Personality Crisis
Conversations with MMO role-players.
Everybody needs somebody to hate. It's one of life's cuddliest comforts: everyone, no matter how oppressed, downtrodden, and marginalised, has someone upon whom they can look down. Cats can take refuge in the fact that they're not dogs; disgraced investment bankers regularly praise Quetzalcoatl for not making them videogames journalists; and MMO players, still considered by a vast majority to be daylight-averse, socially crippled man-children, can direct their pathos at a very easy, very near target: role-players.
A subculture of a subculture - recently described in a University of Minnesota study as "psychologically much worse off than the average [MMO player]" - role-players (or "RPers", as they're often known) engage in many, if not all, of the same activities as the average MMO aficionado. But they do so with an interesting twist: they do it "in character".
This practice can entail anything from injecting a few "thees" and "thous" into orthodox raid-speak, to creating elaborate storylines with other players that can take years to complete. It's a kind of shared fantasy that, in a positive light, brings to mind a sort of emergent, collaborative virtual theatre. On the other hand, it could be (and often is) considered a kind of participatory self-delusion; a dysfunctional consensus reality where potato-faced database programmers can invest their fragile psyches into playing at being dashing, raven-haired, florid romantic heroes and pouting, porcelain-skinned maidens (often simultaneously).

EverQuest II probably has the healthiest role-playing community of any current MMO.
Whichever stance you take at the outset, the questions are the same: why do they do it? What does it achieve? Doesn't the abuse they encounter ever get to them? According to Nüwa Oakes - her unusual name, she virtually shrugs, stemmed from her American parents' fondness for Chinese culture - it does. The co-coordinator of a large RP community in EverQuest II, Oakes isn't the lumpy troglodyte you might expect. She's a charismatic, creative - and, it must be said, rather fetching - thirtysomething who runs day-to-day and more lengthy role-play storylines with the help of her equally respectable de facto, Sam Orchard, an IT specialist.
"I have felt silly," she admits, "especially when surrounded by people who are obviously not RPing. Sometimes people try to grief us by jumping around, disrupting, or acting like assholes. Especially back in EverQuest 1, there were lots of people who'd make fun of RPers. Sometimes they still giggle, but back then, it was meaner. They'd have this attitude of RPers as being stupid, incapable of playing the game well, thinking we always used 'thee' and 'thy' … I used to be super pissed-off about it, and I'd rabidly defend the intelligence and capabilities of RPers."
These days she's a mellower soul, but that's undoubtedly because the culture's shifted. A veteran of the EverQuest series since its March 1999 debut, Oakes has watched the EverQuest player-base, if not MMOs at large, become friendlier to the idea of taking that extra step in online world immersion.

SOE games have traditionally favoured RP, even licences like Star Wars Galaxies (pictured) and The Matrix Online.
"We put on big events now," she says. "Once, we had people bargain for the use of a Champion weeks before, then we brought those Champions to fight against each other at a festival. Kind of like Pokémon, but with other people. It brought low- and high-level people together, and we had a duelling tournament with the Champions for prizes. Then, good guys showed up who tried to stop it. It was a great conflict. It is a lot of work, though, and some people feel silly doing it. There are actually a whole bunch of people who are fascinated with trying it … In fact, most non-RPers I meet have thought about doing it, or doing it more often."
Why the attraction? Western MMOs certainly invite it to a certain extent, with their extensive character customisation features and plethoras of social animations. Oakes compares the personal appeal of role-playing to acting, and perhaps even a bit of communal cognitive behavioural therapy. "It's cathartic," she explains, "and in the beginning, it took a lot of bad behaviours out of my life, and gave them a more appropriate outlet. I don't get real life confused with RP, but it does let me feel a lot of the same emotions sometimes, kind of like how dreams get rid of stress. I like to think of it in acting terms: improv, and to some degree method acting. A lot of times the scenario is planned vaguely, with improv filling the blanks."
Oakes admits to an interest in an acting career, but has never pursued it. Her real passions are tabletop role-playing games and graphic novels, and she's building a career in both. "In that way," she decides, "the role-play has served as a way to note what people enjoy in a fantasy world. It definitely helped me be a better GM, and to write stories of interest. I have our RPG ready now, and it could probably go to a publisher in a few months, if it had dedicated work. There's already artwork for it and everything."
This is the case for many of the role-players I surveyed in Oakes' vicinity. On a popular role-playing forum for EverQuest II's premier RP server, Antonia Bayle, a countless number of players had either published, or were in the process of writing, a fantasy/sci-fi novel. In that way, their online community is a sort of sheltered workshop for aspiring creatives of all stripes in the fantasy genre. As with Oakes, though, it also serves a more atavistic purpose. On another RP forum, in between the literary and anime references, players have described their characters as "my true nature", "the mentality I had when serving in the army", "a corruption of how I am in the real world", "my greedy side", and "everything I can't be".
It would seem that, in addition to nourishing certain players' creative skills, RP appears to afford a kind of projected self-exploration; exactly the sort of thing, in fact, that game designers like Warren Spector, Richard Garriott and Peter Molyneux have striven to achieve at various points in their careers.

For WOW players, however, RP servers are more often mere refuges from younger fans.
"I think it awakens the best and worst in us," Oakes reasons, "giving us inspiration to find the lofty ideals of our spirit amidst a world of mundane work and survival. Sure, it's escapism, but for so many of us, it's like living out those fantastic dreams you have once every few years, or actually being the things you've read about in books. It coexists, and helps us improve ourselves by providing a means of collaboration."
Still, the amount of emotional investment role-play seems to necessitate has a downside. Oakes has seen marriages founder because of one partner's RP commitments, and in other cases, players have read far too much into another character's (fictional) advances. "I've seen people be stalked because they thought there was a real relationship," she says. "Once, despite it having a pretty clear disclaimer of a relationship being purely a story element, someone became pretty upset that feelings weren't mutual outside of the game, for a friend of mine."
In another instance, two players, RPing a marriage for story purposes, found themselves attracted to each other out-of-character (OOC). Unfortunately, as Mark López, a 20-year-old law student in Chicago discovered, a relationship borne of escapism isn't necessarily conducive to lasting intimacy. He recalls the all-consuming romance he developed OOC with one of his fellow players, Rachel, a 39-year-old bookstore owner and single mother.
"I lied about my age at first," he says, "trying to make myself sound older. We were RPing being a husband and wife, which I found kind of boring. But when I stopped lying, it developed. She was nice; kind of motherly, like someone who would take care of things. And she liked, probably, my humour and intelligence. Then again, maybe it was just that she likes young guys - her boyfriend before me had been 18."
The relationship, still devoid of any physical element, intensified to the point where Mark was planning to move out of his parents' home and in with Rachel in Maine. Interestingly, however, the romance ended over exactly what had facilitated it: RP. "She kept wanting to RP being pregnant," he sighs, "and I wasn't into that. And she started RPing a lot with someone I didn't like - as a character and as a person. Her biggest problem was just a total inability to handle conflict and she'd just fall apart at the first sign of someone being unhappy with something. And she had a total aversion to reality, I discovered - she was obsessed with this British show called Dr. Who. Honestly, if I had to watch one more Dr. Who rerun, I was seriously going to contemplate suicide. F*** you, David Tennant!"
The breakdown of their relationship convinced Mark not to renew his subscription. That said, he still harbours fond memories of his time in the game. "I think RP can be a good creative outlet for people," he decides. "For certain people, anyway. For others, it's definitely an escape from reality. I think the relationship and sexual aspect of RP dumbs the whole thing down a lot. When I got past that stuff and really started RPing proper stories, the quality of my RP and my enjoyment of the game went way up. Things were fun. But after a while, I just sort of started taking a look around. I'm a good-looking guy. I'm funny. I was the stud of the debate team. I have a beautiful Venezuelan girlfriend. That all just started seeming more important."

EVE Online already blurs the line between RP and regular play - what will happen when Walking In Stations is released?
While Oakes has found herself similarly uninterested in RP more times than she can count over the ten years she's been doing it, she has no plans to quit any time soon. She's tried to move on to other MMOs, too, but keeps coming back to EverQuest II for its community and RP compatibility. "Star Wars Galaxies was actually even better for RPers," she notes, "but I didn't like the graphics much. I'm not planning to quit, but I do know now that taking breaks is necessary. It can be taxing on emotions, cathartic, but all things in moderation."
Popular opinion tends to depict RP as being the dominion of, at best, tragic nerds; at worst, obsessive, sociopathic nerds. Is it? Probably not. Not all the time, anyway. The amount of imagination invested into RP communities is considerable, and one does wonder whether the stories, dramas, and relationships that emerge there could somehow be used in the design of emergent narratives in traditional videogames. But if role-playing found legitimacy, to what scapegoat would regular MMO players direct their righteous hatred? Oh, yeah: gold farmers. Suck it down, you dirty botmongers.
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Comments (23) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I played on an RP server in WoW. A bunch of fellow TOGers started on Defias Brotherhood when it started mostly just to escape the "Barrens Chat" that had spread everywhere on older servers. But it never sat well with me. I really couldn't get my head round people being "in character" all the time. And yeah, theres waaaay too many "thy's and thou's" going around there lol
edited due to me watching the tennis and not paying attention to my hyperlinks
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Is quite nerdy though, but if it's a universe you like, an MMO is the closest you'll get to anctually being there. Especially the likes of Lord of the Rings Online, I'd imagine RPing in that would be quite good.
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all these years ago when i first heard about world of warcraft i assumed every player participated in a RP style. i fugred thats what made the mmorpg experience so unique i.e. that you were playing a roleplaying game with other people and were...you know, playing a role. i still think this utopian idea is really cool i mean creepy overtones aside its like playing an interactive book where by you can interact with characters on a deeper level then any single player game.
then i installed the game realised everyone was a racist bunny hopping dolt quit and went back to elder scrolls
sighh...
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I play an old man from Dale that mocks Rohan and Gondor, cause they aren't dragon slayers, innit.
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Roleplay attracts all kinds, i've met some very intelligent people who are basically creating stories and epics (and will undoubtably end up as successes in a creative field), some who like to bring communities together, some who are into fantasy debate and politics, some who sort of do a social adventuring group thing where they have their characters all matey and their relationships often spill into real life and they gain new drinking buddies (mainly people who roleplay dwarves).
Then you've got your weird fetishists (Halfling cybersex), sadists, sickos and sociopaths for sure. I banned more lunatics from that server than could fill an asylum.
So it's a mixed bag, when the emergent gameplay thing comes together it can be a fucking epic experience and it's possible to get quite invested. But when your stood around in an inn roleplaying that you're bored you know it's time to quit.
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It's just too much work. Rather bullshit in Dalaran about Michael Jackson etc. than making up an epic story of my rogue's background.
I mean when rolling him I was told: "Ah good. We were about to burn you with the other corpses. Glad to you made it out. Now go the fuck away and report to X." Since then he is out there to kill shit hitting it hard and getting the best gear I can get.
Enough story for me.
However I would not roll on a RP server and try to piss off the population because I respect that certain people want to roll play.
Also I wonder how RPs justify farming Ulduar and other instances. I mean shit died once. How can it be up next server reset?
All soustoned or Arthas running around rezzing?
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lololomgmirite11111?
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LOL
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Actually, I lie. I've run three RP guilds.
Don't misunderstand, it's not all about total immersion and escapism (although both of those in moderation are certainly not unhealthy). For many it's about expanding content in a user-made way, and bringing more worth to a monthly subscription fee. Back in the early days of WoW, on the Moonglade server, it was perfectly normal to be setting up markets for traders, celebrating holidays before the Blizzard machine got their claws into making them official. Chasing down a lvl 40 pvp flagged player (usually me!), trying to get word of a horde plot to the Defias Brotherhood- resulting in a massive chase and manhunt from Booty Bay to Deadmines. Not to mention sitting around a campfire telling tall tales of your adventuring exploits.
For one, it encourages good player etiquette. Vanilla WoW was absolutely nothing like the state it is in now. You get people together and all bond over a common goal - to play along. They take note from others, and although I do get why people get strung up on people who go too oldy-worldy-speak, in my experience that has always been a vast minority. The best way to educate people out of that stupid idea of oldy-worldy speak and get them to embrace a "character" is to give them working examples, and that means - initially at least - bearing with them whilst they work it out of their system. There are people you ccan't save - those who pretend that inside their lvl 2 shell is a lvl 1000 ancient demon of destructive power - but that is what an ignore list is for. Strangers come together and have a bit of fun, you then log out and smile at the jokes or at the fun. Unhealthy? Do you read fantasy fiction?
The last guild I ran, I rolled an Orc Rogue, and on the face of it the guild was perfectly legit. AH trading, doing deals with other guilds for supplies etc. I was quick to exploit the facade though and thus an undercurrent of more "dastardly deeds" began to happen. At times, temporary guilds popped up claiming arrest warrants for my orc. On a very large scale, people got sucked into it - and my lovely assistant, Mayne (female Blood Elf hunter, also played by me) put on the pretty and more friendly face. I got a kick out of inspiring others to play along - who would inspire others. The only reason my time as the rogue had to come to an end was because, well. When you got a dozen or so guilds after your head for a large gold reward, the best thing to end up doing is kill the character off. Like any GOOD story. You don't want a nasty person walking into the sunset, right? And you sure don't want to give the satisfaction of ending the story to someone else. So you have to end it in a fitting fashion (and nothing says goodbye like your latest ill-gotten gains falling off the side of Outland and in a fit of luntic greed leaping off your flying mount to grab them whilst everyone watches. I thought it was funny anyways... and the rogue died. OR DID HE?*).
Is any of that unhealthy? I doubt it. It may not be everyones cup of tea, but it's certainly no less harmful than other forms of escapism, and participating in and creating new strands of a story is always good for the imagination, something most adults don't tend to use that often. Of course, you don't want to be doing it all the time but really, MMO's themselves should be played in moderation. Like tabletop, pen and paper or any other type of imaginary interactive fiction, too much of anything isn't entirely good for you. I think delving back into RP and raiding from time to time - which I do - is certainly a much more healthy thing to enjoy than someone who plays seven hours a day, seven days a week and never takes a break.
Besides, I'd rather pretend to be a dastardly evil hand of chaos in Azeroth than pretend I have a massive pair of 36DD boobs and call myself Katie and live on London. Let's put one last element of perspective on it - RP is often harmless fun, but really pretending to be something you are not is actually cause for real concern, and that is far more common on the internet than a few thousand people pretending to be adventurers in a fictional world.
* Do note I don't write soaps, and I really have no intention of resurrecting my evil rogue.
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A fuller exploration of role-playing probably is needed as preface to this, as role-playing online is just a development of tabletop/live-action role-playing, both of which are extensive and vibrant communities. But then that probably gets into a much larger and more different kettle of fish.
I would put it to you, however, that actually many more people are into role-playing than might be imagined. When you are offline, and playing some manner of single-player RPG (hey! it's in the name), you are, usually, role-playing. That's right. You might be doing it with a script and AI, but role-playing is what you are doing. Baldur's Gate is an excellent example - an immersive story-based role-playing game where you make choices, often, based on story and your character. Not just to game it and win with by twinking it (I have no idea if that's a common term in video-game world - it means tweaking your character to win to the max, often disregarding the element of character, background, role-playing etc).
Furthermore, those writing After Action Reports... are also role-playing. They are reporting to us the actions and results of a character/general/leader/whatever, often in a 'realistic' and involved kind of way. When they're playing it... they're role-playing as that character(s).
Without roleplaying, your MMO is just about getting a shinier sword and armour... then bragging about it. With roleplaying, it can be a subtle, engaging, exciting and incredibly varied experience. More RP can only be a good thing.
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That'd be the DorkFail community.
(Prepares for full karma-looting)
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Sadly a lot of non-RP people invade RP servers just to f*ck around.
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To me, it amounted to a very hard second job, but I won't begrudge those who do enjoy it.
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I would find it far easier to tabletop roleplay because the whole narrative is tailored for your group, you all just get into it and try and work out what to do. we didn't dress up, we didn't thee and thou, we just got the character classes, skills and stuff and had a laugh trying to figure out how to progress the quests and campaigns.
It was remarkable to undertake a campaign in glorantha or the power behind the throne campaign in warhammer, the flexibility on the part of the gm, the intellectual challenge of figuring out, what to do far exceeds what computer games are capable of, because it was a communal story being told in the minds of 5 or 6 guys. You had to imagine it all for yourself, and the sense of achievement in completing the quests etc. remains to this day far stronger than any raid i've completed in lotro or anything that happened in UO.
UO was at least interesting insofar as the whole % based system and the provision of some flat content meant all the interactivity was generated by players, it was open world pvp really so people just got involved with whatever they wanted. being able to have your own vendors, house design, balancing skills etc. it was almost perfect, for a computer game.
Nothing is going to beat roleplaying 5 former first world war soldiers called to a friend in an asylum because he has dreams that one of our colleagues left to die in the trench under a bombardment wasn't dead...or alive. I have a clear picture of us all, in a muddy trench, one shovel and one pistol between us as a former german commander was finishing the raising of an army of dead tommies to take revenge forhis own dead comrades.
No more ridiculous than a computer game in terms of a plot, but it happened to take place around a table with a few beers and pizzas. There was a touch of blackadder about some of our dialogues, but then it's not like the dialogue would have clear boundaries defined carefully by designers when you're making it up as you go along.
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The developers seem to take great care in adding lots of bells and whistles that really have absolutely no specific use other than to add immersive depth to the world.
If only more developers shared this ambition.