Mary-Anne Breeze
www.hotkey.net.au/~netwurker
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QUAKE-ING IN MY BOOTS:
Examining Clan: Community:
Construction In An Online Gamer Population
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INTRO
"New
multiplayer games turn what has traditionally been a solo pursuit into a
communal experience."
Hugh Foster in "Global Gaming",
1997
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Spoken
like a true gamer, Hugh - or perhaps typed like a true nethead. I'm almost positive Hugh would have no problem
being labeled this way - would, in fact, probably agree wholeheartedly with
these signifier labels. Especially
if his fellow gamer buddies were around at the time, wearing their clan
colors, shooting the shit out of each other with quad damage and a rocket
launcher and watching the blood splatter enemies and friends alike.[if !supportEmptyParas] [endif]
>Hmmm<
I hear some of you mumble, uncomprehendingly.
No, this is not a mob of satanic-worshipping weirdos out on some
bizarro sickfest; it is (mostly likely) a group of very average late teen/early
thirties men, sitting around playing - on their respective computer terminals
- a first person perspective shoot-em-up game.
They will probably have linked into a Multiplayer Internet Server
Provider, one that caters to a specific type of gamer who chooses not to
restrict his/her responses - most probably a him, but I'll get to that later
- to those deemed adequate by single gameplay parameters. And they are probably having a really, really
good time doing it.[if !supportEmptyParas] [endif]
Why?
J To those outside the artificially generated
confines of this multiplayer environment, being so involved in a largely
imagined spatial area with avatars/projections who share in a behavioral
motto of seems slightly frivolous, if not in
fact, pointless. Not to those, however,
who display a shared sense of purpose and enjoyment in being able to participate
in such a community and by doing so, have helped develop the very defining
characteristics of that community, artificial or otherwise. Some of these characteristics involve the development
of specific communication traits in lieu of body language and language variations;
others include how the power structures and social conditions inherent in
the real world that the players inhabit are mimicked in the game itself.
Another defining element that makes this gamer community function
as it does is how various behavioral traits displayed in either 'reality'
(game based or 'rl' - real life) cross over and interconnect.
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One
such group that plays such a game and uses the online world to construct
a shared sense of a virtual environment is one physically located on the
east coast of Australia in a city called Wollongong. These guys (and I use
the term in a purely non-gender specific way, as I used to tentatively include
myself among them) play a game called Quake,
through an Internet Service Provider called Spidrweb Online Gaming. The community focuses around the constructions
of clans, which are collectives of Quake gamers that form into teams to battle other clans through online
tournaments and LAN (local area network) days.[if !supportEmptyParas] [endif]
GAMESCOPE
For
those of you not in the computer game know, Quake
is one of those games set in a post apocalyptic future, where military men
fight mutant variations and vicious monsters who are intent on terminating
anything that moves. It is a game
based on the popular 1st person perspective template - games like Doom, Duke Nukem 3D and numerous others
utilize it. Common game parameters are:
>
A player is presented with a sensory environment created via their computer
- through the monitor, speakers, devices used to actually run the game itself
(via a CD ROM drive, hard drive, sound card etc) and controlling points
of a keyboard/joystick/mouse. This
environment has a basic narrative structure and survival objective that
is competitive based (kill and not be killed, finish various levels and
avoid hazards, and collect objects/weapons/health points along the way).
>
Sound and vision are the primary tools used to create this projected sense
of a three dimensional environment - as well as an ability within a player
to disassociate from the physical constraints presented, such as the fact
that the 'weapon' a player is brandishing may actually be a 2-button mouse.
>
A player/gamer can select to play against the computer (single player) or
against other persons who link into a game scenario via a phone line connection
(multiplayer). A combination of
both types (cooperative) is also an option - fighting the monsters with
your buddies connected by a phone line but not necessarily an Internet Service
Provider.
>
Various game components can be added to the main game which add to the variability
of actual responses a player can manifest e.g. 'patches'/add ons that create
additional weapons, levels and creatures.
Experienced
gamers generally have established preferences as to what kind of games they
play, and the more 'into' a game a player is, the higher is the chance they
will get involved in a multiplayer community.
For instance, different clans play various games online but seem
to stick to Quake in their regular
amount of allocated play time. What seems to ensure this 'loyalty' to this
multiplayer game in particular is the sense of community that has sprung
up in tandem with the actual playing of the game itself.[if !supportEmptyParas] [endif]
QUAKEVOLUTION
There
have been various Quake game niches
springing up in Wollongong as online gaming has taken a trendhold here. Various subcultures have evolved within each,
with defining characteristics being dependent on the particular ISP used
/clan construction etc. Spidrweb
Online Gaming started with a group of players (one of them being me) who
had mostly played singleplayer Quake
alot - a ridiculous amount, actually. On
hearing about the instigation of a multiplayer facility, I jumped at the
chance to play the game with others.[if !supportEmptyParas] [endif]
Two
types of multiplayer Quake are
played via multiplayer ISP accounts. These
are DeathMatch, where each individual player is pitted against every other. Scores are tallied as one player 'frags' (kills)
another - who incidentally materializes again immediately (respawns).
The other game option is Capture the Flag, where a team - usually
a specific clan in an organized match - works to pick up the opposite team's
flag corresponding to colour (red or blue) and then take this flag back
to their base. A successful capture occurs when the player runs the opposing flag
over their own - in their own base. Now
this might not sound so complicated in theory, but being thrown into an
online CTF game without much of a clue as to what the hell is happening
is another situation altogether.[if !supportEmptyParas] [endif]
Clans
help alleviate the stress of CTF games by having various key positions filled
by its members (e.g. a runner, a defender, etc). Clans evolve in an extremely organic fashion - players may be asked
to join online, or may be a sibling of a player that wants to start a clan
themselves so are asked to join, and so on. Clans choose two colours (shirts and pants) from a game selection.
The Captain/leader often chooses for the whole clan, depending on
clan dynamics.
[if !supportEmptyParas]This
first encounter of mine in a multiplayer Quake
CTF game (sans Clan) was interesting,
to say the least. Here I was running
around like a crazed loon having grabbed the 'flag', trying to get the hang
of the game environment with actual other people (or their representations
at least) instead of computer generated monsters running around blasting
away at me. It made for an interesting
induction into the online gaming environment.
[if !supportEmptyParas]My
time using the online game environment in a continuous fashion lasted approximately
3 weeks - after that, I have played sporadically and never assumed a stable
identity within the community because of various factors - the primary one
being the discovery of my gender. One
of the sad facts of being an online female gamer is that you tend to stand
out like a sore thumb, and after it got out that I was female the nature
of the game changed dramatically for me.
Not many women play Quake
online in Wollongong, and I think it is fair to assume that the game is
heavily male dominated generally. Being
a female player relegates you to a certain marginalized position, and the
corresponding behaviour patterns that operate in Western society at large
seem to also be perpetuated in the Quake
world (unfortunately). However, I have been in close contact with several
of the members of the virtual community since then, and am happy to say
that the nature of the gameplay has changed considerably, due to the setting
up of various rules that make tolerance a key feature in most games. I have observed the gestation and continuing
formation of the Wollongong online Quake
community, and this has allowed me to carry out an
analysis of just what makes an online gaming community tick. [if !supportEmptyParas] [endif]
tick:QUAKETALK
One
defining criteria of any community is the language employed by its members.
In any virtual community interactions there is room for cross communication
and ambiguous statements, as the absence of body language and other real
time environmental variables makes common real time communication cues impossible
to access.[if !supportEmptyParas] [endif]
One
way these Quakers deal with this problem is through the use of emoticons
- symbols used extensively throughout IRC and e-mail to indicate basic emotional
states. :) indicates a smiley face
on its side, a grin, happiness; the reverse :( indicates the opposite. These are the two most widely used markers
of emotional states used by this online community, and they are used in
differing ways and in difference circumstances. When a player first enters a game, they will usually greet the others
by typing "hi" - or some other form of greeting - into a game
console interface, or through hitting a key to which they have bound the
word "hi". This may be
followed by the use of a smiley. (Most
of these players are a friendly bunch).
When the gameplay hots up, the use of the smiley is common - to indicate
a state of glee (e.g. I've just blown you away twice) or as an ironic symbol
(e.g. isn't that funny - we both just killed each other at the same time). When a player gets excited, successive multiple
uses of the smiley become evident - out of frustration (e.g. you bastard,
that's the fifth time you've nailed me to death) or perhaps showing a build
up of various tensions (e.g. I'm really gonna get you this time you fxxker).
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These
little smiley symbols can be used to signify game relation complexity. So too can the way minimal sentence structure
and condensed phrases are stylistically adopted through multiplayer text
based communication. Often in the
heat of an intensely demanding game, a player will choose to respond to
a typed query with only the crucial/minimum amount of information. For example,
a player might be asked a question by another gamer to which they may respond:
"Can't speak…killing";).
I
call this Homer Simpsonspeak.J[if !supportEmptyParas] [endif]
Generally,
the level of complex communication during gameplay is kept low, and this
assists in the complications many online communities' face in that the text
can be interpreted in a multitude of ways.
In multiplayer Quake, text
based communication is often sporadic and brief - it gets to the point.
Gamers do use other forms of electronic communication (such as text-based
programs like ICQ, IRC, and email) to carry out extended conversations,
as well as real life encounters to compensate for this somewhat brief communication
style.[if !supportEmptyParas] [endif]
tock:QUAKERS
PLAYING IN THE REAL WORLD
One
defining characteristic that sets apart an online gaming community is its
sense of unity and longevity, and how this extends itself into the real
life environment of its members. I
am of the opinion that this multiplayer community has formed strong ties
in the real world as well as in the virtual, through the committed action
of several of its players who act to develop a sense of cohesion among the
rest.
[if !supportEmptyParas]The
Wollongong Quake community is
extremely active - in the form of having meetings to discuss various aspects
of multiplayer gameing, to having barbecues during popular LAN days, to
casual get-togethers with families of the players being included - especially
within individual clans. There are several players who mostly take on organizing
both tournaments and social gatherings alike, and it is often these people
that are also clan Captains. This
illustrates just how certain power hierarchies inherent in the wider community
operate even with an online game environment.
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The
tendrils of multiplayer interactions seem to creep into the player's real-time
lives in various ways. One of these is how players who know each other well
will address other players by their Quake
aliases; for example, one of the Wollongong clans (Clan Crusher) has
a member whose online name is Prucrusher.
His real life name is Walter, but most of the other players refer
to him (both on and offline) as Pru. This
also operates the other way; when playing multiplayer Quake,
other gamers may refer to him as Walt instead of Pru. Life imitating Quake imitating life…?[if !supportEmptyParas] [endif]
Another
quirky manifestation of virtual gaming behaviour that crosses over into
reallife action is cyborgian movements.
As a player allows himself or herself to fall deeper into the state
created by the game environment, corresponding physical actions may occur
in immediate 'reality'. For example,
when observing a player sitting at their terminal who is deeply engrossed
in a game, they may suddenly jerk their body to get out of the way of a
game projectile's trajectory. A player may even disassociate themselves
from a real time environment to the extend that they ignore people that
are trying to talk to them, or swear loudly at the computer (they would
say at their virtual competitors) if things are going less than well in
the game stakes.[if !supportEmptyParas] [endif]
CONCLUS
The
sense of shared purpose and behaviour exhibited by online Quake gamers indicate that this is one type of virtual community that
has strong binding ties, which have developed through the evolution of the
game from a single player template to a multiplayer environment. The production
and real life extensions of behavioural patterns such as how certain societal
relations are emulated within the game itself, and the formulation of a
online game-symbolic language indicate just how this type of virtual community
can operate and indeed, survive. Hugh
-Nethead-Foster (in "Global Gaming")
should have the last word about it:
> I may
still sit transfixed in front of my computer late at night, but now that I've discovered multiplayer action,
I
am
no longer alone <
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BIBLIOGRAPHY
Cleland,
Kathy. "New Robots; Cyborgs,
Softbots and Avatars" in MESH #8/9.
Published online by Experimenta Media Arts, 1996.[if !supportEmptyParas] [endif]
Cox,
Anna Marie. "Virtual Communities; Is the Well Dry?" in HOTWIRED
Brain Threads (published online), 1996.
[if !supportEmptyParas] [endif]Hermosillo,
Carmen. "Why is There, There?"
in the Fleshfactor Mailing List/AEC Forum, 1997 - http://www.aec.at/fleahfactor/arch
[if !supportEmptyParas]Grassmuck,
Volker. An Interview with Benedict Anderson in Nettime Mailing List, 1997.
[if !supportEmptyParas]Foster,
Hugh. "Global Gaming:From Monopoly to Quake, Multiplaye Games Let You
Take On The World." In Computer Life Online.
Ziff-Davis, 1997.