So it's been quite awhile since I've last stepped into the shoes of my belovedly feisty
dwarf priest or my quirky but deadly
gnome warlock. If you don't know what I'm talking about, just sit tight.
I never understood why people liked to put down other people over something as minor as internet gaming. And I have yet to draw a logical conclusion as to why some people make a distinction between console gaming and PC gaming, targeting PC gaming as something inherently unacceptable. Some people look down on this hobby seated on lofty pedestals while expending hours playing
Halo or some other equally mindlessly violent console game. And then there are people who pass judgment without ever even trying to grasp or understand the experience that is loved by millions of their peers.
It's so easy for people to focus only on the negative aspects. And it's true; I will be the first to admit the dark side of this hobby and industry. In 2001, a man left his infant son to
cry to himself in a closet while he played Everquest, and after a 24+ hour session in front of his computer, he discovered his son's corpse. A 13 year-old boy in China
lept to his death as a supposed result of his addiction. And nevermind the countless students around the world that have failed classes or dropped out of school/university because of their time management.
Recently, there was a
Virginia Tech suicide that people are linking to his World of Warcraft addiction.
But the percentage of players who fall into these categories probably wouldn't fill more than 1% of the entire population, and I'd bet money on that. And besides, where would you place the blame? Do you blame the product, the producer, or the consumer? So many people are quick to blame the product and the producer, and this fact transcends markets.
People place blame for obesity on McDonald's, but don't recognize the fact that they hop into a car to travel the 3 blocks it takes to get there. Why not walk off some of the calories that you're going to consume?
People blame cigarettes and Big Tobacco for health issues, and seem to invest nearly incontrovertible effectiveness in the power of cigarette marketing. It's as if we don't know any better and can always be easily swayed by neon lights and beautiful people.
People blame guns for the deaths that result from them, thinking that if they're outlawed, the amount of gun fatalities will magically decrease. Well, illicit drugs are illegal, have we seen a drop in deaths from them?
It's time to place accountability on the individual. People need to take responsibility for themselves and their children. And everyone else needs to recognize this. If your child is spending 8 hours a night in front of the computer, put your damn foot down and stop it instead of blaming Vivendi for internet nicotine. If you have to choose between studying for that chemistry final or joining your buddies on a raid-and-pillage, opt out for the textbooks. And if you see a loved one losing themselves in such a game, recognize the fact that helping them and removing the game are two completely different things.
Life has rolled on, and my obligations elsewhere have built up to the point where I can no longer devote a couple hours every day to relax with my WoW social network. If I had the time to spare, would I go back? I think I would. That's the thing that most people have a hard time understanding, I think. It
is a real, tangible social network that you build in games like these.
Look back to the Virginia Tech kid that shot himself. His internet network were the only ones who knew something was wrong, and they gave enough of a damn to try and intervene. They were the outlet of his cry for help.
Back in high school, when I was a subscriber to Everquest, I spent every night with a group of no less than 60 people from around the world. And I knew each and every one of them personally. There was Raoul from Stockholm, a college student who liked to rant about tourists and talk about his dreams of moving to South Africa. There was Jody and Harold, a married couple from Minneapolis that got pulled into the game because of their son, Mark, and they decided it was a healthy form of family bonding. There was Pattie from New Zealand, who got up early every morning just to go on adventures with us, and imparted her love of cooking to me. She was a pastry chef. And the list goes on.
My experience with World of Warcraft was nearly identical. Ryan and Reagan are two high school sweethearts that moved to Houston for college, crazy kids who still insist that I come visit so they can buy me that long-awaited beer. There's Tim, Don, and Sarah, three thirtysomethings from New England who meet up every month to go barhopping in NYC and yell at the college kids. Over the course of a year they've expanded to include Sarah's husband and Tim's brother and wife, all of whom have started playing. They always tell me that if I lived closer, they'd drag me along with them. They don't seem to mind that I'm the same age as the kids they enjoy heckling. And then there's Paul and Lena, a married couple right here in Atlanta that live in Decatur. Paul's an architect, and Lena's a homemaker for their two infant children. Ironically, both are staunch defenders of the gamer lifestyle, but readily admit that they'll drop the game as soon as their children are old enough to require more attention. That is, until their kids head off to college. And of course, the list goes on.
And I'm still in touch with the majority of both groups.
Is it a substitute for the real world? No, and I'll never think so. But there's real value there.
In a lot of ways, it's similar to why I'm still with AIESEC. You come together with people from around the world and establish a wordless rapport based on common ground. With AIESEC, it's a desire to develop ourselves and improve the world. With
MMO's, it's wanderlust and curiosity for an internet dreamscape. And with the advent of software like Skype and Ventrilo, those personal relationships are much easier to build.
I feel like I've digressed. Suffice it to say, it's an experience and feeling that is hard to describe. And it doesn't always induce negative responses like those portrayed in the media and pop culture.
Labels: AIESEC, family, self-restraint, stories