Studying the Plague in WoW 76
Nimrod writes 'NPR has a piece on studying the 'Plague' in the virtual world, World of Warcraft. From the piece: 'Spread of virus or disease has a lot to do with human behavior ... Hardest part about researching human behavior is that people often act differently in an emergency than they imagine they will... Peoples reaction to the plague in World of Warcraft were remarkable realistic... Some decided that once they were infected, I really don't care anymore about anyone else, I'm going to teleport in the game to a crowed urban center and infect as many people as I can.' We've discussed this before, but as it has been picked up by the major news outlets it appears to be accumulating commentary about how virtual behavior mimics societal trends. The NPR piece goes into more depth on the subject.
Creativity is accidental (Score:5, Insightful)
Re:Creativity is accidental (Score:2)
In cases like this, I'd assume it doesn't happen often specifically because the design teams try their darndest to keep people from breaking the game.
As far as creating content like this...well, isn't it easier to make a few battles than to do something as unique as an epidemic?
Re:Creativity is accidental (Score:2)
Apparently not, seeing as the plague was accidental and caused by a bug. It didn't take any extra development time to create. All it took was some players realizing "hey cool I'm still infected, let's see if I can spread it!".
Re:Creativity is accidental (Score:1, Troll)
Because WoW has one of the weakest, newbie designed death systems in all MMOs. When you die, all you lose is durability in your equipment which can be repaired. No experience loss. No major monetary loss (unless you like die a lot and stop doing quests.) If you're extremely lucky, there isn't much time loss either.
If a plague like this happened where there was XP loss for each death, there would be hell to pay given the sheer times low level players w
Re:Creativity is accidental (Score:3, Insightful)
I was a Dark Age of Camelot player some time ago, so I know nothing about WoW. But it's entirely possible to create "unique events" that don't grief players. For example, a plague could make players weaker, but allow them to find a cure through some sort of new quest. Yes, there are some diehard fans of this or that who would object to being involved, but that is why you have a "/epic event" switch which would allow them to choose to participat
Re:Creativity is accidental (Score:5, Insightful)
Mostly what I'm tired of is games forcing everyone to be equal so that it's "fair" to everyone. All that seems to have succeeded in doing is making the games incredibly boring after a certain point. Wow you mean my level 60 paladin is exactly the same as the other 400,000 level 60 paladins in the game... exciting. There should be elements in the game that distinguish individuals or groups. It's much more interesting to have competition for resources and locations than competing for raw number of kills that nets you some meaningless PvP title.
I'd also like to see constant PvP return to mainstream games, and I'm hardly a hardcore PvP player. The constant threat of death (especially if death is meaningful in some way) adds an extra level of player interaction that I think helps to prevent games from becoming stale so easily. I used to play Asheron's Call on the Darktide server (PvP always) and until they added housing to the game, there was no truly safe place that you could escape being killed. Player created monarchies actually fought to defend and control the towns with the best locations/vendor rates. You just don't see that in many other games. In AC, I was constantly aware of my surroundings in the game and prepared to fight at any moment. When I play WoW, unless I'm specifically looking for a fight, I just don't care. There is almost no penalty for death so most of the time it's not worth the effort to quickly shift from idly watching my character run to town and into battle mode.
I realize that it's not that simple. The people that play these games are notoriously whiny, and the developer's of a game do have to worry about keeping their customer base. What I see happen all too much though is a working system that is constantly tweaked in an effort to balance it or make things fair, at the behest of the most vocal group that feels that since their particular character/class is not the most powerful in their perception, there is something wrong with the game. Dueling weaknesses and strengths of different types of characters and player attitudes make an interesting environment that will stay enjoyable longer. Removing wood's weakness to fire and fire's weakness to water and so on just leaves a static system where nothing changes and it becomes boring very fast. I wish people would wake up and realize that it's not all about them, and I wish developers would stop screwing with their system that most are pleased with just to satisfy the least common denominator.
Re:Creativity is accidental (Score:1)
This is a destructive event. That's why it became such a big deal. It had real repurcussions for the characters.
If the company were to do this, the bitchfest that would ensue would be ENDLESS. People would be pissed that they pay lots of money for this, and spend lots of time on this only to have their hard work destroyed by something to randomly "enhance" the gaming experience.
So while yes, it is more interesting, nobody wants it to happen to them, as y
Doing "evil" things in games (Score:3, Interesting)
missed the point (Score:5, Insightful)
see AIDS for a more common everyday example of this in real life.
And The Band Played On (Score:1)
The gay flight attendant who knew he was infected led a lot of people on a merry (Mary?) chase.
Re:And The Band Played On (Score:3, Informative)
Right?
Re:And The Band Played On (Score:1)
Re:And The Band Played On (Score:2)
Thankfully, it doesn't, and they do.
Yes and no, IMHO (Score:3, Insightful)
The same applies to games, and I wish more designers did learn that from history. (It would have prevented the UO fuckup, for a start.) Once someone doesn't give a damn about what happens to their character, nothing you can po
Re:Yes and no, IMHO (Score:2)
Learning about events that happened in other games earlier, especially "ages ago", is learning from history :).
But, please tell me, did the MUDs also learn how to keep such assholes away ? And if yes, how ?
Maybe the game should keep a score of persons deeds - lets call it karma - and reward people wi
Windows Media, RealPlayer required (Score:1, Informative)
Because without those, all the piece says is:
Which is actually less
Re:Windows Media, RealPlayer required (Score:2)
Hopefully someone will follow up with a transcription, not just for those who can't play back the audio due to setting or technical restriction, but also for those slashdot readers who are deaf.
(ObDRMbashing: DRM restrictions in the future will disable your keyboard when playing protected audio, closing the transcription hole. People forget the days when the RIAA wa
Re:Windows Media, RealPlayer required (Score:2)
Debian, FireFox, Mplayer-Mozilla Plugin
RM=Perfect http://www.npr.org/dmg/dmg.php?prgCode=ATC&showDa t e=05-Oct-2005&segNum=6&mediaPref=RM&getUnderwritin g=1 [npr.org]
WM=Not So much, little skippy
http://www.npr.org/dmg/dmg.php?prgCode=ATC&showDat e=05-Oct-2005&segNum=6&mediaPref=WM&getUnderwritin g=1 [npr.org]
realistic? (Score:5, Interesting)
There may be some social studies possible in MMORPG, but a plague is a serious RL issue which can not be adequatly represented.
Well, it could, but it would mean after being infected, if you can't find a cure, your character is deleted. That would be fun from an observer's perspective.
But even that doesn't come close. I mean, plagues KILL people like you and me. Most people knowingly infected with a diesease would not purposefully act to hurt others unless they had premonitions of hurting them beforehand, and even if they did, the rest of the community would be acting to prevent such things, via quarantine.
I play EQ2, which had a plague event back in June, and people didn't like the plague, but you did infect your friends for fun, as a joke, because you know it's not real.
Re:realistic? (Score:2)
The warlock demon bomb follows the same mentality as this. Its not that you feel jelous of other people who are going to live while you die. Its just that killing people in an unexpected way is fun.
Re:realistic? (Score:2, Redundant)
Re:realistic? (Score:3, Insightful)
Yeah, any time people know they are in an artificial situation, they will act differently than they would in real life. Online game? Check. Murder mystery dinner party? Check. Dreaming? Check. Sociological experiment? Check.
I figure it comes down to consequences. If you know there won't be any, or if you know they depend on so
Re:realistic? (Score:1)
It's funny how the real world is becoming like this too. Most kids are brought up in a relatively consequence-free environment and are wreaking havoc (the little bastards).
We could learn from this, but I bet we don't.
Re:realistic? (Score:3, Insightful)
Re:realistic? (Score:2)
There are people who have no empathy. IMHO online realities make it easier for everyone to not have empathy. You are not there when the person receives the bomb whether it be email, IM, or some fantasy online game.
Researchers care about that 1% who could cause
Re:realistic? (Score:1)
Well, it could, but it would mean after being infected, if you can't find a cure, your character is deleted. That would be fun from an observer's perspective.
But even that doesn't come close. I mean, plagues KILL people like you and me.
Yes, but in real life, death is a problem that takes more than 30 seconds to fix. Apples and oranges.
Barebacking. (Score:3, Interesting)
Re:Barebacking. (Score:3, Insightful)
Yes. There have been multiple cases, and people have gone to jail for it. But imagine what would happen if AIDS was much easier to spread (say, via ingestion instead of blood/blood contact). Spiteful individuals could infect literally thousands of other people. Among those thousands, there would surely be other psychotics who would also spread it. It would explode out of control.
The problem with HIV is that it leaves you alive long enough to get pisse
Re:Barebacking. (Score:3, Insightful)
Re:Barebacking. (Score:1)
Re:Barebacking. (Score:2)
Showing up at work with a cold? No problem, colds are rarely fatal (at least to
Re:Barebacking. (Score:2, Informative)
Map of states with laws on it.
http://tinyurl.com/9jsg6 [tinyurl.com]
Re:Barebacking. (Score:2)
I hate to say this.... (Score:5, Interesting)
Um, hardly. That's baby-step stuff. Just like most everything that is considered "new and revolutionary" in MMOs, is flippin old hat to those of us who've been doing online games for a zillion years now (read: zillion = 18+ years). I had a plague run amok in GemStone ][ some 14 odd years ago. And we've sure as heck done a lot more interesting things than that in the years since.
This isn't news. It's just becoming more well known. I don't mind that, I just wish people had more MMO history in their brain pan.
Re:I hate to say this.... (Score:2)
So no, it wasn't creative. It was an entertaining fuck-up.
Re:I hate to say this.... (Score:2)
Re:I hate to say this.... (Score:1)
I wonder if they didn't fix it because it was creating buzz.
Re:I hate to say this.... (Score:2)
Re:I hate to say this.... (Score:2)
Re:I hate to say this.... (Score:3, Interesting)
Yep, you're right. That's one of the things I loved about Gemstone. (haven't played in years, though) When there was a merchant... it was an actual person. To get something altered, you would actually have a conversation with the merchant...
The buzz was always about when "the Juggie" (juggernaut, a merchant ship) would come... or other big groups of
Re:I hate to say this.... (Score:2, Insightful)
Don't get me wrong, I play and enjoy MMORPGs, including WoW.
That said, I wish people knew real history and nothing whatsoever about MMOs. It would make a fascinating twist to the game we call "real life".
-Jeff
Re:I hate to say this.... (Score:2)
Re:I hate to say this.... (Score:1)
Re:I hate to say this.... (Score:2)
Face it, it WAS a novel thing to happen in a mass-market MMO. It is news because it reached and affected millions of people, as opposed to an event limited to the (at best) hundreds of computer wonks playing a MUD.
I understand that your ego prefers the pretentious "yawn, I've been t
Re:I hate to say this.... (Score:2)
That was called "slowdowns", wasn't it?
(I'm an old GS2'er, from the last month of beta through the end, but I don't remember a plague, probably because the slowdowns were so bad. As in you got a command run every couple of minutes while the monsters got their moves every 10 seconds on the clock. Good ol' Honeywell mainframes. But I do remember how Bardon was totally pissed when the dragon got killed.)
Real-World Connections (Score:1, Interesting)
Hardly Realistic (Score:1)
Re:Hardly Realistic (Score:1)
make people have to wait 10 mins to resurrect when they die with the plague, or res with forced res sickness. Allow people to attack people that have the plague, and once they attack be attacked in return. Or even better, make the plague infect you with 'res sickness' as well as s
Re:Hardly Realistic (Score:2)
Yes but anyone that is developing game content for blizzard, but didn't anticipate this is an idiot. It's not like it's hard to stone from instance back into a heavily populated city.
How it spread... (Score:1)
Well, save for some grievers who had the time of their pathedic virgin lives.
A lot of times, these diseases spread becuase of human ignorance. The contaminated blood is no different.
2) Containing and curing the epideminc. While transport i
MUDS (Score:5, Funny)
That is, normally an unlistable object would be impossible, because even if it returned no name, the MUD code would provide the name of the parent class (that is, if a 'Sword' name function returned an error, the player would see 'Unnamed Weapon') all the way up the 'Unnamed Object' base class, but by deleting itself, there was no parent class left.
Unfortunetly, I made a typo in the self-deletion code and it would occasionally delete the next object in the players inventory. (when the player received another object after the moving object, but before the object moved out of his inventory) but it would still make the copy of itself.
oops.
It's all just a game (Score:2, Interesting)
Somewhere in the replies I read something along the lines of, "Most people knowingly infected with a diesease would not purposefully act to hurt others". I find this comment laughable(Granted, it's slightly out of context). How many of you go to work sick? You know your sick but yet you still go. Why? Then, at work, the germ distribution system (HVAC) wor
Re:It's all just a game (Score:1)
Re:It's all just a game (Score:3, Informative)
The difference is the intent. I go to work when sick so I can get my work done, not to purposely infect others. Although, at times, I am very tempted to direct my coughs into a specific office...
Many of the
Most of you are missing the point. (Score:4, Interesting)
I doubt that they meant to make it "if you do something with the plague it tells you about your real self." It is more it shows them a social system with people of varying desires and ideas after someone introduces a deadly virus. This is something that is almost impossible to study because most people would think someone studying this type of thing instead of helping is a ghoul, yet it should be studied because response systems obviously arn't doing it when everyone passes the buck.
Now as people have meantioned this likely isn't real life, but notice that once you have the plague you're given a death sentance for the most part, what you do from that point changes everything. Those that run and try to harm others with their plague are actually a real thing. There are those with serious problems (Aids and other life threatening STDs) who will go around and try to infect others because they think there's no quality of life and just like hurting others. There are those who try to avoid this. But both of these reactions are seen in game as well as in the real world. The numbers are schewed but the reaction still exists.
The point is that the study isn't saying people are acting like they would in real life (and if they were it wouldn't be interesting because of the people who would play these games arn't an accurate subsection of people, especially those who would sacrifice their lifes to hurt others) but they are studying the reactions of people in the game. The fact is while the percentage of certain reactions are different, those reactions are very similar to real life components.
That all being said, I have to say KUDOS KUDOS KUDOS to Blizzard, because they have created a game I would be interested in and because of that I bought and played it. This plague alone has my interest peaked which makes it great.
Re:Most of you are missing the point. (Score:1)
GASP! I don't know about you, but if I caught a plague in real life, my first instinct would be to teleport back to my home town.
Well, maybe not the reactions of the infected (Score:2)
The story of the plague isn't simply the griefers and pranksters running around doing this, but the interpretations of _what_ it is by the general population (malicious attack, divine punishment, or simple screwup), the speed with which your average gamer changes (drastically) playing style to cope with the new reality, and the attempts at fixes a
Overthink much? (Score:1)
If we respawned in real life, putting a pipe bomb in your buddy's mailbox might move up a few rungs on the humor ladder.
Re:Overthink much? (Score:1)
Some incorrect assumptions from the story (Score:2)
Re: (Score:2)
What this really tells us is (Score:1)
yeah doc, I got this rash.....thing (Score:1)