the phenomenon MMORPG
Sunday, January 30th, 2005MMORPGs (massively multiplayer online role playing games) have been around for some years now, so you can hardly talk about a new “phenomenon”. still, it continues to amaze me how players are fascinated by such games and virtually (pun intended) drawn into the fictional worlds. due to my case study of Neocron i arrived at a plausible, psychoanalytical explanation and i really want to share this “revelation” with you. the game is not interactive but what Zizek would call “interpassive”: you as the player have to be active (doing quests, slaying creeps and so on) so that the game can be “passive”. that means that although you think you are “enjoying” the game you are actually not enjoying it: the game does that for you. Zizek often quotes the example with the “canned laughter” in sitcoms: it’s the television set that is “laughing” for you so that you don’t have to. however, you still feel sort of “relieved” afterwards because someone else (the television set, the game) is doing something (laughing, enjoying) for you. i guess here lies the “lure” of MMORPGs: just by playing the game you don’t have to enjoy it but still feel some kind of gratification…
