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	<title>Comments on: Ways that WoW frames individual identity</title>
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	<link>http://www.cjritter.com/2009/02/23/ways-that-wow-frames-individual-identity/</link>
	<description>videogames. rhetoric. culture. play.</description>
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		<title>By: Alexius Maximus</title>
		<link>http://www.cjritter.com/2009/02/23/ways-that-wow-frames-individual-identity/comment-page-1/#comment-21</link>
		<dc:creator>Alexius Maximus</dc:creator>
		<pubDate>Mon, 02 Mar 2009 18:33:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.cjritter.com/?p=132#comment-21</guid>
		<description>Whether there is structure provided or not, I have actually seen people &quot;innovate&quot; children (basically, they start a new character when the time comes). It takes a little imagination, but by equating level to age/experience (not a stretch at all) they are able to make the story work.

Back in the days of Everquest, some people got highly involved in the family making process. I didn&#039;t know too many, since it seems an adolescent phenomenon, but it was out there (in both senses). 

Anyway, this is probably more of a fun aside than anything.</description>
		<content:encoded><![CDATA[<p>Whether there is structure provided or not, I have actually seen people &#8220;innovate&#8221; children (basically, they start a new character when the time comes). It takes a little imagination, but by equating level to age/experience (not a stretch at all) they are able to make the story work.</p>
<p>Back in the days of Everquest, some people got highly involved in the family making process. I didn&#8217;t know too many, since it seems an adolescent phenomenon, but it was out there (in both senses). </p>
<p>Anyway, this is probably more of a fun aside than anything.</p>
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		<title>By: critt-r</title>
		<link>http://www.cjritter.com/2009/02/23/ways-that-wow-frames-individual-identity/comment-page-1/#comment-20</link>
		<dc:creator>critt-r</dc:creator>
		<pubDate>Fri, 27 Feb 2009 23:32:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.cjritter.com/?p=132#comment-20</guid>
		<description>In-game families are an interesting if still-marginal element of MMORPGs.  In WoW, I&#039;ve heard of people on Role-Playing servers enacting marriages between their avatars, but other than providing in-game items like diamond rings and tuxedos and wedding dresses, WoW has no gameplay structure for marriage. And it doesn&#039;t do children at all. But that doesn&#039;t mean these things will never exist in MMOs - see this &lt;a href=&quot;http://terranova.blogs.com/terra_nova/2008/10/correcting-real.html&quot; rel=&quot;nofollow&quot;&gt;discussion on Terra Nova&lt;/a&gt; from a few months ago, for example.</description>
		<content:encoded><![CDATA[<p>In-game families are an interesting if still-marginal element of MMORPGs.  In WoW, I&#8217;ve heard of people on Role-Playing servers enacting marriages between their avatars, but other than providing in-game items like diamond rings and tuxedos and wedding dresses, WoW has no gameplay structure for marriage. And it doesn&#8217;t do children at all. But that doesn&#8217;t mean these things will never exist in MMOs &#8211; see this <a href="http://terranova.blogs.com/terra_nova/2008/10/correcting-real.html" rel="nofollow">discussion on Terra Nova</a> from a few months ago, for example.</p>
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		<title>By: Alexius Maximus</title>
		<link>http://www.cjritter.com/2009/02/23/ways-that-wow-frames-individual-identity/comment-page-1/#comment-19</link>
		<dc:creator>Alexius Maximus</dc:creator>
		<pubDate>Fri, 27 Feb 2009 20:58:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.cjritter.com/?p=132#comment-19</guid>
		<description>What about, and I shudder to mention this because it is so damned dorky, virtual familial bonds within the community? I.e. the phenomena of &quot;marrying&quot; two avatars, and the even more disturbing practice of &quot;giving birth&quot; to new PCs. This &quot;family bond&quot; adds an odd dimension of pathos to character interactions, reshaping how people represent themselves via their in-game personae.</description>
		<content:encoded><![CDATA[<p>What about, and I shudder to mention this because it is so damned dorky, virtual familial bonds within the community? I.e. the phenomena of &#8220;marrying&#8221; two avatars, and the even more disturbing practice of &#8220;giving birth&#8221; to new PCs. This &#8220;family bond&#8221; adds an odd dimension of pathos to character interactions, reshaping how people represent themselves via their in-game personae.</p>
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		<title>By: critt-r</title>
		<link>http://www.cjritter.com/2009/02/23/ways-that-wow-frames-individual-identity/comment-page-1/#comment-18</link>
		<dc:creator>critt-r</dc:creator>
		<pubDate>Thu, 26 Feb 2009 21:48:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.cjritter.com/?p=132#comment-18</guid>
		<description>Uh, all of the ways individual identity is portrayed in WoW &lt;em&gt;are&lt;/em&gt; group-based: they&#039;re all about his/her relationship to the game world and the other players. 

I spent a long time trying to decide where to put the chat function, actually. In the end, I left it out of this taxonomy because it&#039;s not itself an element or marker of an avatar&#039;s identity. It&#039;s a &lt;em&gt;medium&lt;/em&gt; through which players manage their identities. As such, it&#039;s one of the mediums through which the game lets players build ethos with each other: ethos within the guild and within the server. So for my analysis&#039;s sake, the chat window and the AH fall into the same category as the other parts of the game&#039;s structure (its rules plus its user interface): their design mediates the ways relationships can happen between player/game and player/player. 

(It&#039;s also the medium through which the avatar conducts business, as is the AH. So thanks for bringing the AH up - it reminds me that I need something like &quot;Ethos/identity as a producer/gatherer/seller/consumer&quot; in there somewhere.)</description>
		<content:encoded><![CDATA[<p>Uh, all of the ways individual identity is portrayed in WoW <em>are</em> group-based: they&#8217;re all about his/her relationship to the game world and the other players. </p>
<p>I spent a long time trying to decide where to put the chat function, actually. In the end, I left it out of this taxonomy because it&#8217;s not itself an element or marker of an avatar&#8217;s identity. It&#8217;s a <em>medium</em> through which players manage their identities. As such, it&#8217;s one of the mediums through which the game lets players build ethos with each other: ethos within the guild and within the server. So for my analysis&#8217;s sake, the chat window and the AH fall into the same category as the other parts of the game&#8217;s structure (its rules plus its user interface): their design mediates the ways relationships can happen between player/game and player/player. </p>
<p>(It&#8217;s also the medium through which the avatar conducts business, as is the AH. So thanks for bringing the AH up &#8211; it reminds me that I need something like &#8220;Ethos/identity as a producer/gatherer/seller/consumer&#8221; in there somewhere.)</p>
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		<title>By: Cho</title>
		<link>http://www.cjritter.com/2009/02/23/ways-that-wow-frames-individual-identity/comment-page-1/#comment-17</link>
		<dc:creator>Cho</dc:creator>
		<pubDate>Thu, 26 Feb 2009 19:24:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.cjritter.com/?p=132#comment-17</guid>
		<description>And you call yourself a rhetorician! There is no individual identity outside of a group to identify the self to (cept w/ Burke&#039;s I talking to its me). To continue Burkean metaphors- WoW is a glorified parlor, right? So, why&#039;d you leave out the chat function on the trade and other channels? I thought that was gonna be one of your primary sites of analysis- tho if you were concerned that it doesn&#039;t construct individual identity- I beg to differ big buddy (referring to lvl, not physical stature necessarily). Also- the auction house. And maybe even region specific alerts. And guild quotes of the day. That is all, my dorky friend. See you in 2 weeks!</description>
		<content:encoded><![CDATA[<p>And you call yourself a rhetorician! There is no individual identity outside of a group to identify the self to (cept w/ Burke&#8217;s I talking to its me). To continue Burkean metaphors- WoW is a glorified parlor, right? So, why&#8217;d you leave out the chat function on the trade and other channels? I thought that was gonna be one of your primary sites of analysis- tho if you were concerned that it doesn&#8217;t construct individual identity- I beg to differ big buddy (referring to lvl, not physical stature necessarily). Also- the auction house. And maybe even region specific alerts. And guild quotes of the day. That is all, my dorky friend. See you in 2 weeks!</p>
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