So there were quite a few things about the Dyer-Witheford piece that I wanted to talk about some in terms of my personal experiences with a big MMO, experiences that vastly differ from the experiences that were depicted in the Everquest presentation and were roughly commented on in the Dyer-Witheford piece. That MMO was City of Heroes, a pay-to-play turned free-to-play MMO that ran from 2004-2012 and had twenty-three major updates in the time it was active. I was around for sixteen of those and lurked on the Champion server with the supergroup The Farstriders, who were also allies with the largest trans-server supergroup Safe Harbor. I’d like to emphasize at the time I started playing — April 2004, during the beta pre-release — I was only nine years old.
Dyer-Witheford emphasizes that “[w]hile an MMO’s initial programming— code manufactured and owned by a corporate publisher— sets the constituted parameters for virtual existence, it is the constitutive bottom- up behavior of player populations, the interaction of thousands of avatars, that gives this form content, animates its parameters, and sometimes pushes against its preset limits.” This reminded me a lot of the Everquest presentation from Tuesday’s lab last week and the discussions of racism and homophobia within the game chat. It also made me think of a comment made to me in this week’s lab while playing WoW, where a veteran player was mentioning that it was nice to get to read the text on the missions because a lot of people within the core of the game would get impatient, focusing purely on finding teams with people who were interested on breezing through for the sake of being “powerful” and having a leg up over other people. While the worlds are created by the publishers, it is the people who build the environment within them, be it good or bad.
However, it’s also noted that “Azeroth’s perpetual antagonism between Alliance and Horde corresponds to Foucault’s suggestion that sovereign biopower depends on war: “It divides the entire social body, and it does so on a permanent basis; it puts all of us on one side or the other” (268).” Games like World of Warcraft and Everquest are built on the idea of PVP, or player versus player, being an aspect of the community. How the community interacts with each other is somewhat built into the game, with purposeful divisions and means of robbing each others dead bodies being aspects of the gameplay rather than social faux pas.
Which takes me to City of Heroes. As previously mentioned, I was nine when I started playing, and a girl. My Dad watched over my shoulder for the first two or three years, but after that I was left to my own to my own devices. One of the things that always struck me in hindsight was that, over the course of the five years I played, I encountered only two distinct instances of harrassment — and one was followed by a very drunken and polite apology after I asked my Dad to talk to the guy for me. The supergroup I was in was well aware of my age and took on an extra protective role around me, and was patient and kind despite my questionable tactics and lack of team-player skills. I had a tendency to rush in, or get lost in a map and require a search and rescue team to find me. My team — even people outside of my supergroup — were almost uniformly more than willing to make the trek to wherever I’d run off to and died.
That environment, one of acceptance and respectability and fun, wasn’t the standard of MMOs I’d come to find out, hence why I haven’t touched a multiplayer game since. While reading the Dyer-Witheford piece, I tried to make sense of what differed City of Heroes from other MMOs and what could be done to recreate that environment in the future. Unfortunately, the answer I came to was that any current MMO couldn’t possibly foster that community — it’d have to start from a blank slate.
There were two big differences between City of Heroes and other MMOs. One, it was pay to play from the start, with subscribers paying a monthly fee of $20 to keep their account active. They kept this method until 2011 when they switched to a hybrid payment model that offered limited free-to-play content. This mostly gatekept the game from anyone who wasn’t seriously invested in it, possibly preventing the worst of the toxic gamers who could have flooded the game if it’d been available to anyone. Second, it didn’t add PVP content until the fourth major update a year after the game was released, which ties back to that quote above about how WoW is built on pitting players against each other. The world has as much affect on the community as the community does on it. In City of Heroes, the heroes were pitted against the villan groups, and meant to work together in teams to achieve this. Even when PVP gameplay was added, it was so limited that no one really used it. There was one more major patch for it, and a few PVP zones created in those first few years, before focus switched to more customization (such as the addition of more super hero costumes, new supergroup bases, and the mission architect system that allowed players to build their own missions to show the public.)
People never jumped onto PVP because that was not what the players had joined to do. We joined to be heroes.
It’s important to note though that City of Heroes shut down in 2012 after a drop of activity made it impossible to continue funding the world that had been built, while WoW continues moving forward despite its questionable gameplay (as my girlfriend really likes to rant about despite not playing the game herself) and occasionally toxic community (as is present in a lot of Blizzard games, especially Heroes of the Storm). In my time in that world of heroes I met men who played female characters, strong black characters, characters who promoted LGBT pride in their design. I wish there could be an MMO of WoW’s caliber that adheres to the ideals that City of Heroes established — a world meant to encourage the community to work together rather than favoring PVP play, a world that offered one of the most iconic and in-depth character creators ever versus one where people are shamed and insulted for playing as a black character, or a woman, or any other marginalized identity.
But this requires a publisher willing to build a world that would foster that kind of community rather than actively encourage toxicity, and I’m just not sure any of them think another City of Heroes could make money in this day and age.