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So ignore all the codes of the day, let your juvenile influences sway

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It’s five years today since the world’s most famous computer game, World of Warcraft, began. And I’m both proud and slightly embarrassed to say that I’ve been there since the beginning. (…)

I believe that World of Warcraft matters. Exactly how and why it matters, though, can be hard to get at from the outside; much of what reaches the mainstream media is a muddle of scandals, statistics and pseudo-scientific scraps. So I’d like to take a few moments to recall just what it was like to play this game for the first time five years ago, in the company of an old friend who had managed to wheedle both of our ways onto the game’s American servers in time for launch—and why, five years on, the character I created then is still soldiering on through the northern reaches of the world’s most famous unreal destination.

What struck us, first of all, was just how much it felt like a world: huge, organic, inviting exploration. There were lakes, mountains, rivers, forests, cliffs, towns, cities, and lots of things to squash, splatter, maim and generally exterminate for the sake of various rewards. What struck us shortly after this was that, although there was a game here to be played, there was also an awful lot more to it than simply playing and trying to win. My friend had chosen to play a dwarf warrior as his first character but, unlike any other game we’d encountered before, there was no sense in which he was that character. As far as World of Warcraft was concerned, he was himself, and just happened to be strolling around a vast cartoon world in the guise of an aggressive dwarf. And that was much more interesting, because it meant that—for the first time any of us had known—you could actually be yourself while playing. In fact, you could be all sorts of things that your self didn’t normally manage.

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image { Denis Zilber }





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