WoW.com argue that maybe it might be a good idea if, for a change, we lost.This comes hot on the heels of a weekend that has seen the
English celebrate a DRAW against Australia in the First Ashes Test. It also comes after a week of
Torchwood: Children of Earth on the BBC which saw a number of plot decisions that a small but vocal minority aren't best pleased with.
Now you may wonder why I mention these three things in the same entry, because on first look they have very little actually in common. As it happens, I think they do all have a link: the way we as human beings react to success or failure, and what makes us happy as a result.
At lunchtime yesterday the First Test looked like it was going Australia's way: England seemed unlikely to be able to survive in the field, until an inspired innings by Paul Collingwood and a last wicket stand by James Anderson and Monty Panesar made the possibility of a draw something that was worth fighting for. That's right, eleven men in a stadium full of passionate fans fought to DRAW a match, because they knew they wouldn't win but they believed they could do better than simply lose. In the end some (
including the Australian Captain) think that wasn't done fairly, to the spirit of the game, but the fact remains England made defeat into something else. In the rules of the game, they kept the score at 0-0.
The Torchwood 5-part series on the BBC drew larger audiences than any Torchwood series before it. It was, in my (and many many others' opinion) the best series of the sci-fi show so far, but it did things with the characters and the plot that people aren't used to. Without giving anything major away, it placed characters in situations they could not escape, and the consequences were (in many cases) fatal. This isn't the norm for the shows we watch every week, because writers understand how people like to identify with the same characters, and it's important to preserve them as a result. It's also a lot to do with actors who want security and a steady paycheck. Anyone who's prepared to break that mould and do things a bit differently should be applauded, because it challenges our perceptions and makes us think. Sadly in this case
people have reacted in an extremely negative fashion, and they've made it personal. That's not fair, and it's not a proportional response to what is, when it's all said and done, a work of fiction.
So, you're wondering what all this has to do with WoW? Give me a chance, I'm getting there ^^
The concept of gaming in WoW is pretty linear. You move forward, you always have something to do, you have many choices. In the end however, it's all about winning. You win items, you beat bosses. However, I'd bet most people would argue that the best fights they've had are the one's they've worked hardest to achieve: wiping for hours, days, sometimes weeks on a Boss until everyone gets what to do and when to do it. The satisfaction when Thaddius finally kopped it in 25 man springs to mind for me because it was SO hard. When 25 people across 25 keyboards in half a dozen countries all finally clicked, it's was GLORIOUS, but it was no less satisfying than knowing how much work went into getting to that point. To win is great but you don't NEED to win to feel as if you're progressing. Sometimes a kick in the teeth is as significant, because it makes you stop and think about how you perceive the world. Getting too complacent, expecting everybody to live happily ever after is pure escapism, but more and more the entertainment we indulge in isn't simply about that, it's about presenting harsh truths in a way that helps us as humans understand ourselves. It's about writers who believe that if their work is to be relevant, it needs to have some basis in realism. Like it or not, life is not fair, and we don't always win.
Except in WoW we do. We ALWAYS win. If the bosses are too hard they get tuned down. There is no kick in the teeth because if there were, it would I suspect change a very basic and essential game mechanic: you have to win to move forward. Failure, as they say, is not an option, because if people can't get what they want they will stop playing. They'll complain to Blizzard, and they'll go elsewhere. This isn't good for the Business model at all.
So, how is it possible not to win and yet still derive satisfaction from the gaming experience? Well, the two RL examples above are how I'd argue it's possible. You can still not win and make it hugely compelling if there's a bigger goal at the end. Had England gone one down in the Ashes yesterday the mood amongst cricket fans would be hugely different than it is today. The events of yesterday in Cardiff will make lots of people re asses how they perceive the game. The England team, who know that they are starting the next Test at Lords on Thursday at 0-0 when they could have been 1-0 down, have to come out ready to win, because they know this Australian team can beat them given the right conditions. So if you lose on the way to winning, what's so wrong about that?
The Torchwood example shows how, if you are prepared to look at the bigger dramatic picture, that change and loss can also be positive experiences. It also highlights how being obsessive about certain aspects of any subject can be dangerous and ultimately destructive. We all know people who are too into their characters, or their specs, or their role playing to the point that any major change to their WoW World can cause harsh and dangerous consequences in Real Life. It's all about stepping back and being realistic: it's about understanding yourself as well and how you react to circumstances. So, if the WoW designers were to come out and kick us all in the metaphorical sensitive spots, how would we react? Would we rise to the challenge and see defeat as a larger part of victory in ourselves, or would we all threaten Ghostcrawler and ritually sacrifice domestic pets? I'm pretty sure that if the WoW guys decided it was time for us to go backwards, and hey did it in a way that actually moved us forwards in terms of understanding our characters and Azeroth, it could have a very positive long term effect on the gaming experience.
Of course, it's whether Blizzard think it's a risk worth taking. I for one would like to see them do so.