[Perry] The Cultural Influence of MMORPG’s
So recently, I experienced two stories that triggered a line of thought regarding the slow prevalence of the MMORPG genre (massively multiplayer online role playing games) in our culture as well as the interesting things both stories did to push the idea past anything I’d experienced before.
Diving right in, I recently watched an anime called Sword Art Online. In terms of the story and the character development, the series was pretty mediocre at best. What interested me about the series was the concept itself as well as the way the show explored some of the ramifications of such an event.
The story is based on a new game that features the “full-dive” technology, where you wear a helmet and exist within a virtual world. The problem arises when the first ten thousand people who log on realize that there’s no way to log off from the game. They’re then visited by the creator of the game, who informs them that death in the game will kill their body in the real world. The only way to escape the game and return to their lives is to conquer all one hundred levels of the dungeon.
The concept itself wasn’t that amazing or unique. I can recall at least a few other novels, television shows or games that have explored this same idea.
No, what kept me intrigued was the way the series explored how the people trapped within the system would react to it.
Told over a two year period, SAO shows a somewhat realistic portrayal of how people would act in that same situation. It explores the idea that not everyone will want to risk real death in the game world, and instead, will be content to sit in the safe beginner village until someone comes to ‘rescue’ them. It explores the idea that the player-base caught within would segregate. People would split off into a faction of ‘hardcore’ gamers who prefer to go out and push through the dungeon to try and beat it while others would stay back in the towns and villages, spending their time levelling up crafting professions and such instead to try and support the front-liners through upgrades to their armor and weapons.
It explores some darker themes as well, and does it well. It deals with the fact that people who were beta testers in the game, armed with foreknowledge would likely keep their information to themselves to give themselves an edge when it came to obtaining equipment, thereby giving themselves a better chance to survive. It deals with players who would be willing to kill others to steal their items, regardless of the fact that it would lead to a permanent death.
The most important issue it tackles is regarding the separation between life in the game and life in the real world. It talks about how the distinction is sometimes hard to see and that at times, so long as you’re enjoying whatever life has handed you, it doesn’t really matter where you’re living your life so long as you’re consciously making the decision to live it.
The other story was Ready Player One, by Ernest Cline.
Cline’s novel explores a relatively near future scenario where a single game, Oasis, has grown to encompass just about every facet of life. A virtual universe with some planets featuring a strong sci-fi motif where magic is disabled while other planets feature fantasy landscapes where technology doesn’t work.
What I thought Cline’s novel explored well was the idea of how prevalent such a technology would become. A virtual universe where people have jobs within Oasis and are paid for it in the real world. A virtual universe where governments ‘buy’ planets and set up school boards on them, allowing students the option of attending classes in real life or attending classes online.
It’s a very interesting take on a virtual world that’s sort of layered over our own like a second skin.
I found it to be a very well realized look at what our world would be like if we had access to that sort of technology. In that respect, if science fiction is generally meant to extrapolate what technology can do for us as a species in the years to come, Ready Player One did a great job of painting a fully realized world where a product like Oasis makes its mark on every aspect of our lives.
What I found more interesting though were some of the more existential issues the novel tackled.
Issues like whether or not our online and offline identities can be separated. Issues like whether or not we become the masks that we wear to hide ourselves. Issues like whether or not an obsession with life in a virtual space has the potential to ruin the real life that we leave behind to live it.
These were issues that I found all the more interesting because though they were based off of the fictional Oasis system of the novel, they were also issues that spoke to us as a people now, in this day and age where the internet is becoming a frightfully prevalent part of our daily lives.
I think that stories tell us just as much about the time they were written and created as they do about the story on the surface. When writing in a near future setting, it’s important to keep a finger on the pulse of the current level of technology, as well as to explore what people have done with similar themes in other mediums in order to make our own creations feel as authentic as possible.
PS: I don’t recommend Sword Art Online or Ready Player One to an indiscriminate audience. While I enjoyed the heck out of them, they’ll probably be more of interest to people who share an interest in gaming and MMO culture. With that said though, if you ARE into that sort of thing, both of these stories are definitely interesting rides =)

7 Comments
I really liked the premise of Ready Player One, but I felt the author spent a lot of time describing things that weren’t of immediate relevancy to the story (though they were very relevant to the world). I didn’t get very far into the book before I dropped it, but then again it was the GAMING aspect that intrigued me more than the DISTOPIA aspect. Those who like distopias will probably like it more than I did.
Sword Art Online, however, sounds REALLY interesting. Is there a legal way to watch that for free?
Oh! And there’s another book in this little niche that I read a long time ago and enjoyed. Killobyte by Piers Anthony. It doesn’t explore the social aspects and impacts of gaming, but the plot features characters stuck in the virtual world until they stop the bad guy.
Anthony’s most well known for his Xanth series, which will never end and the puns passed laughably bad into wretched long ago, but he’s got several standalones that I remember with fondness. Like Prostho Plus, the only sci fi I know of that features a DENTIST as the hero. <3
Ready Player One was REALLY heavy on the info dump about 80′s pop culture, unfortunately but at the same time, that was very much part of the novel’s appeal so I don’t know how well it would have worked without all of that information unless you specifically grew up in that time period with all of those sci-fi/geeky interests and knew all of it by heart.
Still, I had a blast with it. It does lighten up a little on the infodump halfway through to focus more tightly on the story but I’m sure that’s a bit too far in for your tastes ^^.
I just really loved how far Cline took the idea of a prevalent mass appeal virtual world. Everything from virtual night clubs to attending class in a virtual space where your teacher can take you on a trip to the surface of Venus for study with the click of a button.
Piers Anthony was a great pleasure to read when I was younger haha. And while I can’t get back into his Xanth books (I tried recently), there is a series of his that I think still stands up to the test of time. The Apprentice Adept series was fairly…coherent. Deals with a planet that’s split in two realms, one where only science works and the other where only magic works. It was a very interesting look at the idea.
The site Crunchyroll acquired legal distribution rights to various anime series’ and SAO can be found here: http://www.crunchyroll.ca/sword-art-online
If you do decide to check it out and get into it though, I’ll warn you that about halfway through, it flips to a secondary story arc that can take a bit to get into.
There is a series named Pendragon by..wait…D.J. MacHale…that rather deals with gaming. I think. My memory is spotty.
The series, a YA/MG genre, is about a young boy who has to save the world?? by traveling through multiverses and battling a bad guy who wants to collapse the universe?? Each book covers a different planet/universe. I read about half of the books and then got bored with the writing, which drove Book Nazi insane. He claims the ending of the series is amazing and he still is waiting for me to finish so we can talk about it. But MacHale’s writing just …I dunno…bored me after a while and I started noticing grammatical errors and whatnot.
ANYWAY, one of the planets is inhabitated by people who are constantly plugged into virtual reality/gaming. It has been over five years since I read the series, so that is about all I can remember about that book. Also, there was a planet that was completely run by a store, which was a veiled WalMart mentality. That was an interesting premise as well, but also the extent of my memory for that book.
I think a lot of these types of stories feature some very intriguing premises ^^
Who is the Book Nazi you keep referring to, btw? One of your children? Heh.
Book Nazi isldest child. I really am not exaggerating for effect on this. He is oppressive! He has taken books away from us (middle child and myself) and DEMANDED that we read his book instead. There have been book wars in my home. Hiding of books, sneaking books out past the Nazi, locking oneself in a bathroom to have a safe haven to read the book of one’s choice. It is a dangerous environment to be a reader in, unless the Nazi approves your book first.
BUT he loves reading and loves sharing what he reads with others. He is hard to keep up with, but for many years I read what he read because it was so fun for both of us.
Haha, sounds like my kind of kid XD