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[Apr. 12th, 2005|07:03 pm]
[music |Sting (not stung, not stinging, but sting)]

One thing about video games is that it's somewhat difficult to break the rules. In real life, it's much easier to manipulate the way a game is played... all you need to do is open your eyes during "hide and seek" or take an extra twenty from the Monopoly bank while your brother is in the bathroom. The idea behind this is that because you know how the game is set up, you know the ways to break the rules that are given. In video games, not very many people know how the game is set up. To set up hacks or mods, you need to be able to change the way the game is coded; remember, cheat codes only work because they are programmed into the game, so they don't count. Even though they are called 'cheat codes', they are basically the way for the game designers to let you experiment with trying a new way of playing the game, such as invunerability or walking through walls. However, if someone does possess the necessary knowledge to hack a game, there is nothing preventing that person from passing it on to others. The cheating then becomes not that they are coming up with a way to break the rules, but they are using someone else's way to break the rules.

Of course, when talking about MMORPGs, there is an entirely new way to break the rules, insofar as the way you treat others who are playing. Since developers of games like WoW cannot constantly be policing everyone within the game, a player can take advantage of a fellow gamer with very little repricussions. In these instances, cheating is less obvious but more "wrong", since you are not taking advantage of the game but instead other gamers. Changing the looting setting halfway through a battle or waiting until the mobs kill everyone in your party so you don't have to share are not black and white instances of cheating, but they are still benefitting at the expense of someone else's misfortune, and it's a matter of ethics as to whether you think that should be allowed or not.

Even if we can't define cheating in games, is there any instance where it should be allowed? Yes, and no. One line that's sometimes confusing is comparing cheating versus game development. If someone programs a new interface to be used with a game, sometimes it is accepted and promoted by game designers, and sometimes it is banned. If everyone who had a good idea how to improve a game were to just sit on their hands for fear of having their account, then you would see a lot less progress in the games than there is now. This can be the case in the real-world too. Right now there is a lot of hubbub about steroids in baseball, but now that athletes are starting to undergo tests for steroids, they are finding that medication and dietary supplements that were considered ok are causing people to fail their tests. Sometimes what is cheating and what is just taking advantage of a situation can be unclear.

While it is easy and ethically in the right to say that all cheating in games should be strictly forbidden, my only concern is that discouraging people from finding ways to excel at the game could stagnate a game's growth. Consider baseball for a minute. It was originally not in the rules (and considered cheating) for a baserunner to steal a base, but now its an exciting part of the game (though perhaps less important than the brainwashed ESPN ex-players would have you believe). Ultimately, I think that it is up to the game designers to decide if what a player has done is cheating or not, but they need to be careful to acknowledge new developments in games. In the real world, that translates to people policing themselves as to whether or not something is cheating. When I play Cribbage (a popular two player card game) with friends of mine, some of them insist that if you miscount the points that you have in your hand and the other person correctly counts them, then that person gets any points that you might have missed added to their score. To some people, this is a fun and challenging way to play the game. To others, its unfair and cheating. It is up to the people playing the game to decide what is unfair and cheating, based on the rules that have been given to them by the people that made the game.

There is obviously breaking the rules, and then there's changing the game. Make sure you know which you are doing.
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[Mar. 24th, 2005|01:40 pm]
[music |Andrew Bird - Opposite Day]

Growing up in Alaska, my family often lived in houses with a woodland backyard (avoiding the monotony of suburbia), and my brother and I would often find ourselves outside running through the woods or making half-assed treehouses, ya know, kid stuff. When we stayed inside, we would often create huge battles and races out of Hot Wheels or action figures, and they could be somewhat intense. I remember one argument my brother and I had over our toy cars (who had the faster one) that led to me being hit in the eye by a thrown toy and having to wear an eyepatch for about a month.

However, a particular favorite game of ours was to play with toy army men. We were never content to visualize the battle (it led to too many disagreements), so my brother and I figured out our own way of playing the game where casualities were definite. My brother and I would each choose a side and then build up our armies about 10 feet away from eachother. We did our best to make it look realistic; we would have all the "charging" army men out in front, leading the assault, and line up the shooting infantry behind them in rows. Finally, if we had any artillery we would set those behind our lines, creating an army of anywhere from 50-100 guys in what we thought was battle formation. Then my brother and I would sit behind our troops and, armed with a rubber band, trade off shots at the other's army (I like to think of it as my first experience with turn-based combat). We didn't have a lot of rules, but we didn't need a lot of rules; whoever got knocked down was killed. If we shot one guy and he flew backwards, knocking down a row of men, then they were all dead. The hardest guys to kill were invariably the men lying down; sometimes it was difficult to decide whether or not they'd been hit, because even if you nailed them with a rubber band they would sometimes not move. We often would play this game with a plastic mountain that came with one of our army men sets, and that was always a lot of fun to use; hitting guys became even more difficult when you added a second axis, verticle as well as horizontal. THe only problem with that was sometime if you hit the mountain hard enough, all of the men would fall down. It was a rare occurance, but worth a gamble; many times I would pull the rubber band to the point of snapping, frustrated and just trying to hit the damn mountain as hard as I possibly could. Needless to say, when all the men on your side where knocked down, the war was over. I guess, looking back, this was kind of a segue into the world of video games for both of us. When you boil it down, a lot of games we have played since are just more complicated versions of the same thing.
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Talking With TL [Mar. 1st, 2005|12:35 pm]
I think that our conversation with TL was more productive than our conversation with Yee for several reasons. First, the game that we were using was much more conducive to chatting than WoW... while we tended to draw attention to ourselves in WoW because of the oddity of a classroom-looking discussion, and had to deal with animal attacks and random channel spam, in Second Life we were able to find a relatively undisturbed little part of the landscape and had a "private" discussion (in that we were not constantly interrupted). One of the main advantages of Second Life was the ability to know when TL was still responding to a question becuase of her Avatar's "sign language"... in World of Warcraft, too many times someone would jump in a lull in the conversation only to find that Yee was working on a lengthy response, and there would be several trains of thought going at the same time. Although Second Life tended to have an incredible amount of lag, in our use of it (as a visually stylized AIM) it was tolerable.

I also found TL to be a more interesting speaker than Yee for several reason. First, she approaches MMORPGs from a different standpoint than Yee, and she is interested in all sorts of studies concerning the genre. She had a wider, if less specific, range of knowledge and the conversations had more freedom to ebb and flow from topic to topic. She also gave us much more time for questions; while Yee did a good job of responding to questions, it felt as if he spent the first half of the session giving us his background. When discussing communications (especially concerning the internet), by the time you open your mouth to speak what you are going to say is already obsolete. It would have been interesting to have gotten more of the "what's going on now" approach to the industry that TL provided. There were a couple of topics (such as gender and gaming concerns) that were given a good deal of time, and it felt as if we were fleshing out aspects of the industry as it is today. Perhaps that is my bias as well, since I have never been one for methodology and prefer to kick theories around and play tag with them.

I was most interested in the discussion of women gamers and how that demographic exists today. When I asked if it was the women's job to identify themselves as a marketable demographic, I was playing demographic, but TL's response (that assumes that women and men want different things out of a game) was very common sense and something I had, for one reason or another, not thought of. I still think that there is more to it than just that, though; while men and women, for the most part, desire the same things from a game, the marketing of MMORPGs and video games in general are decidedly centered around men. While I am sure that Dead or Alive: Volleyball can be just as much fun for women to play as for men, it is obviously targeted towards men. I think that when women become a more recognized market this will be reflected not in content and advertising that appeals to women, but gender neutral advertising that put emphasis on gameplay and content as opposed to male targeted sexual appeal.

Moving on, as for my paper topic, I'm still working on putting together a coherent idea of what I'm looking for. The other day I ran into someone in my guild who, during just idle chatter, mentioned he had read the entire storyline from worldofwarcraft.com the other day because he was bored. I whispered him, identifying myself as a researcher and asking him some questions, which he answered willingly. I was hoping to find some sort of storytelling bias as to how his desire to play alliance fit into the storyline, and I was pleased that he mentioned he played as an Alliance because he liked being the "good guys". He followed that up by saying he also wanted to play as a dwarf because they get gun bonuses, and guns kick ass in a roleplaying game, but generally I got what I wanted to hear. In the next week I think my goal is to put together some sort of short essay that I can post on message boards that will provide me with the information I want.

Interesting in game experience, in fighting in Southshore as my level 29 dwarf I ran into a troll that I became fast friends with. We initially fought two or three times, me chasing him away with practically no health and me dying twice, but for some reason we decided to ally and kept watch over eachother in the area. It was a deal made in heaven... Southshore is rampant with gankers, and whenever I would get killed he appeared to be pleading my case with whoever killed me (asking them to stop). I, in turn, would tell any Alliance characters in the area that he was a friendly opponent, and we would also watch eachother's back if we had any trouble with the NPC creatures. We developed a very crude system of communicating through emotes (if I got killed he would come over to my body, kneel down, and cry) and a primitave l337. Although I did not get a lot accomplished during that day, it was very interesting to see the way people cohabited in neutral area with towns belonging to both sides. In fact, it gave me an interesting alternative idea for my project... but we'll see.

Finally, I found several things on the internet this week that filled what little down time I had. First, you can order pizza ingame in EverQuest 2. All you have to do is type /pizza and a web browser will pop up, allowing you to order your dinner online if you're too busy gaming. This gets more interesting the more I think about it... more at the link: http://everquest2.station.sony.com/pizza/.

Second, my roommate also introduced me to two webcomics that deal pretty much exclusively with gaming.
http://www.penny-arcade.com
http://www.ctrlaltdel-online.com
While I'm sure some of you are already familiar with these (I'm a good 20 minute late to ANY party), I was able to catch up on practically the last 10 years in computer and video games just from reading these strips. They also have some pretty funny looks at WoW in there as well. So if you're tragically l337 and need some good gaming humor to get you through the day, take a look at either of these. Disclaimer: violence, profanity, blah blah blah.
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Gender Bending [Feb. 23rd, 2005|01:23 am]
The excercise from last thursday while intriguing in theory, seemed to fall flat in actual process. I don't think this was either the idea's fault or the fault of the class; when trying to invent a new kind of excercise, and move it from theory to practice, sometimes there are a few bugs to work out. The class wasn't exactly helpful in their execution of the plan either, with a large portion of the questions going to two of the participants and the other two practically ignored. There was also a lot of general chatter that distracted from the exercise at hand, with people from outside the class offering a lot of idle chatter that clogged up the channels and made it easy to miss things.

Most of the ideas we talked about in class will help refine the exercise to the point where it is feasible. I think that the things that will be most helpful are removing all non-questioning conversations and moving to a place where we can run the excercise uninterupted. In the end, we may never get this to work as well as we would like. Obviously, knowing that you're involved in an excercise can affect the the excercise's results. I'm hesitant to speculate too much on the excercise until we run it again next thursday; I think having a better idea of what we're doing will either make or break its effectiveness.

As for my project, since semicolons are so useful in a title, I was thinking something like "(insert something clever); Storytelling and the world of Warcraft". The lower case w is intentionally, wordplaying the idea of both the game's title and the bigger picture of warcraft's storyline. But you knew that. Essentially, I plan to look at the mythology of warcraft and see how playing the game fits within that. Whether or not a player is interested in the bigger picture, how they enjoy the story of the game, and more technically oriented questions oriented around whether or not the story actually progresses (since repeating storylines and re-killing bosses is such an essential part of leveling).
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Role Playing [Feb. 14th, 2005|10:17 pm]
[music |Elias - Dispatch]

In class on Thursday I started a female orc character on a role-playing server with the intention of trying on different hats and roleplaying gender and personality types. After about two hours of gaming, and trying to get people started in something that was closely resembling "in character" dialogue, I gave up. Luckily, my primary character (Elivira, a dwarf priest) is female, and that has given me many opportunities to play with people's expectations and gauge their responses. I will sometimes even intentionally present myself as a woman in order to gauge people's responses (and you'd be surprised how many people will think you're a woman if you just add a "!" to the end of each sentence... girls, fight the stereotype!).

The mixture of dialogue in the Roleplaying server was ultimately what turned me off. In the same two minute span that someone wished me "safe travels in my journeys", the same person started dancing and someone else told him to "get down, MC Warhammer!". Whenever I attempted to stumble through guttural or olde english, to try to get into character, the other person seemed unfazed by my difference in speech. One example:

Me: "Will you do me the honor of battle?"
*duel begins, and I win*
Him (her?): "Can u heal? Wat quest r u on?"

I had also chosen a warrior female, something that kind of contradicted my attempts to pass myself off as an adult female gamer; instead, I probably appeared to be a 13 year old n00b who didn't know enough to avoid the warrior class like the plague.

With Elivira, I often get people making comments about my gender without even having to actively engage them in conversation. Whenever I seek out a group to do an elite mission, it is only a matter of time that someone makes a comment about the attractiveness of female dwarves. For a long time, the standard statement would be something like "dude, dwarf chicks are ugly", but recently I've had a couple of people comment that dwarf chicks aren't too bad looking. For one quest in particular, the guy I had teamed with took an active interest in figuring out my gender.

"So, Elivira, are you a he or a she?"
"What do you think? ;)" (notice the excellent roleplaying of mine)
"I'm picturing a short little fat girl myself..."
*after a somewhat stunned pause* "Well, as long as I keep healing you, what do you care?"
"Touche."

While I would not have offered an assumption in quite such an insensitive way, his guess that I was a female player was not surprising. In my opinion, the dwarf and night elf characters are excellent options for the female gamer. I don't profess to know anything about the female mind (I only learned a week ago that telling a girl that she looks tired is a capital offense), but it seems to me that dwarves and elves in the game give female gamers an opportunity to maintain their femininity without giving into the pressures placed on women to be beautiful (IE the oversexed supermodel human female). If a girl was interested in playing as someone of her own gender, these two characters give them a chance to be female and attractive in a non-mainstream kind of way (and I happen to think my dwarf is quite cute, thank you very much).

Since I did not get very far in this roleplaying assignment, and had instead been playing with roleplaying with my primary character over several weeks, I didn't learn too much over the weekend that I hadn't already been discovering. The biggest lesson to learn is that there's no way to know if someone is male or female, or their age, just by briefly talking with them. For a week I quested with a friend of my roommate without realizing that "she" (a human female priest) was actually a she... shorthand conversation in RPGs is rather asexual and sometimes difficult to decipher. Unless you are in a guild and conversing with the people there on a regular basis, it is difficult to identify gender from "what quest are you on?". Unfortunately, more often than not, I assume that everyone around me is male, which is a form of sexism I didn't intend to inherit with the game. Since video games have the reputation as being a male dominated medium, and most of the people I have run into are male, somewhere along the line I began to assume that everyone was male. Like the real world, the virtual world of Warcraft is seemingly dominated by men. And unlike the real world, but even scarier, even the women you meet are likely to be men.

I'm one of them.
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[Feb. 8th, 2005|12:07 am]
[music |The Eels - That's Not Really Funny]

When we were assigned our individual groups in class last Thursday, I was curious to see how the assignment would work. Our efforts as teams both expedited and hindered our individual characters' development. Because of our teamwork, we were able to complete several missions in a relatively short period of time; on the other hand, sharing experience (and loot) seems to dilute your character's development slightly. I would be curious to see how far an individual would progress through the same number of quests (not the same amount of time, for the party would have an obvious advantage). Our group worked well together, and was only hindered by my stupidity (in choosing the wrong character type on accident and having to restart my character after already leveling up once). Given the overriding motive of the exercise (greed) and the pressure to get as much done in as short a time as possible, we functioned well as a group, looking out for eachother and killing/healing where need be. At the beginner levels, it makes little difference as to what classes of characters people were. Warriors could actually hit their targets and warlocks/shamans could use magic spells to cause damage, and really it was only about getting as many people as possible attacking a target. If we had continued to progress our players, I think the class differences would have come more into play, but for only an hour's worth of work, my healer did not have a lot of work to do. Healing the occasional close call (often after the attacking creature had already been killed) did save us time and money (on the food items), but there is no real need to be healed when you're playing on a level where most creatures only attack if they are being attacked.

When its all said and done, the party function and interaction in World of Warcraft is similar to group interaction in the real world: it may not be essential, but it certainly helps. Blizzard was careful to design a game that would appeal to both the individual quester and the quester who enjoys forming a group and engaging in "social warfare" (a little fight, a little chat). While there is no wrong way to play WoW, many users find that joining in a party can help them accomplish their goals much faster. Each character class has its own strengths, but also its own weaknesses, and a crafty group of gamers can mix and match the different class skills to maximize the group's overall effect. I learned this firsthand by playing with my roommate; the importance of having a "tank" on your team (a melee fighter who's specialty is drawing attacks and taking damage) if you are a mage or a priest cannot be understated. My priest may be able to heal hundreds of hit points in a single instant, bring people back from the dead, or burn up the bad guys with a Holy Fire, but if a toddler with a fork were to sneak up on me I would be in for the fight for my life. On the other side of the coin, I have been invited to join parties (and in one case, handsomely paid to join a party) so that the other members could focus on killing while I constantly hit hot keys and cast healing spells. In these situations I am often anywhere from five to ten levels below the people I am grouped with, but because of my abilities as a healer (supply and demand), people do not mind playing with someone less advanced than they are. Being a member of a party has allowed me to survive in areas I probably shouldn't have survived in, and kill elites that I definetly shouldn't have been able to kill.

Getting a group to function well is sometimes a tricky business. If you randomly join a group to complete a mission, you sometimes run into people that are only working with you because they need the extra body; they tend to be impatient and inconsiderate of your needs (not waiting for you to catch up or leaving you in a hostile environment). Sometimes even working with friendlies can be difficult. Deciding how to divide the loot amongst party members can be a frustrating affair, especially when your team is questing for particular items and one player seems to be finding the item more often than the others. A disorganized attack, where players get split up or isolated and killed, can result in "low morale" and make team members reluctant to stick their necks out for eachother. How well you work within the group is often more important than the character you are playing. If you have good chemistry with the people you are playing with and you know the ways that they like to attack, then it doesn't matter what characters or spells you have.

I believe that Yee is correct in suggesting that World of Warcraft can teach leadership and team-building skills that apply in the real world. Granted, you have to be creative in your interpretation, but the fundamentals are there. If you had hired a group of young thinkers and you wanted a more creative way to bring them together than the usual teambuilding exercises, you could teach them to think and cooperate as a team by playing an MMORPG. One of the side-effects of the internet generation is that it is often easier to converse with someone online than it is in person... allowing someone time to think through what they are going to say (instead of just automatically inserting their foot in their mouth) gives people an opportunity to be at their best, and a team based video game with an instant-messenging chat system would allow people to converse and cooperate in the digital world before they begin to work together in the real world. Likewise, each of the members could take turns being the leader of the group, allowing the other players to check out their strengths and weaknesses as a leader. While this idea would be just a precursor to real-world collaborations (a virtual ice-breaker, if you will), it would give people a neutral environment to develop the working relationships they will need to suceed as a team. This would also be a way to get people to connect with eachother outside of the 9-5 work schedule... you cannot force people to spend time with eachother, but if you find something engaging that they will do of their own free will, you won't have to.
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[Jan. 31st, 2005|03:06 am]
Until last Tuesday night, during our academically mandated gaming session, I had felt like I wasn't understanding the game very well. My problem with MMORPGs is that I always feel like I am the least experienced person around me; even when I see people who are lower levels than I am, they seem to know exactly what they're doing and I can only assume that this character is just part of their ongoing quest to get to level 60 with each race. The thought of 12 year olds making a fool of me in an online world is kind of embarassing, considering that I'm a 20 year old male and should be at my gaming "peak".

Since then, I've played a bit more (cough) and now I feel like I understand the game much better. Although I am a horror affecionado, and would probably enjoy playing a horde character, I have fallen for my Dwarf. Since I bought the game and had to start a new account, my character is now named Oddjob and is a level 14 hunter, and I've learned how to do a lot with him. Exploring new lands and getting to a higher level has also made it easier to delve into the social interaction that this class is geared towards. Although I wasn't sure I was going to, I recently joined a guild that I actually enjoy, but for the completely wrong reason: the guild's creator paid me 50s to sign his petition, and it just so happened that I actually get along with the people in the group. This is good news for me, since now I have a small group of people that I can talk to when I need to start interviewing people about their experiences in WoW.

Back to the real world... I have not read anything from the Bartle book yet, but I will be purchasing the book first thing tomorrow morning. Apparently when you order something from Amazon.com via second day shipping, they sometimes will wait two weeks before telling you they won't ship it until the end of February. Frustrating. But I have kept up with the readings in the course packets and I found an online version of True Names, so I have been able to keep on top of those readings. I enjoyed True Names quite a bit... I read a lot of science fiction when I was younger, some a lot worse than this story, and the film student in me went absolutely wild trying to figure out how many movies obviously took pieces from the story (such as The Matrix, The 13th Floor, eXistenZ, Dark City, 12 Monkeys, Strange Days, just to name a few). It was almost surprising that it was written that long ago; although it is kind of hit and miss, this story assumes technology that we take for granted but would have seemed pretty farfetched in that day and age. It seems like we're closing in on the kind of interface True Names hypothesizes, which is impressive, considering a lot of science fiction of the time had us flying to work or colonizing the sun by the magical year 2000.

I also enjoyed our class project on Thursday. Chatting had been incredibly confusing to me, and it wasn't until this weekend that I finally felt like I was comfortable with all the chat functions. For a long time I had no idea how to chat in the town channels, so I would just yell anything I thought was important; now, because of my guild and the parties I've been in, I think I know how to chat in any form. Maybe I'll try sending a letter soon. Also, it was nice to be able to work in a team setting with some of the people from class. I think working with Katie and Lisa helped me learn a lot in a relatively short period of time, and taught me how to function within a group. I'm looking forward to mixing and matching with people in class as we get farther into the game.
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World of Warcraft Experiences [Jan. 25th, 2005|06:01 pm]
[music |Meaningless - Jon Brion]

Sorry this is late...

I was not sure what exactly to expect when I first started playing World of Warcraft. I had played Warcraft 2 and enjoyed it, mainly because of its realtime strategy aspects, so I was familiar with several of the class-types and the overall feel of the world of Warcraft (not the game, the environment). How would Warcraft's battling play out now that people would take over individual characters? Would it take forever to learn how to play, or would you be able to jump right in?

I was surprised (and a little grateful) to find that, for the most part, the controls were similar to Diablo 2. Many of the functions, such as the NPC interaction and hotkey functions, were roughly the same, and that made the game easy to pick up on. Initially I was a little disappointed with the character types. I would have liked more freedom in creating my character, not just picking someone who looked vaguely like everyone else. Hopefully once I get better and I explore the items that can be found, I will be able to give my character a unique look. I wasn't expecting the same level of character definition as the Sims, but a little more variation would have been nice.

I was also disappointed by the lag of the game, which (while not too bad) was noticeable (especially if my character happened to be jumping and moving at the same time... he would suddenly dart at a ninety degree angle, breaking all the laws of physics). However, the game itself was pretty involving. While it would be nice if my character was a little better, and its sometimes frustrating to not be able to use any of the items that you are finding, I recognize that character development is one of the keys to the game. If everyone were to immediately become a high level character, then no one would play... growing up may be a bitch, but your skills at the game grow as your character's skills grow. I know that when I finally do become a higher level character I'll know how to use my character's skills. Outside of class I play as an Undead Warlock, which is a learning experience for me. I'm not very good with hotkeys and multiple spells and the like. When I played Diablo 2 I tended to avoid being anything other than a barbarian or maybe a paladin. It was just too much effort to combine a dozen spells together all at once... I would rather just run into the cave and bash my brains out until everything and everyone was dead. But I figure that I might as well push myself if I'm going for new experiences... if I can learn how to use spells on this character, then I'm sure that I can figure it out in other games.
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First Entry [Jan. 18th, 2005|03:15 pm]
As a gamer, I tend to make my characters a digital representation of myself (I cannot play Tiger Woods Golf too long or my character's likeness to me creeps me out). I have played fantasy MMOGs before, but with the exception of too much time spent in Diablo 2, I never really invested myself too much into them. As a gamer, I prefer more violent games, either first person shooters or survival horror; otherwise, if I have the choice between playing a game and watching a movie of a similar type, I would rather go with the film (less time I have to spend not knowing how to do anything).
The couple of times that I have played MMOGs, my characters tended to be like me. I did not get involved in huge organizations or guilds, but instead would have a small handful of buddies that I would quest with. I tended to be more practical in nature; anything with magic or spells wasn't very interesting to me (although its useful to have someone like that around), and instead I would be a warrior or a mercenary that allowed me to get out there and get to work without having to know too much beforehand (the less time I need to read the manual, the better). Although, in World of Warcraft, I will probably end up being a priest or a healer (since, to paraphrase my friend, priests get all the chicks). I know a good deal when I see one.
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