Rhetoric of Religion
Spring 2003
The Function
of Religion in Massive Multiplayer Online Roleplaying Games
“Game design is an
art and a craft, and like all arts and crafts, it has techniques
and approaches, and that implies that it can support a criticism.”
-Ralph Koster
Since the beginning of
time, religion has played a fundamental role in the development of
human history. With communication becoming more and more computer-mediated,
many aspects of human activity have migrated onto the world wide web,
mirroring and sometimes replacing the real space activity. Systems
of religion have proven to be no exception to this. While online role-playing
games are often not taken seriously by the “real life” community,
many aspects of online community life have generated both speculation
and debate on the value of interactions and systems on the web. Game
developer David Kennerly took the basic hack-and-slash computer game
and infused it with symbolism, history, and intricate religious and
political systems. The manner in which the religious system functions
in Dark Ages Online Roleplaying mirrors the way a religion functions
in reality; it serves to increase group cohesion and, through a complex
structure of religious symbols, provide supernatural sanctions against
the violation of group norms.
The first of the virtual communities was born with the first MUD (Multi-User
Dimension). These roleplaying computer games ran on bulletin board
systems or Internet servers and became immensely popular. In 1995,
Korean computer game company Nexon Co. launched the first graphical
online game. The Kingdom of the Winds, based on a tale of love from
a popular Korean comic, combined elements from the immensely popular
text-based online games with a simple low-bandwidth graphics engine,
producing a new phenomenon; massive multiplayer online games. Two
years later, Nexon released a second massive online game, Dark Ages
Online Roleplaying. These virtual worlds located on the Internet involve
players interacting with each other through graphical representations
of themselves. In recent years, virtual communities have flourished
thanks to the converging technologies of telecommunications and computing.
Virtual communities “are social aggregations that emerge from the
Net when enough people carry on those public discussions long enough,
with sufficient human feeling, to form webs of personal relationships
in cyberspace” (Rheingold). Many of these communities have attracted
the interest of academic scholars from many fields including communications,
sociology, law, and economics. Every action and interaction that can
be observed is of interest. Since communities are based upon the creation
of shared categories, in order to have a strong community people must
gather and perform shared acts and rituals which communicate these
shared categories.
People who take the Internet less seriously often question whether
a community can exist in a place that itself does not exist. Howard
Rheingold, author of The Virtual Community, has an answer:
People in virtual
communities use words on screens to exchange pleasantries and
argue, engage in intellectual discourse, conduct commerce, exchange
knowledge, share emotional support, make plans, brainstorm, gossip,
feud, fall in love, find friends and lose them, play games, flirt,
create a little high art and a lot if idle talk. (Rheingold)
Geographical factors
are no longer the only determinants in the creation of communities.
People do not form a community merely because they live in a common
locale. Identifying common interests is a way of finding the elements
that bind isolated individuals into a community. Communities are formed
out of necessity – people united for a common need or goal. Players
are set against dragons, wars, and death, and they persevere. While
many may scoff at the idea of both children and adults playing in
a world of fantasy, the online community fulfills a basic need for
some – to feel that they belong. Players in an online game gain the
feeling of being involved in something bigger than themselves. Part
of a community in which they can live a different life and meet different
people. Virtual intimacy may take time, but strong bonds can be formed
without a single “real-life” glance. Having a system of religion inside
of the game serves to reinforce this sense of community through group
community actions and rituals, such as religious services and prayer,
also adding a degree of realism to a medieval (“Dark Ages”) style
of game, which mimics a time in which religion played a greater role
in the lives and destinies of humanity. These sorts of phenomena along
with others have captivated various scholarly spheres.
Since the dawn of the
text-based online world, “MUDs [have been] living laboratories for
studying the first-level impacts of virtual communities-- the impacts
on our psyches, on our thoughts and feelings as individuals” (Rheingold).
Of particular interest are communities which use religious systems
as a foundation for the shared categories that their communities are
based upon, and just how these shared categories operate. David Kennerly,
creator and original game director of Nexon’s Dark Ages, may have
said it best when he stated:
Dark Ages is a fictional
world. Its gods are fictitious. But the experience is real. The
inspiration is real. The volumes that people write, and the thoughts
that a community in discourse conjures is real. It is a theater
for the creative spirit. (Kennerly)
The religious system
found in Dark Ages is one of the more complex found in the world of
online gaming. A library of player-created works has been filled with
over four hundred works of theology, magic theory, racial sociology,
inter-village economics, music theory, psychology and more. The Dark
Ages players have, essentially, founded a complete cosmology in which
their characters function and it is continually shaped, maintained,
and reshaped through discourse. "There is no religion that is
not a cosmology at the same time that it is a speculation of divine
things"(Durkheim). Kennerly states in the above quote, “The volumes
that people write, and the thoughts that a community in discourse
conjures is real.” Through the creation of shared categories, through
creativity and through discourse, the community has created a reality
in which it functions. These constructions become a part of the history
of the game, and are used during rituals and events in the game. French
sociologist Emile Durkheim states:
It is by common
action that it takes consciousness of itself and realizes its
position; it is before all else an active cooperation. The collective
idea and sentiments are even possible only owing to these exterior
movements which symbolize them, as we have established. Then it
is action which dominates the religious life, because of the mere
fact that it is society which is its source. (Durkheim)
It is because of religion’s
“eminently social” nature that it is formed by and continually reinforced
by ritual action in the player base that established it.
Just as religion has society at its source, many characteristics and
values of a religion are infixed in the society that bore it. Because
these values are intrinsically part of the society, they are deemed
fundamental to its very existence. In many communities, such values
and rules become the basis for a complete justice system, enforcing
strict adherence to, essentially, the society itself.
Sacred symbols thus
relate an ontology and a cosmology to an aesthetics and a morality:
their peculiar power comes from their presumed ability to identify
fact with value at the most fundamental level, to give to what
is otherwise merely actual, a comprehensive normative import.
(Geertz)
A religious system of
sorts can be found in many different online games. These basic systems
have been implemented in games as a way to keep the player population
under control. Having a religious system that enforces social mores
disallows the presence of carnivalesque behaviors. Ernest Adams, a
writer for the computer gaming site, Gamasutra, comically testifies,
“On-line, there's a way to create, and most importantly, enforce shared
values. You tell your players: God exists, and He sees all. God hates
sin, and punishes it reliably” (Adams).
The dawn of the internet
age brought significant change to interpersonal communication. Because
of new and improving telecommunication technologies, much human communication
has been transferring to virtual settings. However, the framework
and creation of these societies mirrors the creation of “real space”
societies, in that religion, for one, functions for the same means.
Games such as Dark Ages present parallel worlds very similar to our
own reality. Dave Kennerly’s believes that “a fine game gives insight
into the human condition... The world resembles a game, and all of
us are players--our moves finite, our consequences irreversible.”
The game then is acting as a terministic screen of reality.
"Even is any
given terminology is a reflection of reality, by its very nature
as a terminology it must be a selection of reality, and to this
extent it must function also as a deflection of reality"
(Burke 45).
By setting aspects of
the human condition apart from others, and giving a sense of detachment
from the situations and events that they can watch online, allows
people to experiment and explore things that they might be excluded
from in real space. The freedom of a separate life online, along with
the guiding rules and values of a religious system allow individuals
to feel like they can be part of a community in an age in which true
community life is difficult to find. While many dismiss the religions
of the internet and internet games as purely fictitious, it is not
unreasonable for some to appreciate a new-found (if only pretend)
feeling of the divine, in an online world where God and gods, magic
and spirits can still exist and have great power. These games offer
people a chance to rediscover a life they lost when they lost faith
in anything they could not see, or a spiritual life they may have
never known:
“In an MMORPG, the
bandwidth is too low to experience anything religious. It's just
a connection displayed on a computer screen. But when you are
encouraged to imagine yourself in a relationship with divinity,
the deep elements within yourself that religious people describe
as the reflections of divinity shine. Thoughts you hadn't expected
within your grasp naturally come to your tongue. Depths of ethical
decisions become fathomable. An appreciation and re-initiation
into the wonder of the world is born” (Kennerly).
Works Cited
Adams, Ernest. "Implementing
God* in the Online World ." Gamasutra 24 Apr. 1998. 22 Apr. 2003
<http://www.gamasutra.com/features/game_design/19980424/implementing_god.htm>.
Burke, Kenneth. "Terministic
Screens" Language as Symbolic Action. Berkeley: U of California
P, 1966. 44-62.
Durkheim, Emile. The
Elementary Forms of Religion. Trans. Joseph W. Swain. New York, New
York.: The Free P, 1965.
Geertz, Clifford. "Ethos,
World View, and the Analysis of Sacred Symbols." The Antioch
Review. XVII.4 (1957).
Howard, Rheingold. The
Virtual Community. 5 May 2003 <http://www.rheingold.com/vc/book/intro.html>.
Kennerly, David. "The
Role of Religion in Dark Ages: Online Roleplaying." E-mail to
the author. 6 May 2003.
Koster, Rapheal. Raph's
Page. 1998. 20 Apr. 2003 <http://www.legendmud.org/raph/gaming/index.html>.