Saturday, September 24, 2011

Markers of Class in the Gaming Environment: Part One

One thing that never ceases to surprise me about being an avid MMORPG gamer is the extent to which in-game and meta-game class structres are apparent and actively expressed throughout the course of the online session.

For the purpose of this post, I am using the term "class" in a way that is divergent from the normative/traditional terminology present within role-playing games (RPGs). In an RPG, the term "class" generally refers to the player character's (PC's) profession and/or skill sets that structure the way in which the PC and the player approach the gaming world. For example, in World of Warcraft, one's class might be a Shaman, a Fighter, a Priest, a Death Knight, or a Mage. In Star Trek Online, one's class could be an Engineer, a Science Officer, or a Tactical Officer. In these instances, the idea of "class" is linked to the PC's in-game abilities.

But there is a second layer of class present within gaming in an RPG and an MMORPG environement that reflects upon socio-economic status (SES) in both the in-game and meta-game worlds.

The most consistent factor of all RPGs and MMORPGs is the concept of "levelling". The levelling structure creates an in-game SES manifestation by coordinating PC abilities and combat with the acquisition of goods. Generally speaking, the higher level ones PC is, the more valuable and expensive equipment one will be able to find. As such, the higher PC level is reflective not only of superior abilities but also superior purchasing power. In the RPG/MMORPG environment, the physical/virtual representation of the PC's SES is incredibly apparent. For example, in World of Warcraft, the quality and design of a particular PC's armor is a marker of both level and of wealth. In Star Trek Online, the starship of which one's PC is the commanding officer is an additional marker of level and wealth. As a player progresses through the in-game world in an attempt to level her/his character, the player is continually shown the possibilities and rewards of advancement and dedication to the game itself. The more time one spends playing the game, the better equipment, mounts/ships/transportation, and abilities one gains. Furthermore, the more time one invests in the aquisition of these goods, the larger gameplay options are opened to the player. (For example, many RPGs and MMORPGs have level-restricted areas that require not only a specific amount of PC skill but also require a certain investment in gear and equipment for the PC).

But MMORPGs also have a second meta-game layer of class representation. In both World of Warcraft and Star Trek Online, the Player's ability to spend money upon in-game commodities becomes a visually and socially manifested marker of the Player's own SES (and, consequently, the PC's SES, too). A player can spend money in the meta-game market to purchase a specific pet, a specific costume set, or a specific modification of the in-game goods that mark the PC as unique (and, thus, show the unique levels of dedication the Player has to the game world).

Both of these representation of class and SES converge upon the phenomenon of the gold-farmers. While I have yet to find any gold-farmers in the Star Trek Online game-world, one cannot exist within World of Warcraft for more than five minutes without recieving a message regarding Gold Farmers. Generally speaking, a gold farmer is someone (often affiliated with an overarching online company) who sells in-game currency to the players for meta-game money (20,000 gp only cost you a PayPal payment of $39.95 USD!). While this form of meta-game gold acquisition is illegal within the World of Warcraft game and meta-game worlds, it is, in many ways, representative of the non-virtual blackmarket. Those who can afford to purchase the illegal markers of the upper class do so in order to present the image of achievement.

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