Last week I briefly touched on what my “final project” is shaping up to look like. This week I’ll go over what I’m trying to say/do in a little more detail.
So, the general idea at play here is that World of Warcraft is transgressive in the sense that it achieves a “postmodern goal” of “beating” the metanarrative.
Last week I mentioned that one of the big problems in defining “interactive fiction” is that interactivity itself is a problem — how is a game truly interactive? How is a piece of fiction truly interactive? The immediate problem that arises is that a game can only present a player with so many options: there is no true “sandbox” game. No computer game can exist outside of the realm of numbers and narrative — every game (and every story within each game) must be mapped out ages before a player actually interacts with it.
That, of course, is the problem. That fact seems to invalidate video games as possibly postmodern, as they seemingly reinforce their own metanarrative — that is, there is a predetermined story that the player cannot escape from. No matter how the player experiences the game, their narrative will always bow to the game’s.
Michael Mateas and Andrew Stern give us away around this with agency — they show us that interactivity in drama (and games) is not marked by the ability to do anything, but instead the ability to do something meaningful (from the player’s perspective).
Yet, there is still a problem — the metanarrative is still enforced by the game. While interactivity — the player’s ability to impact the narrative — might be part of the game, the narrative is still defined in relation to the metanarrative. That is, if we take a game like Mass Effect, and we look at how it presents its choices to the player — those choices still align the player within the gameworld’s narrative.
So, how does World of Warcraft deal with this? That’s where I come in!
In World of Warcraft, the community is a gameplay mechanic. Using roleplaying servers in World of Warcraft as an example, I hope to show that there’s this weird paradoxical thing going on in the community, where players both consciously acknowledge the “metanarrative” and rebel against it in a unified way. That is, the “metanarrative” might say something (the “most important” story is defined, individual characters all theoretically go on the same journey from 1 – 90, etc), but the players can (and are expected to!) ignore it.
Basically, there’s a level of cognitive dissonance within the game that every player is expected to accept. On one hand, you’re supposed to acknowledge that yes, you can’t play the game without encountering the metanarrative. At the same time, however, a roleplayer can’t actually do all of the things his avatar is doing within the game.
For example, a quest in the game might have you take down an important character. Of course, a million other players are going to do the exact same thing. So how does the individual roleplayer deal with this event? If you “take credit” for the action, you are invalidating the experience of everyone else. What most players do, in this case, is situate the event within their character’s perspective: so perhaps they didn’t kill the important character — maybe they just witnessed his death, or maybe they might have aided someone else involved in the slaying. Or — another possible alternative — the player might choose to separate their character from the storyline entirely.
By bifurcating the story, the player creates their own narrative, independent from the metanarrative. Not only is it independent from the story, but it displaces it — to the player, her story is the most important element — not the “metanarrative.” Likewise, players that interact with the player will be interested in her story — not the overarching “metanarrative.”
Now, magnify this by a thousand choices, on a hundred different realms. Suddenly, World of Warcraft is way more than just a single storyline — it’s a thousand independent storylines, each existing independent of each other (yet each taking up the same “important” space in relation to the player).