Exploring the social & cultural implications of videogames and other media.

Warcraft Time

World of Warcraft is … well it’s a game because they sell it at game shops, and you ‘play’ it. But it is also a virtually interminable social space in which people interact in competitive, cooperative, and myriad other ways. To put it simply people spend time there, together.

The most recent expansion has been controversial for a number of reasons, but this article stood out to me. In it, James Whitbrook describes an unexpected melancholy that was immediately recognizeable to me. I wonder how many other players have experienced the dawning realization of real, mortal time passing based on milestones in that game. I wrote about mine years ago, when I learned of the one-off sale of one of the original WoW servers.

These years later, I’ve had similar feelings of nostalgia and the sensation of quiet loss that growing older brings with it; I wonder how much the association with WoW for both Whitbrook and myself is simply the context in which we’ve turned a corner. We’ve realized a new metric or scale of time. We can measure things in years – longer than high school, longer than college or that job we had in our early twenties. Yet, something has caused us to notice that the relationship we have with WoW to change. For me, the server, for Whitbrook, the burning of Teldrassil.

It would be interesting to compare these anecdotes to the players of professional sports. Someone who played basketball through high school, college and professionally. How do they relate their life to their game? Is it any different?