Emergent Mind

Abstract

Massively multiplayer online (MMO) games boomed in the late 1990s to 2000s. In parallel, ethnographic studies of these communities emerged, generally involving participant observation and interviews. Several decades on, many MMOs have been reconfigured, remastered or are potentially no longer accessible at all, which presents challenges for their continued study and long-term preservation. In this paper we explore the "go-along" methodology, in which a researcher joins a participant on a walk through a familiar place and asks them questions, as a qualitative research method applicable for the study and preservation of games culture. Though the methodology has been introduced in digital media studies, to date it has had limited application in digital games, if at all. We report on a pilot study exploring applications of the go-along method to the sandbox MMO Wurm Online; a persistent, player-directed world with a rich history. We report on our motivations for the work, our analysis of the resulting interviews, and our reflections on both the use of go-alongs in digital games, as well as the unique and inspiring culture and community of this lesser-known game.

Map showing Participant 2's route, associated with the creation of the Dragon Fang Pass.

Overview

  • The paper 'How To Save A World: The Go-Along Interview as Game Preservation Methodology in Wurm Online' introduces the go-along interview method to better capture the lived experiences within massively multiplayer online (MMO) games, with a specific focus on Wurm Online.

  • Traditional preservation methods are inadequate for MMOs as they often fail to account for the rich social and cultural aspects of these virtual worlds. The go-along method, where researchers accompany players in-game while asking questions, addresses this gap by rooting discussions in specific in-game experiences.

  • The study revealed that preserving MMOs isn't just about archiving software but involves capturing the emotional and social experiences embedded within these virtual worlds. Key findings include players' distributed identities across multiple avatars and platforms, and the tension between preserving static monuments and dynamic community events.

How To Save A World: The Go-Along Interview as Game Preservation Methodology in Wurm Online

Introduction to Game Preservation Challenges

Massively multiplayer online (MMO) games have been around since the late 1990s, evolving into highly complex virtual worlds. Unfortunately, preserving these games isn't as simple as keeping the software and servers running. The social and cultural aspects of MMOs are rich and deeply intertwined with player experiences, making traditional preservation methods inadequate. This paper introduces an innovative approach—using the "go-along" interview method—aimed at better capturing the lived experiences within MMOs like Wurm Online.

Ethnographic Studies of MMOs

Existing Approaches

Ethnographic studies within MMOs historically involved lots of participant observation and interviews. Classic works like Boellstorff’s Coming of Age in Second Life focused heavily on virtual worlds themselves, while others like T.L. Taylor and Pearce bridged the gap between online and offline player lives. However, a recurring criticism is the tendency to create artificial boundaries between 'real' and 'virtual.'

Overcoming Challenges

Past methods often missed the insights that a combined observation-interview might offer. The "go-along" method, where researchers accompany players in-game while asking questions, offers a fresh perspective. It roots discussions in specific in-game experiences, highlighting lived player narratives intricately tied to the virtual world’s geography.

What is Wurm Online?

Wurm Online is not your typical story-driven MMO. Launched in 2006, this sandbox game gives players the freedom to shape the world through hundreds of skills, from Mining to Butchering. The remarkable part? The game’s world changes persistently based on player actions, creating a dynamic yet fragile ecosystem. Structures decay over time, and items bear the unique signatures of their creators, contributing to a deeply personal in-game history.

Methodology

Research Questions

Three key questions guided the study:

  1. How does the go-along methodology enhance understanding of player experiences in Wurm Online?
  2. How are player memories tied to specific in-game locations?
  3. How do players approach the preservation of their and the game's history?

Conducting the Go-Alongs

Participants were recruited through the official Wurm Online forums and Discord server. They walked researchers through specific in-game locations while answering questions, all captured through both screen and voice recordings.

Key Findings

Distributed Identity

Participants identified not with a single character but across multiple avatars and platforms. For instance, a participant managed five characters across different servers. This distributed identity is crucial for understanding the multilayered nature of player experiences and histories.

Presence and Absence

The physical absence of the MMOs was palpable. Participants expressed feeling deeply tied to the game, even referring to "pixels'' with reverence, illustrating that emotional connections extend deeply into these virtual worlds.

Static vs. Living Heritage

A critical tension was observed between preserving static elements like monuments and dynamic community events. While Dragon Fang Pass, a major tunnel in Wurm Online, has heritage status, participants emphasized that active, player-driven events epitomize the living heritage of the game.

Freedom and Control

Wurm Online stands out for its freedom and lack of hand-holding—players shape the world and face real consequences. This freedom fosters unique collaborative experiences, such as player-run starter towns that aid newcomers.

Tending as a Theme

"Tending" emerged as a metaphor for the work players put into both maintaining the game and their relationships within it. Long-term activities like feeding rare creatures or repairing structures demonstrated a community's commitment to preserving their world continually.

Implications

The study underscores that preserving MMOs isn't just about archiving software but capturing and maintaining the lived experiences embedded within these virtual worlds. Methods like video recordings of go-along interviews could offer enriched perspectives, adding depth to game preservation efforts.

Future Directions

Living Heritage

Understanding Wurm Online as a living heritage site could benefit from further studies focused on current activities like 'impalongs' and player interactions on PvP servers.

Advanced Recording Techniques

Incorporating video recordings of go-along interviews could better capture nuanced interactions, both verbal and non-verbal, during gameplay sessions.

Conclusion

No single approach can comprehensively preserve the complex, lived realities of MMOs. Yet, methods like the go-along interview can provide fresh, deeper insights into these vibrant virtual worlds, ensuring that we capture not just the games themselves but the rich tapestry of experiences they foster. The process of preserving MMOs like Wurm Online is ongoing and collectively embraced by its dedicated player community, each tending to their corner of this shared virtual heritage.

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