Browsing the archives for the Star Wars: The Old Republic category.

[MMOs] Social Ills in Games: Narcotics in our MMOs?

While Massively has not been my MMO news outlet of choice for a while, today it has posed an interesting question. Do narcotics belong in MMOs? The article in question compares the inclusion or exclusion of narcotics to violence, gore, sex and thievery, but I think there is a more interesting question at the heart of this issue.

If not narcotics

As someone with a bit of a bent for so-called ‘Social Justice blogging’, I regularly call out things that I feel are problematic. This might be detailed analysis of the way a company handles being called out over a particular turn of phrase  (a’la Blizzard and Geek Chic Cosmetics), or it might be a more textual analysis of gender roles within a game. So for me the parallel in this phrase comes from those sources. Whenever players like me cry out about the heteronormativity of things like the Goblin Starter Quest, or even when companies like Bioware start introducing Gay and Lesbian romance options; there is invariably someone ready to say ‘why do I have to deal with these real world issues in my game, I just want to have fun’.

I may have paraphrased with that, but essentially it’s another version of the ‘It’s fine as long as it’s not in my face.’ The SF&F world has long prided itself on being more progressive and open-minded than the mainstream. While shows like Star Trek look dated and sexist these days, back in the day they were somewhat revolutionary. Yet the all pervasiveness of the erasure fantasy is going strong.  Not only drugs are supposedly erased from the MMO market, but so are addicts and the associated social problems. Representation of poverty is sanitised, made clean.

Sanitised Narcotics

The Massively article makes mention of Spice in Star Wars Galaxies, and pipeweed in LOTRO. As I understand it, Eve: Online has an actual drugs trade as part of it massive economy, although I am not familiar with the in game mechanics (is it just a commodity, or can you actually take the drug?) In World of Warcraft players are able to buy alcohol, and will experience short lived ‘drunk effects’ – drunkenness is often played for a laugh in game. Blood Elves are known for their addiction to magic, and addiction to magic is a fairly common trope in the SFF world.

Downer Effects

I’ll venture to say that ‘temporary drunk effects’ are probably the most a player will see of withdrawal symptoms, or what the presence of drug addiction can do to a person and their community. While there are great SFF books based around drug addicted protagonists (hello Sherlock), I’m not really certain how that could translate into a playable, fun game for users. I’ve talked about immersion and absorption as goals for world building before, is this one of those cases where things get too real?

However, that, for me, segues back into the discussion of NPCs with disabilities generally not being in games. You might hear of a character in a wheelchair (Oracle springs to mind) but for the most part physical disability is erased from the fantasy/sf world, except in cases where physical deformity is used as a manifestation of mental weakness (i.e. drug-induced madness.)

Presentation of poverty

I haven’t been able to do a lot of research for this post, so please excuse the brevity of the references. In Warcraft the only addicts we actually see represented are the Wretched. In many ways they are remarkably similar to the Broken, who are pretty classic post-apocalyse-survivor types. Their bodies are physical manifestations of their addiction, in the same way that we might associate looking pale, thin and sickly with drug addiction. One crucial point here is that the addiction is accompanied by madness. Representations of mental illness in SFF are generally beyond the pale, so I’m not going to focus on that in this post, but the characterisation of these addicts as being beyond help and something to eradicate is important to note. Sympathy for addicts and recovering addicts is often in short supply in the real world, so it’s not surprising that beings who succumb to their addiction are shunned almost without thought in fantasy. Blood Elf players are shown this attitude to addiction in their starting area.

In many ways this approach is also rife with classism, as it is in the real world. A rich addict can get support and help – in effect they can afford their addiction. A poor person, already marginalised by the education system, jobs, and other factors becomes an outcast even amongst their peers. In a world of limited resources, the only way to cope with someone in this position is to de-humanise them.  In Blood Elf society, we know that Blood Thistle Addicts are looked down on as well, so this disdain for what is seen as weak behaviour is inherent even in an entire race of elves that continues to struggle on a racial level with issues of addiction.

Yes, I know I’m muttering about de-humanising an elf.

In contrast the consumption of alcohol is often played for laughs, or even celebrated because it is much more socially acceptable and not viewed in the same class as narcotics. This is probably due to the ability of millions to partake in moderation, where ‘moderate’ use of any kind of narcotic is pretty much invisible due to it’s illegal nature. Thus when poverty is presented in a game like Warcraft, which is very cartoony, it is often in the form of refugees and bandits (see the current version of Westfall in particular.)

One of the things that struck me about Star Wars: The Old Republic was it’s willingness to show the down side of life – a product both of Bioware being more aware of social issues and one of the original protagonists of the Star Wars movies being a smuggler. It’s hard to be all neutral and all about the contraband if the contraband and it’s consumers aren’t actually in the universe.  I’ve not played SW:TOR for a few months so I cannot easily research exactly how this is presented, but I do seem to recall that drugs and smuggling were definitely something associated with the ‘underdog’ aliens that suffered other economic and social opressions.

Plus, you know, the dark side often seems very much about addiction to power when you first take a look at it. And a second look. And possibly a third look. The fate of Darth Vader is very much tied up in what addiction can do to a person, although poverty certainly doesn’t impact on his life.

Lore and world appropriate

The original Massively article makes a point about game makers sanitising narcotics for the sake of censors and other such things, which in some ways simply baits the reader for a response of ‘well they let all those violent naked chicks through, why does a little drugs hurt’? And in many ways I agree with them. It certainly isn’t appropriate to touch on heroin use in Hello Kitty Online, but seeing as addiction is actually referred to in many more adult MMOs perhaps it is time for developers to think a bit more about how drugs and alcohol are handled in game. A society’s attitudes to alcohol and narcotics is a large part of world building, as it will touch on everything from social traditions and ceremonies, to social entertainment. Attitudes towards substance abuse inform class-stratification, and add depth to the world you’re trying to create.

This is one of the reasons I’m hemming and hawwing about getting an a copy of The Secret World. As an ‘alternate universe’ game set in the real world, it’s approach to sexuality, gender, race, class and disability may well be thrown more into the spotlight than in a game like EvE: Online where you almost may as well not have a humanoid avatar at all. (I have taken to imagining all EvE players to be like the Pilot from Farscape.)

SWTOR Thoughts

Firstly, Happy New Year! I hope you had a good holiday season.

I have been playing SWTOR, after something of a struggle to get my videocard drivers to stay installed correctly. Warcraft is also installed, but it feels like I’m still a tad burned out with that game. The next target to download is Rift, and then LOTRO to complete my MMO stable. Although when I will get time to play them all, I have no idea. Pewter has moved from the world of Apple to the world of Windows 7, and wow has it changed since I last gamed on a PC. After approximately 6 years as a mac user, the level of pretty is extremely impressive in it’s own right.

Before I begin my long ramble on SWTOR, I must own up to not really being a Star Wars fan. I enjoyed the movies, I appreciate how embedded they are in general scifi culture (and general pop culture) and that’s about it. Yet Bioware continue, time and time again, to draw me into the worlds and the lore that I have been dumped in. Moments feel epic and iconic, such as the forging of a lightsaber, or the first time my Bounty Hunter uses her off-hand explodey thing.

George Lucas could learn a thing or two about dialogue and storytelling from Bioware. Seriously.

Engaging worlds

Each planet so far has been visually distinct. It would be very easy for each spacey-urban city to feel very similar, but even when using shared art assets, each area that I have had the chance to run through has been breath-taking in both detail and scope. Extremely linear, in many ways, but the feeling of space through the use of far-distance and painted sky domes has lead to some truly stunning vistas. Other details include the snatches of conversation from local NPCs, the variety of fauna, the way a cloak ripples differently when you strafe, and a hundred other animated details.

Sacrifices must be made

There has been a lot of talk in the MMO-sphere about whether Bioware has bitten off more than it can chew with the class quests/dialogue. With the appeal of the game apparently resting so heavily on this aspect – what happens when even the slowpokes like me have hit 50? Will the raiding be good enough to keep interest? With story being so important, the addition of new ‘dailies’ and a couple of new Flashpoints is unlikely to keep players interested in that story interested. That said, Bioware have a pretty good record with interesting DLC in their single player games, but what remains to be seen is whether they can keep that up a pace.

So what is sacrificed? Any innovation in the talent trees. My two characters that have made it to Advanced class status are my Sith Warrior, now a marauder, and my Jedi Consular who went the route of sage. It was rather awesome to make it to the fleet, newly equipped with my shiny new lightsaber, but then such a let down to look at the talent trees for the first time. While the rest of the game had been relatively ‘mmo-noob’ friendly, the talent trees gave me flashbacks to 2007. They’re big, unweildy, and uninspiring. After the improved newbie experience that World of Warcraft has laid on, and the flexibility of Rift, the introductions to the talents and talent trees feel like the designers are making a lot of assumptions about the knowledge level of their players. It’s nice not to be patronised, but the trees feel both unfocused and set in stone. I’m sure it is possible to respec, but I felt almost scared to commit to talent choices in case I made the wrong choice. Yes, I’m a whining whiner.

Combat is a funny beast. Damage feels inconsistent. One minute I’m slicing through mobs at a great rate of knots, the next I’m flailing uselessly at the same mob type, whittling it’s health down slowly. I think this is because of my dreaded rural broadband rather than any specific failure on balancing. The global cooldown system feels a bit odd, frankly, and results in combat feeling slow and distant. This is odd, because you’d expect the lack of auto-attack to make combat feel more immediate. That said I’m still low level, so I need more time to work out the best spell priorities for each character, which will probably help.

Primed for a future patch?

My friends over at The Drunk Tank made a comment that space combat feels unfinished. Could we see Bioware spending more resources on it during a future major patch? I would like to think so, but I’m not sure they should have put it in at all in the meantime if it was just a stop gap.

I like the UI, but more customisability should be in the pipeline or things could get very irritating. The maps are pretty excellent and clear, with quest tracking handled well. Things like Lightsaber Forms (e.g. Marauder) should be switched to stance/form style buttons like Warcraft druids. I find the stylistic look of the UI lovely overall and most necessary information is well presented. I have not ventured into the AH yet, and by all accounts that is rather horrific. After the auction house mods in Warcraft, the primitive Auction houses of SWTOR and Rift are extremely tiring and backwards. Unfortunately the developers are competing against addon creators for other games, not just their professional competitors. Warcraft is incredibly good at learning from addon developers, if occasionally a tad slow. Bioware would do well to study not only the UIs of competitors, but the player created UIs for those competitors.

In my next post I plan to explore Jedi and Sith philosophy and sexuality. As you do.