet of a 1972 Toyota Corona.  These days, the fantasy world of Azeroth might work just as well.

    • G says:

      02:03pm | 22/07/09

      I swear I’ve read about a 1000 of these recycled stories about wow and other MMORPG games and leading an active life and getting outside etc etc… 

      So, *yawn* in regards to your story Mark, 1 out of a possible 5 stars for you… 

      If we must stereotype, I might say that you look like you must play MMORPG’s quite frequently based on your profile picture above.

    • Susan Fisher says:

      04:27pm | 22/07/09

      I wonder if G makes personal comments about people in real life, or only in cyberspace - if he bothered to do a very little research he would find out that Mark Colvin has been ill for a very long time and the drugs he takes plus his illness affect his appearance

    • David says:

      06:48pm | 22/07/09

      Well said Susan, there’s no need for personal remarks like G made.

    • Jonathan says:

      09:51pm | 22/07/09

      “That must be a new phenomena as I was at a Web 2.0 & technology conference for Libraryians late in 2008 “

      To be honest, I was at the same conference.  The second life session I went to was poorly attended, boring and pointless.  They gave me no reason to consider the use of second life professionally or personally. 
      I guess I’m just a hater.

    • g says:

      09:32am | 24/07/09

      I won’t discriminate based on colour, creed, religion or illness…  a recycled story is a boring story.

    • William Colvin says:

      06:19pm | 27/10/09

      At G.
      My father, Mark Colvin, has a serious and chronic illness called Wegeners Granulomitosis. It has seriously affected his life, he was in hospital for about 2 years when I was three years old. He came very, very close to death.
      Because of this illness he needs to take a number of drugs which decrease muscle definition, increase and decrease appetite at random, and make him very very uncomfortable. He has two replaced hips and walks with a permanent limp.
      Despite this, he is one of Australia’s most respected and veteran broadcasters, he works his arse off almost every single day of the week, and has also managed to be an incredible father to both me and my brother Nicolas.
      Clearly, being the doltish fuck that you are, you haven’t even bothered to read the article. Trust me, I’ve read just as many “copy and paste” WoW/Second Life articles as you have, but that’s not what this is about.
      I’m sorry if it looks like I’m on a high horse, but that’s only because you’re trotting around the paddock on a fucking chihuaha.

    • Curry21CAMILLE says:

      04:18pm | 20/07/11

      The business loans suppose to be useful for guys, which are willing to organize their company. By the way, this is very easy to get a consolidation loan.

 

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