Thursday, November 1, 2007

"Is this a game or is it real?"


In the 1983 movie Wargames a young hacker named David is not sure whether he has merely been caught up in a computer simulation of World War 3 or if he actually triggered the real thing when he hacked into the military's computer system. So he asks the computer, "Is this a game, or is it real?" To which the computer responds, "What's the difference?"


Nearly 25 years later that dialog is even more intriguing when applied to the subject of virtual reality. In 1999 the question was explored in greater detail in the movie The Matrix. That same year there was a much lesser known (but better in my opinion) movie called The Thirteenth Floor that also explored virtual worlds. Finally, there was another event in 1999 that was a significant milestone in the development of virtual worlds, namely a computer game called Everquest.


Everquest is referred to as a massive multi-player on-line role-playing game or MMORPG for short. So what does that mean? Essentially, it is a virtual world similar to the one inhabited by Neo in The Matrix or the one created by Dr. Hannon Fuller in The Thirteenth Floor. However, it is in a more Tolkienesque fantasy setting and the interface is a standard Windows PC since we haven't yet created the sophisticated technology necessary to allow us to "jack in" with our actual consciousness. Although it wasn't the first such virtual world on the scene it did something well that no other game had done before. It gave the user the ability to experience the world from the first-person perspective. So, instead of looking at a little graphic representation of your character on the screen you experienced the virtual world as if you were looking out of your character's eyes. It also offered a persistent world that was inhabited by other players. Everquest quickly exploded into a cultural phenomenon that became a virtual home to millions of people.


If you think I exaggerate then I invite you to consider this: In 2001 a study was done on the monetary exchange within the Everquest virtual world that concluded that if Everquest were a real country its population of two million would be the 77th richest in the world, placing it between Russia and Bulgaria with a higher per capita GDP than China. By 2004 the Everquest virtual world had a total GDP that exceeded that of many smaller countries. Some of the virtual items in the game were selling on eBay in excess of $1,000 and well equipped characters could easily sell for several thousand. The leading MMORPG today, World of Warcraft, boasts nearly 10 million subscribers.


So what is it about Everquest that so fascinated millions of people? In a word: Community. In a stroke of sheer genius the creators of Everquest chose to design a world that practically required cooperation among the players in order to succeed and progress in the game. Although a person could choose to play solo, the most challenging and interesting places could not be visited alone and the best items in the game could not be attained without the assistance of others. Players were gently forced to form relationships with other players who's characters complimented their own. For example, a fighter could do battle against opponents for a short time with his heavy armor and weapons but with the assistance of another player who's character had the ability to heal any wounds he sustained during combat he could take on much tougher opponents and fight much longer. Add to that a whole slew of other character classes with protective wards, invisibility, bolts of lightning, combat enhancements, crowd control, well… you get the idea.


The middle tier of game content required a group of around 3-6 players to operate effectively and the top tier required multiple groups of people. These multi-group organizations were called raid groups and you could have up to 72 players joined together in 12 groups of 6 all working together to cooperatively execute a very complex strategy to overcome a challenge in the game. Since it was not possible to effectively organize that many people ad-hoc, a social system evolved and gaming guilds were born. A guild is an association of players within the virtual world that have a set of common objectives. Within these guilds people would often form lasting friendships with other players and they would look forward to their next opportunity to enter Everquest and hang out with their virtual friends. This is what made Everquest, and other MMORPGs, something more than just a game. Real relationships were developed and maintained within the context of the virtual world and quite often the relationships formed transcended the virtual world and formed in the real world as well.


At this point some of you have probably already climbed up on your mental soapbox and have made one kind of judgment or another about Everquest or virtual reality in general. That's okay. Your just responding to past belief systems and stimulus like a Pavlovian dog (I'm just toying with you here). Don't feel bad. It's natural. We all tend to see things through a certain set of glasses. Let me invite you to try on a different pair.


First, let me come clean and admit what is probably obvious given my familiarity with this subject. I have been known to dabble in the world of Everquest. And, those of you who know me well also know that I have at times spent way too much time there. Can it be addictive and bring imbalance into a person's life? Absolutely. Does that mean that it is evil and must be shunned? In my opinion, no. Now, where were we? Oh yes, new glasses… So, here are some things I submit for you to ponder:



  • If our culture adopts virtual reality as a "normal" part of life how do we as Christians respond? Do we reject it as wrong and encourage the world to do the same or do we embrace it look for ways to use our common ground to bring unity? (1 Cor. 9:1-23)


  • Can the Great Commission be fulfilled in a virtual reality? (Matthew 28:18-20)


  • What can we learn about people, relationships, community and, dare I say it, ourselves in the context of virtual worlds?


  • (This one will really bend your mind) Is this world, in fact, a virtual world from the perspective of the reality of Heaven? (1 Peter 2:11-12, 1 Cor. 13:12)


That's a bit of an introduction for those of you who may not be familiar with virtual worlds. And for those of you who are I hope it got you thinking. I've decided that I would like to add this aspect of my life to my blog and I felt I needed to establish a foundation. In the very near future I will add some more personal experiences and reflections on the subject.


To bring things full circle let me close with this question: If real community and real relationships happen within the context of a virtual gaming world, is it a game or is it real?

1 comment:

steven hamilton said...

can you plant a Kingdom-oriented order of monks and nuns or elves...? now that would be interesting