Section V
A New Chapter in UruIn Chapter 15, Pearce describes her experiences helping with the re-launch of Myst Online: Uru Live. She is asked by Turner Broadcasting to pull together further research regarding the Uru refugees. She describes her surprise and delight at the prospect of being allowed to assist the group of people she has been studying for over two years. She would be continuing her research while gathering additional “demographic, play pattern, and marketing-related data the team needed for design, planning and business development” (264). This was a perfect assignment for her and allowed her to gain a unique perspective of the efforts that go into launching an online world. Through this experience, she was able to further research the way a group with an unusual demographic, TGU was composed primarily of baby boomers, would react to the new world available to them. She discovered that unlike the “typical gamers” who are “primarily male college students and recent grads,” TGUers had “more disposable income and free time” to devote to a variety of online worlds (267). They were willing to spend “hundreds or even thousands of dollars per month” on items and real estate in-world (267). The specific demographics of the group seem to explain the extreme cohesion of the TGUers.
Pearce also describes the importance of “the relationship between creators and players” (267). She explains that because the designer’s vision is so highly regarded, the designers were sometimes seen as “deities of sorts” (267). With the unfortunate second closing of Uru, the designer and administrators played a much different role than the first time around. Their early announcement of the closing, the warnings sent out and the in-world visit by Rand Miller on the last day showed the players that the management actually cared. It was a much less jarring and hurtful experience. The advanced warning and the existing settlements in There.com and SecondLife gave the refugees a place to move on to after the closing.
Communication is the KeyChapter 16 focuses on the importance of interaction between game designers and the players of the games they create. She describes the role that “community managers” play in this relationship (273). The problem, she says, with community managers is that they are not always privy to the authentic interactions and cultural practices of the players. She contends that designers should spend a large amount of time in-world learning how the players engage with each other and the game and use that information to guide further additions or redesigns of the game. She gave the example of The Sims Online to illustrate how effects of the lack of communication can become “catastrophic” (272). Pearce recommends the use of anthropologists or ethnographers to prevent this disconnect. She explains that “cyberethnographers” can provide information regarding not only what is good and enjoyed within their games, but also the aspects of other games and sites that are disliked by the players. Understanding what is disliked, shows what should be avoided in future redesigns and what positives should be emphasized.
Corporate Controlled Self-Expression?
The book’s last chapter is a discussion of the place MMOW’s and MMOG’s play in current society and the possibilities for them in the future. She emphasizes the importance of identity and the need for expression as the main draws to online worlds. Players need a “sense of belonging and community” within a real world of that may stifle their self-expression. The negative societal views of play have begun to erode and have been replaced with the idea of “productive play” and the wide-spread use of social and information networks. The prevalence of networked games and social networks has opened up the possibility of connecting with other like-minded people from distant parts of the country or world. This research allows us to view the types of “unique bonds and connections that can form within a play community” (279). Virtual worlds provide a platform for players to express aspects of themselves or even their “true self” without the repercussions dealt with in the real world.
Pearce goes on to explain the reality of the corporate control of the various online worlds and the unfortunate truth that the corporations have the right to close these worlds at their discretion. She contends that if these worlds are to thrive, the corporations and the players have to find a way to communicate. The use of ethnographers or other researchers, she feels, would bridge the gap between players and designers.
Discussion Questions:
1. If the Myst Online: Uru Live had been re-launched earlier, prior to the complete establishment of other online settlements, would the eventual closing have been a more traumatic event?
2. Should there be regulations regarding the closing of virtual worlds possibly including notification given a specific length of time prior to closing?
3. Would the common use of researchers/ethnographers within virtual worlds cause players to view and interact with them in a less engaging way? Would this be seen as spying by management?