"A Touch of Medieval: Narrative, 
            Magic and Computer Technology in Massively Multiplayer Computer Role-Playing 
            Games" © 
            2000,2002 Eddo Stern University of Southern California, School of Cinema 
            & Television 
 Published in: 
 ABSTRACT
          The paper provides an in depth examination of the narrative structure 
            of Massively Multiplayer Online Computer Role-Playing Games (MMORPGs). 
            The analysis is focused on the narrative complexities created by the 
            relationships between computer technology, the medieval fantasy that 
            is central to the genre, and the emergent nature of the online player 
            society. The paper is divided into four major sections: the first 
            examines the question of neomedievalism (as pronounced in the 1970's 
            by Umberto Eco) and its relationship to technology and magic. The 
            second section recounts the historical development of the MMORPG genre. 
            The third section examines the narrative form unique to fantasy genre 
            computer games that arises when the cogent narratives of the fantasy 
            genre are mixed with the equally fantastic narratives of high tech 
            computer culture. The fourth section examines a specific set of game 
            "artifacts" that belong to the specific narrative diegesis 
            of MMORPGs. Keywords
          Massively Multiplayer Online Role-Playing Games, MMORPG, Everquest, 
            Ultima Online, Asheron's Call, Fantasy, Computer Game Genre, Magic, 
            Online Games, Role Playing Games, Narratology 
            
             
            
               
 
            
             
            
             MAGIC 
            & TECHNOLOGY 1.Neomedievalism I 
            recently visited the 39th Annual Renaissance Pleasure Faire 
            in San Bernardino California. The creatively anachronistic Renfaire 
            crowd is comprised of a colorful band of jolly Anglophiles, mediaevalists, 
            woodworkers, elves, druids and wizards selling handmade crafts, performing 
            jousts, drinking mead and offering an all out sun-beaten Californian 
            version of new age virtual reality. On a stroll down Lord Mayor's 
            walk on my way to Maybower Commons, a middle-aged barbarian 
            standing behind the counter at the Shepherd's Pye caught my 
            eye as he sipped a pynt from his king-sized wooden mug. I stopped 
            in for some ale and mutton and struck up a conversation with the bearded 
            Mr. William Moody. I was curious to learn what made him wake up on 
            a fine Sunday morning in August of 2001, don a suit of leather armor, 
            and open shop at the Renfaire to sell pynts of ale and medieval 
            pot pyes. Mr. Moody remarked that for him, this sort of getaway was 
            a much-needed reprise from a daily drudgery and offered a quick  escape from the stress of a life governed 
            by modern technology. I soon learned that in RL, Dr. Bill Moody has 
            spent the past twenty years debugging assembly code at a southern 
            california computer chip laboratory. I suspected that Mr. Moody's 
            particular motivations for timesliping from 21'st century California 
            to take refuge in 12'th century Medieva were not uncommon among the 
            inhabitants here at the faire.  
            
              
            
              
            
              
            
             In 
            his 1973 essay, Dreaming in the Middle Ages 
            
            [1] 
            
            , Umberto Eco discusses the phenomena of neomedievalism. 
            Eco looks to pop-culture and observes the "avalanche of pseudo 
            medieval-pulp in paperbacks, midway between Nazi Nostalgia and Occultism". 
            He notes that many structures that define the western world such as 
            modern languages, merchant cities, and capitalistic economies find 
            their roots in the Middle Ages. Eco offers to his readers the following 
            advice: "If one can not trust literature, one can at least trust pop culture". Pop-culture is at question here and the "pseudo-medieval pulp" 
            hasn't ceased to froth in the past thirty years. In fact these days, 
            the phenomenon of neomedievalism is rampantly on the rise, and the 
            new concoction includes intriguing new ingredients. "Now, 
            Gandalf, Merlin, and Prospero, I have some exciting news for you boys.  From this moment on, you will have to get used to sharing your 
            towers and castles. Meet the P4, the G4, the VooDoo3, and the T1, 
            ". The beige age of swords and circuitry is upon us!!!  
            
              
            
             The 
            Internet-mediated arenas for the hugely popular gaming environments 
            known as "Massively Multiplayer Online Role Playing Games" 
            (MMORPGs), Ultima Online's  "Britania, Everquest's "Norrath and Asherons Call's "Derreth 
            are prime loci of our new 21'st century's version of neomedievalism. 
            The range of historical and cultural influences on the fantasy game 
            mise-en-scene includes a wild amalgam of Celtic, Gothic, Medieval 
            and Renaissance combined with a deep commitment to a Wagnerian, Tolkienesque, 
            Camalotian, and Dungeons & Dragonish verisimilitude.  The three aforementioned industry-leading 
            game worlds are practically identical; all are set in a pseudo-historical 
            magical medieval realm, offering players a familiar selection of characters, 
            settings, and motivations. And one must ask if this monotone ubiquity 
            is a result of market research about the current game-player's zeitgeist, 
            or of the corporate copycatting so pervasive in the game industry 
            where each successful game spawns dozens and sometimes hundreds of 
            clones.  
            
              
            
             The 
            bond between magic and computer technology is visible across the cultural 
            landscape and is by no means unique to computer games. A look to Hollywood 
            reveals a new spin on the magi-medieval fantasy film genre. Where 
            RenFaire attendees and fantasy computer game players often 
            regard their fantasy seriously, film goers are offered a more sarcastic 
            look at the phenomenon as filmmakers struggle to assert the equation 
            whence film (can still) represent mainstream culture while narrating 
            cyberculture as subculture.  
            
              
            
             "Dungeons 
            & Dragons" (2000), "Just Visiting" (2001), 
            "Shrek" (2001) "Harry Potter and the Sorcerer's 
            Stone"(2001),"Black Knight"(2001) and "Lord 
            of the Rings: The Fellowship of the Ring" (2001) are examples 
            of recent movies belonging to a new revisionist fantasy film genre. 
            While traditional genre films from the late 70's and early 80's like 
            "The Lord of the Rings" (1978), "Excalibur" 
            (1981), "Dragonslayer" (1981), and 
            "Conan the Barbarian" (1982), constructed deep immersive 
            magi-medieval fantasies, the new fantasy genre films function self-referentially 
            and often address the real world sociology of the fantasy genre. For 
            example, the anachronistic slapstick "Just Visiting" 
            is a tale of a knight and a jester from 12th century France, who are 
            accidentally transported to 20th century California. The comedy "Black 
            Knight" inverts this temporal switch by sending a 21'st century 
            black man back to the Middle Ages. The animation feature "Shrek" 
            is a computer generated post-modern spoof of the Disney fantasy 
            films of old. "Dungeons and Dragons" and "Harry 
            Potter and the Sorcerer Stone" are respectively derived from 
            the fantasy genre's populous manifestations of the pen and paper roleplaying 
            game and the current best selling fantasy fiction phenomenon. The 
            warriors and wizards portrayed in "Dungeons and Dragons" 
            are geekier than the teenagers we stereotypically imagine rolling 
            twenty sided dice and eating pizza in their parents' basements. Harry 
            Potter is a 20th century (celebrity) boy: he eats hamburgers, collects 
            Harry Potter playing cards, and watches Television. "Lord 
            of the Rings" in its postmillennial form is a doubly nostalgic 
            as it gestures not only towards a fantastic-medieval age but also 
            to the utopian middle-earth of the 1960's.   
            
              
            
             The 
            question here is why has neomedievalism resurfaced now precisely at 
            the apex of the "digital revolution"? I see the answers 
            to this question hinging on two sets of relationships; the relationship 
            between the United StatesÕ role as media superpower and its deeper 
            crisis of national history, and A philosophical and historical genealogy 
            of the connections between magic and technology,   
            
              
            
             2.The Bonds of Magic and Technology  As 
            the great American superpower matures, its citizens must locate or 
            generate a historical narrative that validates and befits the "gloryÓ 
            of their culture. This is a quest for a history, a history that must 
            run deep. While WW1 and WW2 do indeed serve the American narrative 
            of righteousness, a quest for deeper pre 20th century roots, 
            quickly leads through the 18th and 15th century colonialist adventures 
            to a disconnected and un-inscribed Native American past that is quickly 
            disclaimed. A much more acceptable lineage for the 21'st Century's 
            Christian Caucasian Empire would be that of Majestic Europe; colonialist 
            headquarters, home of kings and queens, kettle of Christianity, fountainhead 
            of great Art, and Literature, and the self proclaimed cauldron of culture - site of the enlightenment and scientific revolution. 
            It is within this destination of a fantastic historical quest, replete 
            with visages of regal power, religion, science and art, that the early 
            narratives of magic and technology were embroiled in this American 
            Pathology.  
            
              
            
             Historically, 
            magic and technology possess a complex bond; and ever since the Middle 
            Ages, the discourses of magic, emanating primarily from the pagan 
            remnants of the Roman Empire, and those of the new scientific reason 
            have battled for sovereignty over the human soul's epistemological 
            allegiance 
            
            [2] 
            
            . The science and magic of farming calendars, home 
            remedies, astronomical maps and Alchemical concoctions are only  
            few examples of pre-occupations that originated in the context 
            of magical belief systems and were gradually transitioned to fall 
            under a scientific rubric during the Middle Ages[6,8].  
            
              
            
             More 
            recently, in California of the 1960's and 1970's, the early seeds 
            were planted that defined the explosion of personal computers and 
            the Internet into mainstream pop culture. An anecdotal tale of one 
            of the first computer games written establishes an early connection 
            between the 60's and 70's cultures of romantic escapist fantasy and 
            the then nascent computer culture. As the story goes[9], the early 
            version of the famous computer game Adventure was first written 
            for the PDP-10 computer in 1972 by William Crowther during his research 
            stint at the US Department Of Defense's  
            ARPANET project. It is perhaps here that the connection between 
            Dungeons & Dragons (D&D) and computer culture was first established. Crowther recounts his then 
            recent encounter with D&D, 
            as the inspiration for Adventure, and incidentally inaugurated 
            the definitive genre of computer adventure games. Today, we stereotypically 
            associate socially awkward "geeks" with fantasy games like 
            the pen and paper Dungeons & Dragons and the popular card 
            game Magic. These same "geeks" in their pop-cultural 
            perception often share a passion for computers, science and engineering. 
            Speculation here may suggest a psychological correlation between adolescence, 
            social awkwardness, escapist fantasy, and a dubiously close bond with 
            a non-human entity that forms this archtypical personality.  
            
              
            
             One 
            could say that technology operates to realize what was previously 
            in the hypothetical realm of magic. There is definitely some connection 
            in the way both magic and technology create a sense of wonder as they 
            seem to expand upon the notions of what is or has been feasible in 
            the realm or the real. The assessment that they are part of one and 
            the same wonder is quite pervasive; just remember Sir Arthur C. Clarke's 
            famous quote that "any sufficiently advanced technology is indistinguishable 
            from magic." However the positioning of magic and technology 
            as opposites is even more common. The official web site for the new 
            magical/technological MMORPG Arcanum explains the relationship: "Magic and technology are opposites. Magic 
            bends physical law to the will of the mage. Technology depends on 
            physical law. And, in the fantasy world of Arcanum the use of technology reinforces physical law, countering 
            the effect of magic."[1] What is clear is that the desire for 
            magic and magic-related fantasies frequently surfaces in arenas of 
            the contemporary world purportedly based on scientific and rational 
            principles. In his book TechGnosis, Erik Davis has provided 
            ample evidence of this as he explores the new-age culture of techno-mysticism 
            tracking many of the cybercultual impulses to mesh the digital with 
            the magical.  
            
              
            
             What 
            follows in this essay is an examination of the emerging narrative 
            twists and turns that result when computer technology is mingled with 
            the vicissitudes of magical medieval fantasy. I will briefly introduce 
            MMORPG genre, where most of the action I have examined takes place. 
            I will then propose what I see as the central underlying narrative 
            paradox of medium and message in fantasy computer games by delving 
            into the clockwork of the industry leading game Everquest to 
            examine a collection of narrative artifacts (gathered through many 
            months of addiction 
            
            [3] 
            
            ) where narrative, technology and metaphor collide.  
            
              
            
              
            
              
            
             MMORPGS - A HISTORY My 
            own experience playing MMORPGs began in 1997 playing Ultima Online(UO). 
            In late 1998 I signed up for the Everquest(EQ) beta test. Since 
            then I've played EQ,, UO and Asheron's Call(AC) extensively. 
              
            
              
            
             The 
            technical evolution of MMORPGs goes back to the pen and paper Dungeons 
            & Dragons games of the early 70's. Transferred to the computer 
            environment, they evolved into the text-based adventures like Adventure 
            and Zork, and on to early graphical adventure games from the 
            1980s like Bard's Tale, Wizardry, Might and Magic,  and Kings Quest. These, in turn, 
            provided the staging point for more complex realtime scrolling graphical 
            2D isometric (fixed perspective) games like the Ultima and 
            Bauldur's Gate series. While the single player role-playing 
            games were developing more complex engines and graphical capabilities, 
            social networked text based gaming environments known as Multi-User 
            Dungeons (MUDs) were developing into 2D graphical network 
            games (or Graphical MUDs) like UO, Lineage: the Blood 
            Pledge and Diablo . Eventually the technologies of realtime 3D graphical games and massive 
            multiplayer networked communication were merged to make possible today's 
            real-time 3D graphical MMORPGs such as EQ, AC and the newly released Dark Age of Camelot(DAoC). 
              
            
              
            
             3do's 
            1996 release of Meridian 59 is officially the first proper 
            3D MMORPG to hit the scene. The game was not marketed "properly" 
            and was soon eclipsed in public notoriety by Electronic Arts' release 
            of UO which was released a year later with much publicity. 
            UO was not the first MMORPG, and to this day the game relies 
            on a dated 2D isometric game engine, but the fact that is was released 
            by a major game company capable of providing large backend staff support 
            with a massive marketing engine ready to harness the huge ready-made 
            fanbase of the Ultima series, allowed it to occupy the vanguard 
            of the MMORPG craze.   
            
              
            
             Games 
            like Meridian 59, UO, EQ and AC distinguish 
            themselves as Massively multi-player online games from such 
            (non massive) multi-player online games such as Diablo or Vampire: the masquerade,  by the amount of players that can play 
            online simultaneously sharing the same world space. The exact numbers 
            are hard to track but officially disclosed player subscriptions from 
            late 2001 show UO at around 250,000 players, EQ (released 
            by SONY Interactive in 1999) somewhere between 400,000 and 700,000 
            and the new Dark Age of Camelot (DAoC -released by Mythic 
            Entertainment in late 2001) already nearing 200,000 players. Astonishing 
            reports regarding the numbers for Lineage:the blood pledge 
            developed for the truly massive Korean and Japanese gaming markets, 
            claim an astounding 2,500,000 - 8,000,000 (!!!!!) monthly subscribers.  
            Not surpassingly, Microsoft, publishers of the struggling AC (released 1999) will not disclose the amount of subscribers but it is 
            estimated to be around 100,000[10].  
            
              
            
             Today, 
            the stakes of the MMORPG industry are extremely high. Monthly subscribers 
            are well into the millions and a new market of network-ready console-system 
            users are waiting to join in the action. The latest generation of 
            consoles like SONY's Playstation 2, Microsoft's Xbox and the Nintendo 
            Game Cube are 3D optimized, Internet-ready systems. Maintaining a 
            MMORPG is a gargantuan corporate task, demanding massive backend server 
            support, impervious server security (as gamers often make the best 
            hackers ), a continuously upgradable game world, 24 hours /7 days 
            a week server access with zero downtime, and a committed work force 
            including "online employees" who provide live in-game tech 
            support, creative narrative twists, censorship services, dispute arbitration, 
            and game balance research . While hundreds of titles are released 
            every year in other game markets such as those for the first-person-shooter 
            (FPS), sporting, or real-time-strategy (RTS) games, the massive MMORPG 
            market is at the time of this writing dominated by three lone titles: 
            UO, EQ, and AC (with DAoC recently gaining 
            ground). It is disconcerting and quite telling that the most popular 
            and successful games running on the Internet do not embody the logic 
            of distribution and multi-authorship, but instead that of monopoly, 
            centralization, and command & control.   
            
              
            
             An 
            MMORPG cannot be completed or "won", it's a never-ending 
            story. Game developers have become very adept at prolonging the "moments 
            of ecstasy" that stretch between initiation and finale. By carefully 
            controlling character progress and consistently updating and patching 
            the game words to include new sights, sounds and spells through a 
            steady stream of game patches and expansion packs, narrative resolution 
            is persistently deferred. An important shift in the role of the corporate 
            MMORPG developer is worth noting, a shift from a production/distribution 
            model to a service model. MMORPGs are no longer "just games", 
            they are a monthly service that is provided indefinitely to highly 
            committed paying subscribers who must be kept happy to stick with 
            their game service provider.   
            
              
            
             Although 
            several new MMORPG's are scheduled for release in the near future, 
            including titles like UO 2 (never made it), Neverwinter 
            Nights, Worlds of Warcraft, Asheron's Call 2, Everquest 
            2 , Lord Of The Rings (never made it), and Shadowbane, it seems almost inevitable, given the growing demands put on a MMORPG 
            developer, that only the most massively multinational corporations 
            like Microsoft, SONY and Electronic Arts will survive to the massively 
            multiplayer market's endgame.  
            
              
            
              
            
              
            
             THE CENTRAL PARRADOX OF SOFTWARE AND NARRATIVE  
            
              
            
             1. Why MMORPGS? MMORPGs 
            are positioned as the ultimate "achievement" of today's 
            technoculture. Combining state-of-the-art 3D graphics and sound with 
            intercontinental networked multi-user technology, they stand in as 
            the closest thing to the 21st century cyberpunk fantasy data spaces 
            of William Gibson's "Matrix"[7] or Neil Stephenson's 
            "Metaverse"[11]. Yet, given the seemingly infinite 
            possibilities that current computer technologies offer it is telling 
            that they have been used to construct infinitely complex settings 
            for pre-industrial medieval fantasy. In this conflation of alternate 
            fantasies a strange hybrid artifact is created, as MMORPGs replicate 
            a pre-industrial world using the most advanced post-industrial tools. 
            Tech-savvy game-players make demands for cyber-cultural privileges 
            such as post-human speed, permutable identities, endless virtual regeneration, 
            tele-presence, and access to non-Cartesian space; all the while desiring 
            the experience of a nostalgic fantasy of forgetting in a magical medieval 
            playground. Is it possible to maintain this double fantasy without 
            either giving up these cyber-cultural privileges or "spoiling" 
            the immersive medieval fantasy with modern technological interference? 
            If so, how do these divergent narrative elements manage to co-exist 
            and what then makes up the "narrative" of such complex arenas 
            of interaction? These I find to be the central and most intriguing 
            questions regarding the narrative structure of MMORPGs and other Software/Narrative 
            hybrids.   
            
              
            
             2. Terminology Before 
            these questions are further examined through a taxonomy of narrative 
            elements, I would like to lay out the structure and terms I will use 
            to examine the interplay of the various elements that contribute to 
            the encompassing narrative framework of MMORPGs. The central distinction 
            I will make is between the diegetic and the extra-diegetic elements 
            of the game narrative and interface.   
            
              
            
             Diegetic narrative elements The 
            diegetic narrative and interface elements exist within the games' 
            pre-technological magi-medieval mise-en-scene. These elements of the 
            narrative deny any reference to computer technology and fall in to 
            two basic categories:   
            
              
            
             Elements of conventional narrative - narrative elements familiar from the traditional 
            fiction media of film and literature such as characters, dialogue, 
            and plot. These elements are often refereed to as "content" 
            in the software industry by those who deny or are unfamiliar with 
            Marshall McLuhan's famous statement proclaiming "The Medium is 
            the Message".  
            
              
            
             Metaphorically patched artifacts - technological narrative elements that are brought 
            to fit into the diegesis by the deployment of a metaphor. Most fantasy 
            game designers would regard visible signs of any technological underpinnings 
            as unwanted anachronisms that would threaten the constitution of the 
            immersive fantasy they are attempting to construct. The resulting 
            by-products of this problem can be found in the designers' introduction 
            of metaphors that function to assimilate unwanted technological residues 
            into the narrative diegesis.  
            
              
            
             Extra-Diegetic narrative elements The 
            extra-diegetic narrative elements are narrative anomalies that remain 
            unexplained. These artifacts fall into three basic categories:  
            
              
            
              Sanctioned artifacts - unexplained narrative anomalies that belong to the 
            initial game design, but do not make logical sense within a rendition 
            of a "plausible Fantasy".  
            
              
            
              Technological artifacts - unexpected narrative elements that affect game play 
            that are a result of technological side effects.  
            
              
            
             Gameplayer artifacts - elements of gameplay that are a result of unanticipated 
            and unsanctioned player participation.  
            
              
            
              
            
              
            
             A note on "Artifacts" I 
            am borrowing the term artifact from computer science where the term 
            is used in reference to undesired cosmetic disturbances such as jagged 
            edges or dirty patches in an image file (common in compressed digital 
            video or jpeg images for example), excess noise or hiss in a sound 
            stream, or unpredictable ASCII characters in a text file. Artifacts 
            differ from bugs, which are usually caused by programming mistakes; 
            artifacts don't prevent functionality per se, but cause an unperfected 
            aesthetic disturbance.   
            
              
            
              
            
              
            
             TAXONOMY OF NARRATIVE ELEMENTS  
            
              
            
             1.Elements of conventional narrative  
            
              
            
             Backstory The 
            user manuals of many computer games provide their readers with what 
            is known as a backstory. It is often based on a kind of Sci-Fi 
            and Fantasy archetype:   
            
              
            
             "In the year 3512  a US Marine spaceship crashes into the fiery planet of Quazzaxt, the entire crew of the Panacia 4000 is 
            killed on impact except for one sole survivor... You are Sgt Gully 
            Maxtor, and your mission is to discover the mystery of the Panacia 4000 crash ....You wake up in a prison aboard a garbage barge..... 
            "  
            
              
            
             Or  
            
              
            
             "A long long time ago in the ancient land of 
            Genereth, the evil warlord Zanereth ruled with an Iron fist...After 
            a deadly feud with his brother Fondoor, Zanereth banished all the elves and dwarves from his kingdomÉ You are Bondor, heir to Fondor and you find yoursef 
            the new young ruler of Genereth's  neighboring Kingdom of Mondor... You must avenge the death of your father and bring 
            the evil Zanereth to Justice....Ó.  
            
              
            
             The 
            intended function of the backstory in the diegesis of a computer 
            game is to provide a contextual framework for the game narrative that 
            is soon to unfold in real-time. The relationship between the backstory 
            and those other elements that make up the game narrative during gameplay 
            might be compared to the relationship, found in Porn films, between 
            the negligible narrative plotline, and the de-facto primary 
            narrative elements which function to elicit the visceral pleasures 
            of sexual desire.   
            
              
            
             Seemingly 
            simple twitch games like Space Invaders or Asteroids do not rely 
            on a backstory to construct a narrative framework. All we have 
            in the way of a contextualizing narrative in such games must be derived 
            from simple metaphoric relationships; "space aliens are attacking 
            you and you are( in) a spaceship and need to kill them" or 
            "you are (in) a spaceship stranded in an asteroid belt and 
            you need to destroy the asteroids so your ship can survive". 
            A game like Tetris is even sparser in terms of conventional 
            narrative hooks; simply locating a central metaphor becomes difficult 
            and the vacuum created by the lack of conventional narrative is filled 
            by a phenomenological account which could sound like " you 
            are sitting in front of your computer manipulating colorful falling 
            blocks trying to arrange complete horizontal rows so the blocks don't 
            pile up to the top of the screen causing your game of Tetris to end" 
            
            [4] 
            
            .  
            
              
            
             Most 
            recent commercial computer games insist on including a backstory 
            usually in the form of a printed story in the manual or as a 3D animated 
            digital video clip playing off the CD . The insistence on backstory 
            has less to do with artistic vision and more with the prominence of 
            genre 
            
            [5] 
            
             minded consumers. Perhaps it is also spurred by 
            the need of the gaming industry to form itself in Hollywood's image 
            and conform to its convention of narrative plotlines. It's quite clear 
            that for most players, considering the backstory of Doom, 
            Duke Nukem, or Quake is akin to remembering the characters' 
            names in Deep Throat or My Horney Valentine. Even though 
            games like EQ and UO provide elaborate and complex backstories, 
            the significance of these stories in the context of gameplay is minuscule. 
            I'll testify from my own experience of playing EQ that until 
            very recently I hadn't glanced at the backstory even though 
            I had been playing for several years. The inherent interplayer narrative 
            dynamics of MMORPGs are so complex and compelling that engaging the 
            backstory becomes redundant 
            
            [6] 
            
            , this is a great testament to the failure of a 
            conventional narrative approach with regards to software/narrative 
            hybrids. The backstory functions as excess skin, completely 
            redundant, and deemed to be shed.  Non Player Characters If 
            you've seen David Cronnenberg's 1999 film "eXistenZ" 
            you may recall the odd behavior exhibited by certain automaton-like 
            characters. These characters would enter into monologue loops repeating 
            the same sentences over and over waiting for very specific phrases 
            to be uttered in their vacinity. When the "correct" phrase 
            would be uttered these characters would suddenly exit their looped 
            monologue and reveal valuable information. These eXistenZ characters are parodies of computer generated characters which have been 
            performing in computer games for decades with their autistic conversational 
            algorithms. In multi-player computer games such computer-generated 
            characters are called Non Player Characters (NPCs), distinguished 
            from player characters(PCs) who are controlled by live human players. 
              
            
              
            
             The 
            difficulty met when designing "sensitive" computer characters 
            stems from a central problem in computer science regarding the processing 
            of natural language. Advanced artificial intelligence researchers 
            struggle to address such processes and many approaches using neural 
            networks, fuzzy logic and reinforcement learning have been developed 
            to make inroads on the gaps between how humans and machines think. 
            So it is not surprising that programming believable AI for NPCs still 
            remains a challenge for game designers. NPCs always stick out as peculiar 
            technological anomalies focusing attention more on their technical 
            shortcomings than on their "character". NPCs often find 
            themselves a ripe topic for ridicule and mockery 
            
            [7] 
            
            . In fact, most game players do not accept these 
            characters' role as performing any emotional function in the narrative.  
            NPCs function primarily as information containers that need 
            to be opened or as locks that need to be picked with the proper linguistic 
            key to reveal useful information or to provide prosaic rewards such 
            as game money, magic items or skill upgrades.  
            
              
            
             All 
            said, game developers seem to misinterpret the de-facto narrative 
            function of NPCs and as in the case of the backstory; NPCs often possess highly detailed histories and share their fabricated 
            emotions towards PCs and other NPCs alike. It is very telling to watch 
            young game players interact with NPCs, as they automatically press 
            the "Of course I do", 
            "I agree, Sire" or "please tell me more" 
            buttons to quickly ascend to the conclusion of the "conversation" 
            when the NPCs will offer a reward or clue.  
            
              
            
             In 
            MMORPGs the NPCs perform the solemn role as narrators of the backstory. 
            Much abused, ridiculed and most often ignored by PCs, it's the NPCs 
            who put the quest in EQ, as they support the 
            heavy load of maintaining the hundreds of intertwined plotlines that 
            function to keep the Fantasy intact.  
            
              
            
             2.Metaphorically patched artifacts Magic 
            Tunnels
          When 
            logging into AC one encounters a message reading "Entering 
            world as [you chosen character name here].Ó This message is immediately 
            followed by a fantasmagorically-animated viewpoint speeding through 
            a spiraling blue tunnel sucking the viewer into the virtual game-space. 
            At times this journey can take quite a long time, sometimes lasting 
            over two minutes on a slow net connection. The long loading time needed 
            to establish the initial contact with the server and download the 
            current state data of the environment(coordinates and information 
            about all the monsters, NPCs and other players in the game) can be 
            discouraging.  
            
              
            
             Most 
            computer users are well aware of the varied metaphoric animations 
            devised to keep us cool while waiting for our "slow" computers 
            to complete their tasks. Whether copying files, downloading or uploading 
            data to or from the Internet or waiting for program data to load into 
            RAM, all computer users are all too familiar with the ubiquitous loading 
            bar. Besides the standard bar animation, other examples come to mind 
            of more specifically diegetic loading bar metaphors such the FTP program 
            Fetch's cute running dog and pie chart animations, or the Windows OS' "flying 
            files" animation. Some examples from game loading bars include 
            a cartridge filling up with bullets in Soldier of Fortune, and a magic potion bottle slowly filling up with green 
            liquid in Prince of Persia. But AC's fullscreen animated 
            3D tunnel animation wins the loading bar crown, both for visual scale 
            and complexity and most importantly for depth of metaphor. The time 
            needed to "enter the worldÓ of AC is disguised by a visual 
            "metaphoric patchÓ of 3D time-tunneled transcendent birth. The 
            animation ostensibly symbolizing the magical shift in reality vaulting 
            us deep into that clichŽd 3D space that exists somewhere inside of 
            our computers where one day we may meet our lost friends form TRON, 
            Lawnmower Man, Johnny Neomonic 
            or the Martrix, or perhaps an animated 3D Dragon, who knows.   
            
              
            
             Saving 
            and Camping 
          When 
            it comes to our computers, we have all come to expect the option to 
            stop what we are working on, save it to disk, and then return to continue 
            working where we left off at a convenient time. We all expect the 
            save/load options when we write with a word processor as we 
            expect to pause and resume our CD players and VCRs.   Both 
            UO and EQ have decided to incorporate the "Right 
            to SaveÓ in the diegesis of their narratives through the (non-magical) 
            metaphor of "camping". When you are ready to save your game 
            in UO you must gather the appropriate materials to camp (firewood, 
            tent etc...) then find an appropriate place to set up camp and only 
            then may you start camping and eventually log off the server successfully. 
            If you fail to log off in this manner and simply disconnect your computer 
            from the network you will be punished. Breaking connection to the 
            game at critical points of danger is a common crime in online gaming 
            and the punishment procured in EQ and UO causes your 
            character to lie prone to looters and predators for several minutes 
            while you are no longer connected to the game server. The highly competitive 
            online RTS or real time strategy game Starcraft, punishes such 
            cyber-escapes to the safe harbor of the real by simply listing the 
            number of "disconnects" in your character profile. The stigmatization 
            is acute and the tally of disconnects, be they intentional or accidental, 
            functions like a publicized police record.  
            
              
            
             EQ offers an excellent example 
            of a metaphocically patched narrative artifact in the way it 
            handles the logoff/save-game process. Saving character data to a remote 
            server takes time - processor time. A screen message reading "now 
            saving character data to remote server. Please waitÓ would be quite 
            truthful but would offer an interruption to the game's narrative diegesis. 
            Instead, a series of messages beginning a 30 second countdown read: 
            Ópreparing your camp. 30 seconds remainingÓ then "25 
            seconds remaining" and so on until the logoff process is 
            complete. Processing delay time has been masked or patched by a narrative 
            element suggesting time taken to prepare a camp. In EQ a game 
            session can easily last twenty hours straight with occasional sessions 
            lasting up to several days spent waiting in one place for certain 
            creatures to spawn or pass through an area. Spawning is a process of "refilling" the game world with monsters that 
            have been killed. Different monsters and computer characters have 
            different "spawn cycles" lasting anywhere from two minutes 
            after their death to twelve hours(!) after death for rare characters. 
            The thirty seconds interval needed to logoff and save EQ 
            is a curiously short time frame from an EQ narrative point of view but is perceived as being extremely slow and frustrating 
            in a technological cybercultural context. So much so, that a narrated 
            metaphorized countdown is nessesary to ease the anxiety of waiting 
            in the transitional moments from slow game time to fast computer time 
            as soon as the diegetic switch is flipped off.  
            
              
            
             Magic 
            Portals  MMORPG 
            worlds are persistent, vastly expanding, and densely detailed. Thus 
            a gameplayer is presented with a triple gift of infinity: infinite 
            expanse, infinite detail and infinite time resulting in infinite possibility. 
            The question of traversing infinite space is a question of time and 
            speed. In our strict medieval context, finding speedy transportation 
            is a curious problem. Having a high level master character ride a 
            horse for three or more hours to arrive at a nearby city would not 
            be tolerated by game players 
            
            [8] 
            
            . So the solution we find in UO, EQ and 
            AC is that of the ubiquitous magic portal 
            
            [9] 
            
            .   
            
              
            
             This 
            shimmering magical gateway allows the condensation of a sprawling 
            Cartesian virtual space into a compact non-Cartesian data space; it 
            allows the player to break the constraints of virtual materiality 
            and instantaneously "teleportÓ their avatar to a distant location. 
            Portals either exist as permanent magical fixtures at specific locations 
            or are created by magic-using characters. Magic portals serve as "metaphoric 
            patches" allowing non-linear navigation that takes advantage 
            of instantaneous Random Access Data Retrieval, a "rightÓ many 
            post-industrial consumers demand being accustomed to navigating freely 
            through their CDs, DVDs, Databases, Internet sites, Hypertexts and 
            Television channels.  
            
              
            
             A 
            clear division of power exists between those players who can provide 
            their own means of teleportation and those who can not. This distribution 
            of power varies from game to game. In Diablo, for instance, 
            all players, magic using or not, can cast a "town portalÓ spell 
            which allows them to instantaneously return "homeÓ to the safehaven 
            of the basecamp. In EQ the ability to use teleportation to 
            move around the gamespace is stratified along a magic-using/non-magic-using 
            hierarchy, a stratification of power we will find again and again 
            consistent with the equation: magic =  technology = power. One of the best examples of this metaphoric 
            equation of magic, technology and power can be found in the common 
            nomenclature where a system administrator of a MUD or MOO is known 
            as a Wizard, holding Wizard privileges with abilities to control and access 
            
            [10] 
            
            . Players who can't use magic can't "gateÓ 
            (the term used for teleportation in EQ) and as a consequence, they are left either to suffer 
            long dull minutes or even hours of running to their desired location, 
            or to beg for the generosity of a high level magic user who can cast 
            a group teleport spell. In many cases these "primitives" 
            will have to pay hard platinum (game money) for teleportation services. 
            The importance of speed as a means of traversing game space and avoiding 
            the "narrative lulls" which occur during lengthy travel 
            or "meditation" to recover magical manna, is evidenced by 
            the unparalleled utility and popularity of spells and items that speed 
            things up. The Spirit of the Wolf spell, which triples foot 
            speed, and the manna recovery acceleration spell Clarity are examples of magical spells whose value for the player transcends their 
            diegitic function in the game (say escaping or running down slow monsters), 
            as they reduce "downtime" and become tools for the gameplayer 
            that operate on the very mechanics of the game. Controlling the narrative 
            flow not unlike the way a faster processor or more RAM would enhance 
            the performance of time consuming processes such as video or graphics 
            rendering.  
            
              
            
             3.Technological Artifacts 
            
              
            
             The 
            World is Down 
          A 
            MMORPG's narrative never concludes, but periodically, about once a 
            month, updates to the game worlds are made. These updates may include 
            bug fixes, adjustments to game balance, improvements to game mechanics 
            or the addition of new features and levels. When a game is updated, 
            or patched as this process is often referred to, the game servers 
            must be shut down and the once persistent world is placed "on 
            hold". During this "downtime" which can last from 10 
            minutes to 8 hours, Norrath, Derreth or Britannia will cease to exist. There is nothing more damaging to the suspension 
            of disbelief than this universal disappearing act.  
            
              
            
             Game 
            "downtime" is slightly akin to a sports "TV timeout" 
            where the real physical game is stopped in the stadium to allow for 
            commercial breaks for the TV audience watching a live telecast. But 
            Television viewers are well conditioned to commercial breaks, "to 
            be continuedÓ markers, and serialized or episodic narratives. But 
            a game server going down is more like losing your cable connection 
            or your phone line.  I 
            have "borrowed" cable in my house, and every so often the 
            screen goes blue and I am struck with a wave of panic. It is not so 
            much the interruption of my particular narrative but the interruption 
            of control over the interruptions is what becomes jarring in 
            the context of cybercultural privilege. When I go to a movie or watch 
            a TV show with commercial breaks, I suspend my narrative authority, 
            I let my guard down and allow someone else to be in charge of narrative 
            time. In the world of persistent computer games the expectation is 
            that control over this narrative time will always remain in the player's 
            hands, and it is the repealing of this privilege that is most jarring.  
            
              
            
             Geometry Traps and other bugs "Help 
            I'm trapped in the geometry", hearing such a call for help 
            in the middle of a gaming session was not entirely unusual 
            in my early days of playing EQ. Getting trapped in the geometry 
            is a technical side effect that can be caused by imperfect collision 
            detection algorithms coupled with imprecise 3D model architectecture. 
            A "geometry trap" is not unlike the familiar cone-shaped 
            animal traps where the prey can easily enter the trap but cannot exit. 
            Most of the geometry imperfections have by now been fixed but on occasion 
            I've found myself stuck on the inside of a large boulder unable to 
            leave. At which point my only resort is to request an official "Game 
            Master" rescue, curiously a magic using character can use the 
            "Teleport" or "Gate" spells to quickly escape 
            form this inadvertent yet crippling trap.  
            
              
            
             Another 
            similar bug is known as a "hole in the geometry". 
            In these cases there may be a slight gap in the geometry of the ground 
            surface. Most 3D game engines apply a "world gravity force" 
            on all (land based) moving objects to prevent them from floating, 
            forcing them in a sense to stick to the ground as they move around 
            over hilly uneven terrain. When one stumbles upon a hole in the geometry, 
            the universal gravitational force will suck the character below the 
            geometry, setting off a vacuous free fall into the dark unrendered 
            limbo that lays below the world's the surface. The world of EQ may be round but I can tell you from first hand experience, it's quite 
            hollow indeed!  
            
              
            
             I 
            was lucky enough to snap a screenshot of my EQ character Blindrunner 
            as she  vanishes entirely from the geometry. This 
            happened on the unfortunate occasion when I tried playing on a public 
            computer that did not contain the new Ruins of Kunark 
            expansion pack geometry information, hoping to resume at the point 
            I had left off at home. When I unwittingly moved my character into 
            the expansion Kunark zone (EQ is divided into small 
            areas known as zones) on this new machine things, the screen went 
            abstract expressionist, and my character data was lost! Note the random 
            post apocalyptic graphic artifact [image 11] and the caption read 
            in the voice of the suddenly anthropomorphized game engine, which 
            read "I can't find a player named Blindrunner!!". Fortunately, death is not the end in EQ and although I did die, my character was teleported 
            to another spot in the world, where she was fortunately "found" 
            later that evening when I returned to play on my home computer.  
            
              
            
             Much 
            less dramatic than these geometry traps but extremely common in EQ 
            are the sites of characters and monsters being embedded in the geometry, 
            causing only visual artifacts which do not affect the functionality 
            of the gameplay but do become narrative curiosities in themselves.  
            Over my many months of gameplay I've come across some amusing 
            geometric anomalies and managed to snap several screenshots of these 
            to build quite a personal collection.   
            
              
            
             4.Player Artifacts  Language
          EQ 
            is often described by Verant as a graphical MOO. A strong emphasis 
            is placed on the chat window on the bottom of the screen. Unlike UO 
            where the text that characters use to communicate is displayed as 
            a floating text bubble above the characters 'heads, In EQ all 
            user interface and inter-player communication takes place in 
            the text box.  
            
              
            
             One 
            of the most interesting problems involving the use of language in 
            EQ raises from the conflation of conversational language with 
            the command line interface in the same text box. Language functions 
            dually to interface with the game mechanics (extra-diegeticaly) and 
            to communicate between players and NPCs (diegeticaly). Let's look 
            closely at several linguistic artifacts in this EQ conversation snippet:  
            
              
            
              Blindrunner says: "Hail Sir Delasa, how may I behold 
            the path that leadeth  to 
            High hold Pass?"  
            
              
            
             Delasa responds: "Follow the canyon north and 
            then turn right at LOC -3456.34, -110.05 keep running east and you 
            will come upon a Clocktower, HHP is right past that tower. By the 
            way I wouldn't recommend going there now its 11am on Sunday morning 
            in the East Coast and the lag is intense. If you're running anything 
            slower than a Pentium 400 forget about it, in any case if you going 
            up there I would pick up at least another Tank and probably a Nuker, 
            EK is mighty dangerous in the dark try to get through it before nightfall,. 
            Safe journey and Godspeed,  Blindrunner"  
            
              
            
             This 
            conversation fragment reveals some of the complexity that language 
            takes on in a game like EQ. The initial question posed by Blindrunner 
            uses the "role playing" code of language, she is using the 
            in-game convention of Olde English worded carefully to maintain a 
            consistency with her notion of the narrative diegesis of the game 
            world. Delasa's response is more complex. Cutting straight to the 
            point to avoid excess description of the exact spot where a right 
            turn is made, he uses the terms "LOC -3456.34, -110.05", 
            these are map coordinates that any player can access by typing /LOC 
            in the command line. Although using commands such as /LOC is not considered 
            cheating, I have had conversations in-game where I've used LOC coordinates 
            and players would respond with feigned confusion, claiming they have 
            no idea what I am babbling about. Such narrative moments posses an 
            ironic beauty as players struggle to assert their divergent worldviews, 
            defining the scope of their fantasy and marking the boundaries 
            of their diegesis. These exchanges may resemble those between 
            a devout Creationist and a secular Paleontologist, as their divergent 
            epistemologies are contested, neither will concede a "leap of 
            faith" nor in turn a "leap of logic".  
            
              
            
             The 
            next curious term Delasa uses is "HHP". "HHP" 
            is the common acronym for High Hold Pass, a commonly traveled mountain 
            crossroads in EQ. The use of acronyms in EQ is very 
            common and functions in various ways to affect narrative. Acronyms 
            are a tool of action and a function of speed and pragmatism. Although 
            their use in fiction often serves an aesthetic function of asserting 
            a linguistic style, in chat based games their primary reason-d'tre 
            is efficiency of communication. The games' action moves fast, and 
            those who want to keep up, must adapt and shape their language to 
            match the speed of the action.   
            Additionally, The use of acronyms in EQ and other linguistic 
            communities is a sign of deep linguistic immersion, as actors in the 
            community become more experienced with their context and more deeply 
            immersed in its specific use of language. Familiar from the experience 
            of reading Anthony Burgess's "A Clockwork Orange"[2] and many Sci-Fi and Cyberpunk novels, initiation into a vernacular 
            is a narrative device very commonly used in Science-Fiction novels 
            to heighten a sense of immersion. As the reader progresses through 
            the narrative, the struggle of learning the vernacular functions as 
            an initiation into the world of the characters in the story. This 
            process is very acute in Burgess, while the reader gradually struggles 
            to learn the language/slang of the "droogs", he/she experiences 
            a symbolic initiation into their clan.  
            
              
            
             The 
            next fragment of Delasa's response reads:" now its 11am on 
            Sunday morning in the East Coast and the lag is intense. If you're 
            running anything slower than a Pentium 400 forget about it". 
            Delasa's response is blending technical and social observations 
            relating to matters of the "real world", by addressing real 
            spaces, timezones and technologies. These linguistic spillages between 
            the virtual and physical world are very common in games like EQ. 
            Negotiating these two frames of reference is a skill that quickly 
            becomes second nature to game players, and casual seamless transitions 
            are natural elements of in-game communication.    
            
              
            
             The 
            developers of EQ are not unaware of the fact that players will 
            need to use technical and other extra-diegetic terms when communicating 
            with each other. The chat function provides a special "Out of 
            Character" mode, intended specifically for these interactions. 
            When using the "Out Of Character" chat mode, the chat text 
            turns a bright green and is displayed with the "out of Character" 
            Qualifier as in "Blindrunner says out of character "I 
            don't like switching modes like this all the time" ".  
            
              
            
             The 
            next elements of interest in Delasa's response are his use of the 
            terms "Tank" and "Nuker". These terms borrowed 
            from a technological/military context refer in turn to a warrior and 
            a wizard. The substitution of the term "Tank" for warrior 
            is so common in the EQ vernacular that I can scarcely recall 
            ever hearing a warrior called anything but a "Tank". 
            The invasion of techno-militaristic terms into the fantasy diegsis 
            is familiar from player's often choosing character names borrowed 
            from pop culture and break the illusion of a deep fantasy. One very 
            important difference exists between "infractions" in character 
            naming and in game conversation. Whereas the mayhem created by players' 
            breaking of the naming convention rules is easily tracked by the EQ 
            staff and the perpetrators can be singled out and punished 
            
            [11] 
            
            , linguistic infractions made on the public vernacular 
            are a result of a communal impetus and cannot be tracked to any individual 
            culprit. Moreover, not only will nobody be punished for these aberrations, 
            but any attempt by the EQ staff towards censorship in the public 
            sphere would create such a severe backlash from the player community 
            that it would prove an fateful choice from a public relations and 
            marketing standpoint. As can be seen by these examples of  
            some of the linguistic complexities involved in these games,  the arena of language in the corporate run hetrotopias of MMORPGs 
            remains the most polemically dynamic. This linguistic space is the 
            one arena left in the gameworld where the community of players as 
            a whole hold the empirically uncontested authority both as authors 
            and as eager consumers who must remain satisfied. Hacks 
            and Cheats
          The 
            stakes involved in protecting MMORPGs from hackers are extremely high. 
            If a player hacks a single person game that he or she may be playing 
            at home, the game may only be "ruined" for that player who 
            has chosen to "ruin" the game for him or herself. In contrast, 
            when an online game player manages to hack the game the affect is 
            quickly spread to all the other players involved. In the case of MMORPGs 
            millions may be affected as these social games are based on a very 
            careful game balance where players take years to advance to high levels 
            and are entwined in complex social relationships that rely heavily 
            on notoriety and experience.  
            
              
            
             EQ 
            is supposed to be unhackable.  Yet the net finds several rather interesting 
            software packages available for free download or sale that alter the 
            gameplaying experience. The first of these unsolicited EQ "add-ons" 
            to appear on the scene was EQ Macros. EQ Macros is an 
            EQ version of the older UO Macros created for UO. 
            Initially the purpose of this software was to allow players of UO 
            to program their characters to perform repetitive tasks automatically. 
            Both UO and EQ use a skill system where a specific skill 
            will increase in direct proportion to the number of times it is used. 
            Say for example, if I wanted to improve my skill with a bow and arrow 
            I would shoot at a creature or target two dozen times and my skill 
            would then increase from a rating of 1 to a rating of 2 making it 
            slightly easier for me to hit my target with a bow and arrow. Additionally 
            as a character gets better with a certain skill that skill then requires 
            more attempts to increase. Players can often be seen "practicing" 
            their fishing, backing or swordfighting skills by standing in one 
            place for hours or even days performing the same repetitive task! 
            Aside from the potential for affecting carpal tunnel syndrome or other 
            physical or mental complications, the boredom and drudgery are ridiculous. 
            And yet this is not at all an unusual practice as players often prioritize 
            the narrative of personal improvement and mastery over the in-game 
            quests which some see as being just as boring and repetitive as shooting 
            an arrow at a tree for three weeks. So, to improve rapidly without 
            personal risk, simply download and install UO Macros or EQ 
            Macros, maneuver your character to the end of a lake, equip her 
            with a fishing pole, run the macro software, go to work for eight 
            hours. When you return from work, Viola! Your character is now a master 
            fisherman able to catch and sell fish with ease, using the quick profits 
            to purchase that new shinning armor or magical wand you always dreamed 
            of. Some players who were unsatisfied with the options of the macroing 
            software have designed their own mechanical robots to perform specific 
            key presses and reproduce mouse movements.  
            
              
            
             When 
            UO was originally released the game developers did nothing 
            to discourage software packages like UO macros. In fact they 
            established business partnerships with 3rd party developers. Their 
            logic was that hackers will do this sort of thing anyhow, and if you 
            can't beat them you might as well join then. Or maybe their plan had 
            been more crafty then that all along. After many months of sanctioned 
            software partnerships these relationships were suddenly severed; having 
            learned the tricks of the trade the developers were now equipped to 
            program in-game provisions that counteracted software tricks like 
            Macroing and packet sniffing[footnote?]. EQ, released 
            two years on the heals of UO, takes a more direct approach 
            and forbids all players from using 3rd party software. Every time 
            a player connects to the EQ servers they are required to "accept" 
            a license agreement stating that they will jeopardize the status of 
            their account if they break any of the many rules of conduct.   
            
              
            
             A 
            more serious hacker-generated add-on for EQ is Show EQ. Show EQ is a software engine 
            that collects all the data sent from the EQ server and displays 
            it through a completely reworked interface resembling a futuristic 
            military control panel. Additionally it creates a dynamically changing 
            vector based map of the entire EQ world from a bird's eye perspective, 
            offering additional features such as range finder, compass, GPS, and 
            custom filters and color codes to track specific creatures in the 
            game.  
            
              
            
             I 
            find the Macroing and Show EQ phenomena to be the most 
            wonderful examples of the kind of mutated hybrid fantasy that emerges 
            when the capabilities of high tech computer technology, a web savvy 
            audience raised on open source ingenuity conflates with a complex 
            corporately controlled narrative framework and turns into a techo 
            playground for subversive action. When relating to Verant, 
            the company that develops and maintains EQ, the language used 
            by many higher level players conveys a sense of paranoia and revolt. 
            The narrative becomes about beating the system, taking it to the man, 
            all the while cautious that big brother is always watching. Many tech 
            savvy MMORPG players easily exchange the initial context of the medieval 
            fantasy game narrative along with its potential rewards, with 
            a David vs. Goliath, hacker versus corporation narrative of personal 
            control and liberation. I propose that for those tech savvy players 
            a complex of forced inferiority, frustration and paranoia results 
            from the confining limits of the first person perspective that MMORPGs 
            privilege. Seen in the wider context of other software/narratives 
            such as Internet browsers and GUI operating systems that allow more 
            visual control over digital space, or text based operating systems 
            such as Linux, Unix or DOS that allow knowledgeable users access to 
            all files on their system, the "end-user" mode of first 
            person 3D perspective coupled with limited access to files, positions 
            the players of MMORPGs at the bottom of the command and control hierarchy 
            of the system  
            
            [12] 
            
            . Take for example games belonging to the popular 
            genre of Realtime Strategy Simulation (RTS) games , such as StartCraft, 
            Age of Empires, Sim City, Command & 
            Conquer(!) or the Sims where the player is awarded a "god's 
            eye" perspective and a god's status. These games usually involve 
            control of dozens or sometimes hundreds of semi autonomous minions, 
            and the player is free to roam and examine every corner of the game 
            space. Show EQ is astounding as a testament to the phenomenological 
            notion that vision is liberating and immersion oppressive. Show 
            EQ liberates the player from the role of player-puppet to that 
            of director, from minion to towering clairvoyant magician, from grounded 
            grunt to airborne general. As it transforms the narrative of EQ 
            into a database collected and processed into categories of friend/foe, 
            attainable/unattainable, valuable/disposable, all metaphoric references 
            are removed from the narrative and what remains is a clear narrative 
            of control over variables, numbers and perhaps most significantly, 
            of the corporate rationing of power.  
            
              
            
             CONCLUSION...I 
            hope that the methods and structure that I've introduced to examine 
            the first wave of fantasy MMORPG software/narrative hybrids will prove 
            useful both as a first hand record of these moments in pop media history, 
            and as tools offered to further examine the evolution of MMORPGs and 
            the embroiled narrative of Magical Fantasy and Technology.   
            
              
            
             Much 
            like the plotlines of MMORPGs, the story told here is a tale with 
            no end. I recently installed and began to play the new MMORPG Dark 
            Age of Camelot, and there are already new stories to tell, and 
            new artifacts to collect. New layers of metaphoric patches have been 
            introduced, several technological artifacts have been removed and 
            new ones taken hold, anti-hacking security has been heightened as 
            new hacks are being devised, and new linguistic forms are born 
            
            [13] 
            
            .   
            
              
            
              
            
              
            
             REFERENCES  
            
            1.    
             
            
            Arcanum, official website. "http://arcanum.sierra.com/"   
            
            2.    
             
            
            Burgess, A.. A Clockwork Orange. Heinemann, 
            1962   
            
            3.    
             
            
            Davis, Erik. Techgnosis, Harmony 1998 
               
            
            4.    
             
            
            Eco, U. Travels in Hyperreality, HBJ 
            1986   
            
            5.    
             
            
            Everquest, oficial Website. "http://everquest.station.sony.com/"   
            
            6.    
             
            
            Flint, I.J.V. The Rise of Magic in 
            Early Medieval Europe, Princeton, 1991   
            
            7.    
             
            
            Gibson, W. Neuromancer. Ace, 1984   
            
            8.    
             
            
            Gimpel, J. The Medieval Machine, Penguin, 
            1976   
            
            9.    
             
            
            Hafner, K. and Lyon, M. Where Wizards 
            Stay Up Late: The Origins of the Internet,  Simon & Shuster, 1996   
            
            10. 
            
            Smith, R (ed.). State of the Online 
            Union, in PC GAMER, Feb 2002 issue   
            
            11. 
            
            Stephenson, N. Snow Crash. Bantam 
            Books, 1992  
            
              
            
              
            
              
            
             [2] The Church later pragmatically generated its own incarnations of "holy" magic when monotheistic reason didn't work to convert the magically inclined pagens. This is not entirely unlike the marketing strategy of parallel marketing that promoted Coca-Cola and Pepsi Co. to market their bottled waters Aquafina and Desani to those last few uncooperative consumers still resisting the red, white and blue gods of sugar and caffine. [3] Everquest players often refer to the game by its all too telling nickname EverCrack. The reference here, just to be clear, is to the drug. [4] After writing this hypothetical backstory for Tetris I came upon Lev Manovich's uncannily similar description of his algorithm of Tetris (The Language of New Media, pp220). [5] Distinguishing genres in reference to computer games requires a splitting into medium-genre and message-genre, so we need to cast games as belonging to the Science Fiction / First Person Shooter(SF/FPS) genre or the Military / Real time Strategy (MIL/RTS) genre. But MMORPGs have traditionally belonged to the /Fantasy variety, and only very recently, more than three years after MMORPGs emerged do we see the/Mil and /Sci-Fi incarnations of "World War 2 Online" and "Anarchy Online". [6] Asheron's Call stands out here in that a clear and strong emphasis is made to create an epic over arching narrative that affects all players in the game and fits in synchronically with the backstory. Ultima Online, EQ and Diablo all seem frozen in time with regards to the "grand narrative" of their respective backstories. [7] Consider the "All your base are belong to us" web phenomena, which stemmed from the mockery of a grammatically challenged NPC as much as from an Anglocentric juvenile reverie [8] Even though high level characters will often wait in one spot for days to aquire a rare magical item dropped by a rare spawned creature [9] Non linear access to data is the foundation upon which hypertext and Internet navigation are built and curiously the term "Portal" has found a home in the current Internet Vernacular. In this context the term Portal is used in reference to any Internet gateway; A portal may be a search engine homepage like google.com or Yahoo.com, an ISP custom browser/portal like AOL, Earthlink, or MSN, or even a keyboard Portal at the hardware level like the "home page" and "Internet" buttons found on my Compaq PC keyboard. [10] Read, Write and Execute privileges, are known as 777 privs in Unix and Linux jargon. [11] The punishment for these sorts of crimes is the permanent banning of the player's EQ account. [12] A larger discussion than the scope of this article permits may venture further to speculate on the seemingly contradictory network of relationships that visually impaired command line operating systems like Linux and DOS may have both to an open source movement and a monopolizing corporation. Command line control offers exact control over the environment for those tech savvy enough to master the commands, whereas a windows OS is much more liberating for those less tech savvy users. This is a complicated question that could be investigated in depth. [13] I've noticed that most of the in game vernacular has been appropriated directly from EQ,  |