Side-Quest: What Causes MMO Tribalism?
September 9, 2008 14:09

War is coming. I could also say, "WAR is coming," by which I mean Mythic Entertainment's fantasy MMO Warhammer Online: Age of Reckoning. WAR goes live on September 18th to the delight of squealing massively multiplayer fans everywhere. But the war I'm actually referring to is one in which I have a personal stake: the inevitable dust-up that follows every MMO launch between the gaming press and the fans. We sit on the eve of battle, sharpening swords and tightening our armor, but deep down we know that none of it will help. We won't slip through this one unscathed. We never do. And every time I wonder, "Is all this shouting really necessary?"
Covering the launch of an MMO is a two-front skirmish. Coming out in favor of the new game draws the ire of fans of the other games in the market, whereas coming out against the new game invokes the wrath of those who've chosen it as their current champion. Certain video games have long been a haven for misplaced adoration and devotion but nothing can rival the warcry of a scorned MMO fan. They charge into the fray where their initial volley is usually their gaming resume; listing the other MMOs they've mastered and cast aside followed by a proclamation of beta code access. The second attack comes swiftly and is made up facts derived from anecdotal evidence and experimentation that are seemingly impervious to debate or interpretation. The final hit of the combo varies but will sometimes aim to score a bleeding wound by attacking the author directly; calling into question their qualifications. What is it about these games that make people so crazy?
As a gamer I admire the passion MMO fans have for their game of choice, even if I don't completely understand it. It fascinates me how the fans organize and leap to the defense of a game when something negative gets published. The other place I've seen this kind of fervor and brand loyalty is the console gaming market. The fights between the Xbox 360 acolytes and the Playstation 3 disciples are legendary and the fires continue to burn to this day. I have a theory about this. Console loyalty and MMO loyalty share a common thread: both demand a choice that cannot be wrong, no matter what brand is picked.
For honest consumers all games carry a financial sacrifice. Usually, once the sacrifice is made players are free to enjoy the game at their leisure. Eventually the game is consumed entirely or interest wanes but the end result is the same: the player moves on to another game. What sets MMOs apart is that they require not only the initial cost but also a recurring cost each month and their content is not quickly consumed. In order to justify the recurring cost players feel that they should continue to play the game. It's the same mindset you have when you sign a health club membership. "Well, I'm paying for it so I might as well go." So now you have a financial investment coupled with a time investment. And one, or perhaps both, may need to be explained to a third party: a husband/wife, boyfriend/girlfriend or a parent.

Mythic Entertainment's Warhammer Online: Age of Reckoning is in open beta now and will go live on September 18th.
Here lies the rub. Whether it's the financial burden of multiple subscriptions or the fact that there aren't enough hours in the day, most people can't actively play more than one MMO at a time. The recurring cost demands that time be spent in the game and multiple game subscriptions mean more demands on dwindling available time. Imagine joining two health clubs and feeling pressure to go to both. This forces the player to make a choice, basically aligning themselves with one game or the other. Players will choose the game which offers the most reward to them and every time they play it, instead of the other games, their choice is reinforced in their mind. The game becomes a part of their identity. After all, it isn't just the recurring cost that urges people to play. MMO's have compelling content. Playing the game is its own reward.
Deep down people are basically insecure about a great many things, one of which being the nagging sensation that they've arrived at the wrong conclusion. It's important to note at this point that there is no correct answer to the question, "What MMO should I play?" There are only the preferences of the player and the game that most closely matches them. However, since humans are insecure beings and prone to second-guess their choices, it's troubling that a person faced with the same question ("What MMO should I play?") where there is no correct answer, would choose a different game. Instead of their choice being reinforced it's now being challenged, leading to the need to defend their game. The more they play their own game (reinforcing their own choice through reward) and the more they have to defend their game to others, the harder it is to see the other side of the argument; one that can have no victor.
Arguing about the quality of specific massively multiplayer games is pointless because neither side can ever be wrong. Cresting the horizon is Warhammer Online. It marches towards its release date unabated. With it comes another difficult choice for MMO fans everywhere. Many have already chosen it as their new obsession; painting their shields in the colors of either Order or Chaos. Others see it as just another entry in the crowded fantasy MMO space. Both are correct.
Look for our own coverage of the Warhammer Online: Age of Reckoning launch in the coming weeks. And bring your helmet.
Previous Columns:
- Too Many New Games
- The Retro-Gaming Surge
- DRM and Piracy: The Vicious Circle
- Who Is to Blame for the State of Game Scores?
- Expectations and Predictions for E3 2008
- The Legacy of Diablo
- Parrying Premature Attacks on Indy 4
- Why Movie Tie-In Games Suck
- A Perfect Score: Is Any Game Worthy?
- Massively Multiplayer: Fantasy vs. Sci-Fi
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