The Atlantic
When a Video-Game World Ends
When a Video-Game World Ends
What happens when the vast universes in massively multiplayer online games go offline?
WHEN A VIDEO GAME WORLD ENDS
(culled from theatlantic.com posted by WILL PARTIN)
In English, the word “apocalypse”—ety. Greek, n. apo (un-) + kaluptein
(-veil)—has three non-exclusive meanings. The first and most common is
simply the end of the world, whether by divine punishment or whatever
transpires in movies directed by Roland Emmerich. The second is any form
of calamity, representational or real, man-made or no, that resembles
the end of the world, like the 2010 Haitian earthquake, Chernobyl, or
the movies directed by Roland Emmerich themselves. The third is what the
Greeks intended apocalypse to mean: the revelation of knowledge through
profound disruption, which is why the final book of the New Testament
is called “Revelations” (composed, it is thought, to reassure Christians
during their widespread persecution by the Roman emperor, Domitian). In
other words, the apocalypse either is the end, looks like the end, or
helps us understand the end.
Like
books, movies, and the visual arts, video games are well acquainted with
the apocalypse. Scores of them have been set in the final days of
mankind; countless more ask the player to prevent them. Yet, as mere
setting, the apocalypse can never be true to its name—when Mass Effect 3
ends and the galaxy has been saved/altered/destroyed, you can always
boot up the series’s first act and play it all again. The finale is not
the end. In the curious lexicon of games criticism, we often speak of
“world-building,” yet rarely do we stop to think about its opposite.
Anything made can be destroyed, yet destruction in games is rarely the
destruction of games. What masterpiece of eschatological design
could possibly convey the all-encompassing, crushing finality of a true
apocalypse?
Perhaps we will never know. But, in the meantime, we have the next best thing.
Since
the 1990s, when the rise of reliable home Internet access made
persistent game worlds both commercially and technically viable, the
game industry has developed over 300 massively multiplayer online games,
some gargantuan (The Old Republic, etc.) and others slight, like the
thoughtful browser-based government simulator NationStates. The majority
of MMOs, of course, don’t experience the runaway success of World of
Warcraft or EVE Online and eventually adopt a free-to-play model once it
becomes clear that subscriptions alone can’t sustain ongoing costs. But
a smaller number—44, if Wikipedia is to be believed—have shut down, and
with their closure, their persistent worlds simply phase out of
existence, beyond the reach of any archaeology.
Star Wars Galaxies launched
in 2003 to critical and commercial acclaim. Though video games routinely
spoil the player with fantasies of singular greatness (in Elder Scrolls
Online, every player is, improbably, “the one”), Galaxies initially set
its sights lower. Instead of saving the Star Wars universe for the
umpteenth time, the player was asked merely to live in that universe,
getting by doing anything from bounty hunting to stripping in dusty cantinas on the Outer Rim.
That might seem hopelessly jejune in 2015, but Galaxies was a
tremendous success for several years. Alas, in 2005, in response to a
lack of new players, Sony Online Entertainment redesigned the game to
emphasize combat, trading the game’s supreme sense of inhabitation and
belonging for a sense of power (the lure of the dark side indeed!).
Players revolted, and, by 2006 barely 10,000 people could be found in
Galaxies on any given Friday. The death-knell came in 2011, when SOE
announced, to no one’s surprise, that Galaxies would be shut down for
good in December of that year (not coincidentally, the same month that
BioWare launched its dreary Star Wars MMO, The Old Republic).
Call
it pity, or perhaps apology, but SOE used the end of Galaxies to do
something meaningful with its apocalypse: It declared a winner for each
server based on the relative population of Rebels and Imperials. And in
the galaxy’s final moments, before the servers took everything and
everyone with them, the players who remained gathered in Mos Eisley and
Corellia to wait for the end. Bittersweet celebration ruled the day:
Veterans let neophytes try out their finest gear, the sky was filled
with brilliant (if lag-producing) fireworks, and the spaceports clogged
with groups of friends, some cultivated over thousands of hours, waiting
to say goodbye. In the end, though, the final moment was a whimper. Writing in PC Gamer the next day, Chris Thursten captured the moment perfectly
[We] timed the hyperspace jump to coincide with the final shutdown. As the seconds tick down, the hyperdrive calculation rises to 100 percent completion … The time hits zero and tiny points of light begin to streak across the windows then freeze, arrested in time. The moment hangs, the game unresponsive, one of the most iconic images in Star Wars halted before it can fully play itself out. “You cannot connect to that Galaxy at this time. Please try again later.”
Not every apocalypse is so
poetic. Sega’s ill-fated MMO The Matrix Online ran from 2005 to July
2009, when it was brought down with little warning by none other than
SOE, which had purchased the property from Sega some years before. Like
they would later do for Galaxies, SOE organized a final event for The
Matrix Online. But unlike Galaxies, it wasn’t so much a celebration as a
genocide fitting of an apocalypse. On PvE servers, SOE flooded common
areas with high-level monsters that slaughtered every player in sight;
on PvP servers, players discovered that their weapons had been augmented
to kill other players with a single shot. A bloodbath ensued; anyone
whose character died found that death, suddenly, was permanent. In both
cases, survivors were cut down by an unexplained electrical phenomenon
(a glitch in the matrix, so to speak). In one Youtube video,
perhaps two dozen players obliviously wait for the end. Someone in the
server-wide chat yells, “I’m smoking weed and crying”; someone replies,
“Please don’t cry.” Seconds later, a bolt of ochre lightning tears
through the crowd, killing everyone. The contortions are horrific; the
screams are worse. After, the only sound is an irregular beep, like an
old modem. Someone asks “Is it over?” A pop window answers: “Failed to
reconnect to the margin server. Shutting down.” The machines win after
all.
The
last moments of Star Wars Galaxies and The Matrix Online stand out
among MMO apocalypses as a conscious attempt to script a proper “end” to
their universes, whether celebratory or catastrophic. Most titles,
though, take a simpler route: passing out free high-level gear or
experience boosts to offer players a sense of closure, however
insufficient. In its final months, Disney’s Pirates of the Caribbean
Online offered players double gold, double XP, and unlocked all the
game’s content for all its players. But in the end, the small population
of remaining players watched the world go dark from the beaches of Port
Royale. Another Disney Property, Toontown Online, ran for over a decade
before being shuttered in 2013. With two weeks to go, Toontown Online
arranged for its holiday events to take place two months early and
flooded Toontown with the game’s most iconic foe, The Big Cheeses
(“Watch out! I can be a real Muenster at times”), a parody of corporate
greed, which, in retrospect, is an oddly apropos metaphor for a beloved
children’s game whittled into extinction by the budget hawks at Disney
Interactive.
Even
when a developer doesn’t plan a final hurrah, players often take it
upon themselves to commemorate their world’s imminent end (Cormac
McCarthy, in The Road: “When one has nothing left, make
ceremonies out of the air and breathe upon them”). In Hellgate: London,
which lasted barely 18 months thanks to gross mismanagement by its
developer, Flagship Studios, the small band of players that held out to
the end took it upon themselves to don their most visually outrageous
gear and fight the game’s final boss, who had long since ceased to be a
challenge. How ironic that a game set in the apocalypse succumbed to
another apocalypse. The final moment, when it came, arrived without
warning: A friend of mine who played Hellgate from beta to the end told
me that he was cut off mid-conversation by a final, mass disconnection. But of that day and hour no one knows, not even the angels in heaven …
Faced with annihilation, other communities resist: When Bungie announced in 2010 that it would soon take Halo 2’s long-running servers offline, several dozen Halo 2 fanatics
vowed to leave their consoles on in order to host further matches. One
by one, whether by overheating consoles or the loss of power, the number
of dwindled to a handful of hosts. The last holdout was disconnected by
Bungie nearly six weeks after the “official” end of Halo 2.
Those
MMOs that are resurrected by carrion-picking studios are often
flattened unrecognizably to prepare them for the designs of
free-to-play, as was the ultimate fate of Hellgate: London.
User-made revivals are equally fraught: In 2014, a group of modders
revived Galaxies as SWG: Reborn after (dubiously) acquiring the source
code to the game, but infighting among developers and a litany of
game-breaking bugs quickly doomed the project. Today, persistent fans
can still access a handful of private servers, but must contend with
constant technical glitches and corrupt administrators. Players can celebrate, or they can resist, but in the end, they cannot stop the inevitable.
Whether
it’s the final horror of The Matrix Online or the somber last acts in
ToonTown Online, it isn’t hard to see how the end of an MMO constitutes
an apocalypse of the first and second kind (i.e. “the end” and that
which resembles the end). From the perspective of the characters who
inhabit a doomed MMO’s diegesis, it is truly the end of everything,
their world, as the poet Philip Larkin put it, “[soon] to be lost in
always, not to be here, not to be anywhere.” For players, the apocalypse
is, of course, not real, but nevertheless imparts a real experience of
what the apocalypse might be like, to see a world they have come to care
about lose its ability to be. But what about the third form of
the apocalypse, that which helps us understand the end? How do MMOs help
us come to terms with the causes and effects of an apocalypse on any
scale?
The media scholar Richard Grusin
attributes the popularity of end-of-the-world scenarios in popular
media to a phenomenon he calls “premediation,” the representation of
cataclysm to build the public’s expectations for a real cataclysm. The
plausibility of these scenarios matters little; the point of
premediation, Grusin holds, isn’t “prediction” but “practice”—we steel
ourselves for any number of possible futures so that we might overcome
whatever trauma awaits us, like swallowing a pill to prevent the
heartburn we know is coming. Because we know, deep down, that apocalypse
awaits us on every scale. Premediation helps us rehearse our reaction
so that, in the event of real chaos, we might behave in a manner more
rational and productive.
It’s easy to see how games like Fallout 4
(2015), Mass Effect 3 (2012), and Mad Max (2015) constitute a kind of
premediation, rehearsing our collective anxieties over nuclear war, AI
takeover, and ecological devastation, respectively. Yet premediation
isn’t quite sufficient to describe the end of an MMO—SOE likely didn’t
imagine or at least didn’t intend for Galaxies to suffer its gradual
blackout. Premediation, like its prefix implies, is rooted in what comes
before; by the time an MMO shuts down, it’s already too late. In this
respect, all-but-forgotten Hellgate: London is an object lesson in this
distinction, a game about an apocalypse that eventually fell victim to
its own. But if not because of premediation, why should we care about
the end of MMOs at all? What knowledge is there that isn’t present
elsewhere?
If there can be said to be any good in an apocalypse, it’s that it almost always reveals something about what went wrong. As The New York Times columnist David Brooks wrote in an op-ed
just days after Hurricane Katrina transformed economic marginalization
into mass death, apocalyptic disasters “wash away the surface of society
… expose the underlying power structures, the injustices, the patterns
of corruption and the unacknowledged inequalities.” In the days after
Haiti’s horrific 2010 earthquake, it became clear that the landslides
that killed so many were tied to decades of strip-logging in the forests
nearby. (This phenomenon was itself tied to the nation’s sovereign
debt, which replaced colonial occupation as a means of imperialist
domination, in a chain of injustices stretching back to the European
encounter, depicted at the end in Mel Gibson’s historical epic named,
not coincidentally, Apocalypto.) There are no such thing as natural disasters, just fantasies we entertain to excuse our inaction.
In other words, an apocalypse can help
bridge the gap between what we experience and why we experience it, to
negotiate between our lives as individuals and the systems that
establish the limits of our experience. In an article in The Atlantic,
Ian Bogost argues that what games offer, above all else, is an
“operable argument … that shows us something about the world outside
ourselves, something incomplete and grotesque, but something we ought to
see.” Through simulation, we transcend the need for personal
identification and focus instead on systems we are embedded in. On this
count, Bogost surely has a point. But it’s only half the story. Life
might occur within systems, but it is not itself a system. Identity or
system, narrative or simulation, representation is always a failed
project—if a game could represent everything, it wouldn’t be a game at
all, but (and just) a perfect simulacrum of the real. What’s unique and
valuable about the end of an MMO is that it can be read as a kind of
representation, but it’s also a kind of “real” event that destroys
representation, the destruction of an imagined world. With that duality
comes the ability to wander between personal identification and reflection on the institutions that give rise to identification.
Looking back at Galaxies, Hellgate,
ToonTown, and everything else that occupies the immaterial junkyard of
discarded universes, the signs of their impending doom are all too
obvious. In Galaxies, the attempt to simplify combat galled old players;
the subsequent reversal of these changes alienated new ones. In
Hellgate: London, the lack of new content for players to experience
in-game signaled that something was deeply wrong outside of the game;
Flagship Studios filed for bankruptcy in July 2008 and all of its
intellectual property was seized as assets, halting the creation of new
material.
And closure doesn’t have to be about
failing revenues; it can be about building new ones. Contrary to
conventional wisdom, ToonTown didn’t shut down on account of dwindling
subscriptions. Rather, as Disney Interactive wrote in the press release
announcing its end, “we are shifting our development focus towards other
online and mobile play experiences, such as a growing selection of
Disney Mobile apps.” The simplicity of ToonTown’s mechanics lent itself
to the uncomplicated interfaces of mobile devices, the preferred
platform for the game’s target demographic, children age 7 to 12. In
every case, built into the experience of play is something larger about
the architects of the machines in which we play. And when those machines
shut down, even (and especially) when their indifference doesn’t match
our own investment, we should know that the heraldry of the end times
were there all along. There’s always truth in a ruin.
An apocalypse cares for nothing but its
own being, bought at the expense of everyone else’s. Only a hopeless
optimist would think that games can save us from whatever fates await
us, as individuals or more. But whether at most or at least, the end of a
world, even a virtual one, can help us understand both our own
experiences and how “made” those experiences are, no matter how natural
and private they feel to us. Before it can be changed, it must be
understood. Eventually, there will be nothing to save but ourselves.
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