Book V
The last three chapters of the entire book recount the next chapter in the Uru story with a look toward the future of not just the Uru saga, but all MMOG and MMOWs.
In an interesting twist, Pearce was given the opportunity to take an even more active role in the Uru community by becoming a ‘consultant’ of sorts in the project of resurrecting Uru, what became MOUL: Myst Online: Uru Live. Pearce was a small part of the “arguably unprecedented collaboration,” a ‘middle man’ between the corporation (“the Man”) and a small but fiercely dedicated fan community (265). She relates the marketing tactics adopted by the Uru groups in There.com and (eventually) Second Life. The signs, interactive billboards, and coordinating the reopening of Second Life’s D’ni Island (which was change to Myst Online Island) with the launching of MOUL are just three of the methods implemented by Uruvians to generate and restore excitement/ enthusiasm for the newest Myst game.
Here Pearce notices a (perhaps unexpected) trend: the first wave of Uruvians, as well as the second wave of Uru fans inspired and trained by the first wave, migrated to MOUL but remained active in the Second Life and There.com Uru instantiations. Uru refugees even began branching out into the previously too violent MMOGs like World of Warcraft, Guild Wars, and Lord of the Rings Online. Pearce also briefly looks at what happens when game designers appear in their created worlds.
Chapter 16 asks game designers how they can use these patterns of emergence for their benefit, as design material. Pearce encourages creators to basically create the worlds and then allow the players to take over from there. She cites examples Star Wars: Galaxies when designers attempted to step in and “fix” the situation (redesign) and they not only failed to interest new players but alienated their existing fans. She also mentions The Sims Online and its move to EA-Land, which was another disaster, specifically the company’s decision to disregard expert advice and not allow players to move over their own created content in the
single-player version into the multiplayer one.
She examines which “job” would be the best to help designers learn how to guide this emergence; community managers can be semi-useful but are often seen as “sent from management” and not available during typical game-play hours (managers work from 9-5 like a large number of gamers). Cyberethnographers (the job title Pearce used in her study of the Uru culture) can be as useful, if not more so, in helping understand the game community on its own terms. Cyberethnographers can act as sort of free agents; they can be confided in by players of these MMOGs and MMOWs with information that community managers for example can’t find out. (For example, Uru players revealed their hesitance for Second Life stems from a view that the world is a “virtual red-light district” (274).)
What is a global playground? Pearce focuses on global playgrounds (or global villages) in her final chapter, and how, hopefully, the global culture has begun to associate ‘play’ with a more positive connotation. Some issues that need to be addressed in this global village begin with identity. Players more and more have multiple identities, multiple lives, and multiple bodies (avatars). “Play” has moved outside the boundaries of “the game” and into other forms-YouTube, memes, etc. Games with educational purpose now become an issue.
Returning to the idea of including user-created content in multiplayer games as a way of incorporating emergence into games, Pearce states that “man the player is also man the creator” manipulating media, giving these forms of media and games new cultural meanings and goals.
In the final paragraph of the entire book, Pearce poses an important question that she seems to have been hinting at all along. “How much power do the corporations that own these networked play spaces within the ludisphere, the global playground, really have?” (280). She concludes her book with a nod to the culture she spent eighteen months not only studying, but actively participating and developing relationships in, The Gathering of Uru; Pearce echoes the Uru character Yeesha’s final words: “Perhaps the ending has not yet been written.” I’ll close here too, and ask all my nagging questions as discussion starters.
Discussion Questions
- Is there a balance of power to be found between the corporations and players? Would games controlled, even developed, solely by the players be a good thing? Would it continue the process of emergence or take a step in a whole new direction?
- This question is arguably an opinion question, but how do you feel about Pearce’s involvement in the reopening of the Uru game? Did it negate her study? Did it enhance her research? Did she take her participation to a level that she was unable to objectively study and make conclusions about TGU culture?
- In addition to allowing the players to develop or bring in their own created content, how can game designers harness and use patterns of emergence? What are some examples you can think of?