All the World's a Stage: Oh the drama! -- When to "/ignore"
All the World's a Stage is a weekly column by David Bowers, published on Sunday evenings, investigating the explorative performance art of roleplaying in the World of Warcraft.
We've talked before about roleplaying as an art form, whether you think about it as acting or puppeteering, fiction or improv, there's definitely something creative going on here. But like any art form, roleplaying is best when it means something; that's to say, when it expresses something ultimately "true" about human experience, and perhaps even illumines the minds and hearts of the roleplayers in some way.
Roleplayers all want to achieve that creativity, of course, but one problem often stands in our way: it's a rare work of art that really works for everyone. That's why the regular old art world is such a complete mess -- one man's fingerpainting is another man's post-modernist masterpiece. People constantly disagree about what subjects make for acceptable art, whether some art pushes extremes too far and becomes obscenity, and whether real art actually requires talent and skill. One person may curl up with their favorite Jane Austen novel and read it for the 10th time, while another may come home from the comic book store with the epic adventures of the Bone cousins. Each story conveys very different things to the reader -- but then the people who want to read these stories are looking for different things to get out them as well. Each form of storytelling speaks its own language for its own special audience.
We have the same problem in roleplaying. To illustrate, imagine there's a teenage boy going through public school and not getting along with his peers very well. When he roleplays, he plays an intimidating character who likes to try to get in your face, pick a fight with you and insult you to show how very powerful he is. That power fantasy may be very annoying for you and me, but for him it really means something. That's not to say it's high-quality art by any means, but nonetheless, his feelings are important too, and he has his right to play a character on an RP server the same way we all do. It's just that for us, the "/ignore" command starts to look really tempting every time his sort comes along.
These creative clashes of one sort or another can pop up when you least expect them to. Just today I saw a character named "Ironotron," a female blood elf, whose player apparently thought it was funny to prance around and say things like "Cheese makes me soooo hoorrnnnnyyyyy!" and "mount me!" and so on. Once I heard that much I typed "/ignore" right away and fortunately I didn't have to bother about it anymore. It could very well be that the character was actually supposed to be a malfunctioning android robot whose player actually thought would be clever -- but just like I don't need to visit every museum in the world, I also don't have to interact with roleplayers (or any players, for that matter) who want to play or communicate ways that I personally find distasteful or completely off the wall.
A somewhat more difficult problem comes when we encounter the Sephiroth Syndrome we talked about last week: when someone's idea of an interesting character means copying a page from some other fantasy world and pasting it into WoW, or else making up something totally unrelated to the general context of the Warcraft universe. Such a character may have little or nothing in common with other characters in WoW. However, a player in the early stages of Sephiroth Syndrome can often be assisted by a compassionate and experienced roleplayer with an eye for talent, but if not they'll usually end up finding their own little circle and lose interest in you after you lose interest in them. They may bother you in some extreme cases, but "/ignore" should not be necessary most of the time.
Probably the most difficult creative clash, however, comes when players who are really reasonable and creative people, or even good friends, nonetheless have trouble enjoying their roleplaying time together. For example, one friend may want to play out particularly emotional, stubborn, or prejudiced character that just unintentionally offends the other; one may want to roleplay a romantic story that another isn't comfortable with; or one might want to goof around and be silly while the other wants to explore serious themes. This can be tough to work around, and sometimes ends in people losing faith in roleplaying altogether.
But the secret here is that creative clash isn't always a bad thing. In my experience, there was one time when one person's character wanted very much to have a romantic involvement with my own. I didn't feel that my character was in love with her that way, so I tried to be "just friends" instead. I didn't know this person in real life, but for some reason the other character didn't want to give up -- for her it had become a strong attachment to my character (though nothing spooky like a stalker or something). Naturally, as the one saying "no" in this case, I was the one with the power to determine which way the relationship would go, but by patiently coming back again and again -- showing a bit dedication to their friendship and recognition of the good things they shared -- our characters were actually able to work out a satisfying conclusion so that both could be friends without any negative pressure. By sticking with it rather than just going separate ways, I ended up forming a real life friendship with that player as well, which today means a great deal to me.
All in all, roleplaying can be somewhat more of a risk than the regular task of leveling up and fighting monsters. Any time you introduce new people or new characters into the mix, you may find yourself either looking for an excuse to get away, or having an unexpectedly wonderful time. Other aspects of the game such as raiding or arena fighting involve quite a bit of risk as well, but roleplaying is unique in that it is entirely a social, creative activity -- there's no concrete task to eventually overcome, no goal of loot or levels to reach.
Yet a lot of the same practical attitudes for learning and overcoming challenges are needed in order to have a good time. While obviously there are some roleplay situations it's best to avoid entirely, there are quite a lot in which the only way to succeed is to give it a break, think about it, and come back again the next time ready to try again. The phat loot you get might even be one of the greatest "true" human experiences: friendship.
We've talked before about roleplaying as an art form, whether you think about it as acting or puppeteering, fiction or improv, there's definitely something creative going on here. But like any art form, roleplaying is best when it means something; that's to say, when it expresses something ultimately "true" about human experience, and perhaps even illumines the minds and hearts of the roleplayers in some way.
Roleplayers all want to achieve that creativity, of course, but one problem often stands in our way: it's a rare work of art that really works for everyone. That's why the regular old art world is such a complete mess -- one man's fingerpainting is another man's post-modernist masterpiece. People constantly disagree about what subjects make for acceptable art, whether some art pushes extremes too far and becomes obscenity, and whether real art actually requires talent and skill. One person may curl up with their favorite Jane Austen novel and read it for the 10th time, while another may come home from the comic book store with the epic adventures of the Bone cousins. Each story conveys very different things to the reader -- but then the people who want to read these stories are looking for different things to get out them as well. Each form of storytelling speaks its own language for its own special audience.
We have the same problem in roleplaying. To illustrate, imagine there's a teenage boy going through public school and not getting along with his peers very well. When he roleplays, he plays an intimidating character who likes to try to get in your face, pick a fight with you and insult you to show how very powerful he is. That power fantasy may be very annoying for you and me, but for him it really means something. That's not to say it's high-quality art by any means, but nonetheless, his feelings are important too, and he has his right to play a character on an RP server the same way we all do. It's just that for us, the "/ignore" command starts to look really tempting every time his sort comes along.
These creative clashes of one sort or another can pop up when you least expect them to. Just today I saw a character named "Ironotron," a female blood elf, whose player apparently thought it was funny to prance around and say things like "Cheese makes me soooo hoorrnnnnyyyyy!" and "mount me!" and so on. Once I heard that much I typed "/ignore" right away and fortunately I didn't have to bother about it anymore. It could very well be that the character was actually supposed to be a malfunctioning android robot whose player actually thought would be clever -- but just like I don't need to visit every museum in the world, I also don't have to interact with roleplayers (or any players, for that matter) who want to play or communicate ways that I personally find distasteful or completely off the wall.
A somewhat more difficult problem comes when we encounter the Sephiroth Syndrome we talked about last week: when someone's idea of an interesting character means copying a page from some other fantasy world and pasting it into WoW, or else making up something totally unrelated to the general context of the Warcraft universe. Such a character may have little or nothing in common with other characters in WoW. However, a player in the early stages of Sephiroth Syndrome can often be assisted by a compassionate and experienced roleplayer with an eye for talent, but if not they'll usually end up finding their own little circle and lose interest in you after you lose interest in them. They may bother you in some extreme cases, but "/ignore" should not be necessary most of the time.
Probably the most difficult creative clash, however, comes when players who are really reasonable and creative people, or even good friends, nonetheless have trouble enjoying their roleplaying time together. For example, one friend may want to play out particularly emotional, stubborn, or prejudiced character that just unintentionally offends the other; one may want to roleplay a romantic story that another isn't comfortable with; or one might want to goof around and be silly while the other wants to explore serious themes. This can be tough to work around, and sometimes ends in people losing faith in roleplaying altogether.
But the secret here is that creative clash isn't always a bad thing. In my experience, there was one time when one person's character wanted very much to have a romantic involvement with my own. I didn't feel that my character was in love with her that way, so I tried to be "just friends" instead. I didn't know this person in real life, but for some reason the other character didn't want to give up -- for her it had become a strong attachment to my character (though nothing spooky like a stalker or something). Naturally, as the one saying "no" in this case, I was the one with the power to determine which way the relationship would go, but by patiently coming back again and again -- showing a bit dedication to their friendship and recognition of the good things they shared -- our characters were actually able to work out a satisfying conclusion so that both could be friends without any negative pressure. By sticking with it rather than just going separate ways, I ended up forming a real life friendship with that player as well, which today means a great deal to me.
All in all, roleplaying can be somewhat more of a risk than the regular task of leveling up and fighting monsters. Any time you introduce new people or new characters into the mix, you may find yourself either looking for an excuse to get away, or having an unexpectedly wonderful time. Other aspects of the game such as raiding or arena fighting involve quite a bit of risk as well, but roleplaying is unique in that it is entirely a social, creative activity -- there's no concrete task to eventually overcome, no goal of loot or levels to reach.
Yet a lot of the same practical attitudes for learning and overcoming challenges are needed in order to have a good time. While obviously there are some roleplay situations it's best to avoid entirely, there are quite a lot in which the only way to succeed is to give it a break, think about it, and come back again the next time ready to try again. The phat loot you get might even be one of the greatest "true" human experiences: friendship.
Filed under: Virtual selves, Lore, RP, All the World's a Stage (Roleplaying)







Reader Comments (Page 1 of 2)
lori Oct 14th 2007 5:47PM
Really deep.
Valthir Oct 14th 2007 6:22PM
my head hurts but i kinda understand lol
dekulink Oct 14th 2007 7:37PM
After a day of slooow news (the Breakfast Topic is still on the front page!) this made for a great read. I don't role play, but it was interesting nonetheless.
doki doki pantsu Oct 15th 2007 1:01AM
There was a player on our server who had a lengthy /yell macro for summoning his mount.
Something along the lines of:
ToonName yells "Come forth my noble steed and we shall ride out to explore this land and do battle with the hostile creatures that inhabit its forests and caves!"
I /ignored, and many people I knew also put this person on /ignore.
Mel Oct 15th 2007 1:31AM
@4: that sounds suspiciously like the stuff some of the roleplaying add-ons post to the /s channel. RoleplayingHelper, if I am not mistaken.
I hate thos add-ons. Because most of the time they are just annoyingly repetitive and a surefire way to get the person using it onto my /ignore list. *gnarf*
Also, I am pretty ticket-happy. Your malfunctioning android would have been reported in under 1 second for breakin the extended rules on roleplaying servers.
Beaverius Oct 15th 2007 2:40AM
you RP nubs. go kill some stuff
yotix Oct 15th 2007 5:32AM
Most of my toons have the same 20 or so idiots on /ignore -- mostly people who spend hours chatting in the trade channel.
Since it is usually the same 20 or so abusive, opous, ego-inflated idiots (michistar, carabus, many others) from the same 2-3 guilds (NoD, Phi), it's fairly easy to get rid of their verbal diarrhea.
Michel Oct 15th 2007 5:36AM
I'm a lot of more for "quiet rp"
people talking to my character (in /say) got RP answers (tiny malicious crazy ingenious gentle-pro gnomeregan freedom gnome).
but none pro-active rp, like hurling stuff or automatically sentences to emphasize actions.
--
and yeah, the sephiroth syndrome is just annoying.
many times, what can you say with a tragical son of arthas and a deamon covering in tatoos with deep traumatizing past and horrible nightmares (the whole thing wrote in torturous text "thanks" to Flagrsp addons) ?
"hum.. good luck ? "
it's impossible to socialize with that kind of character. Heck, how it could to continue to buy bread in Stormwind with that so traumatizing life ??!!
I just try to avoid to speak to that kind of brooding people, my gnome is an healthy one and want to stay like that
:)
Tridus Oct 15th 2007 6:17AM
People who are intent on picking fights tend to ruin any RP they get near. They're simply impossible to deal with, because they also don't tend to like losing, so they godmode everything. That leads to one guy intent on causing trouble at an RP event where 15 others are happy to get along, yet this one guy can somehow survive all 15 trying to throw him out.
People like that ruined the Tipsy Elf Tavern. Say hello to /ignore, along with the Vampire Paladins in Goldshire.
Caribbean Oct 15th 2007 9:16AM
Vampire paladins FTL.
MacKoroni Oct 15th 2007 9:56AM
SW last night: "I'll pay 1c to the person who finds me first in the Cathedral". - Sausageguy
...1c to presumably look at his sausage.
/ignore.
Wildhammer Oct 15th 2007 9:59AM
In the WarCraft universe, "Vampire Paladin" is an oxymoron. If we're assuming they're Human and Dwarf.
Vampire = Evil, corrupted, impure
Paladin = Uncorrupted, pure, amish nun
Hexile Oct 15th 2007 10:18AM
"But like any art form, roleplaying is best when it means something; that's to say, when it expresses something ultimately "true" about human experience, and perhaps even illumines the minds and hearts of the roleplayers in some way."
Says who???? I reject that assertion entirely.
Maybe RP is best when simply used to help immerse a video gamer into a video game?
Yes! Maybe it *IS* that simple?!
Wildhammer Oct 15th 2007 10:33AM
@13
There's perfect legitimacy to what he's saying. RPing can contribute to many other skills such as writing skills and creativity. All of my friends that used to play D&D with me are now all fantastic writers, one of them specifically a screenplay writer. It's a good mental exorcize.
David Bowers Oct 15th 2007 2:19PM
Thanks all, for your comments. :) Those all sound like opportune "/ignore" moments.
@ #2, um... Sorry about the headache... is there something I could write differently to help it be more clear perhaps? I'm not understanding what part of it causes confusion.
@#6: Hahahaaa.... I just love the irony of that. Thanks. :)
@ #8, Yes, I love quiet RP too. :) It's so beautiful when someone's character just radiates adorability because of who they are, without even needing some complicated backstory to explain scars or whatnot. Stories are handy mainly for giving you, the player, the foundation for how your character should behave, but the real joy of RP is in the fun behavior itself, not the complicated stuff behind it.
@ #13 -- Woah. Calm down. Get more sleep at night. Just because I think RP is an art form doesn't mean I want to make your life miserable. I'm sorry you are feeling the need for extreme punctuation such as "????" and "?!" but, really, some of us are just going to have to agree to disagree on whether or not games can be art. You don't think so, and that's really really okay. For you, clearly, it *IS* that simple, and if that makes you happy in anyway then I'm happy for you too.
Hexile Oct 15th 2007 2:38PM
Dave,
Sorry you feel the need to try to paint me as something I'm not. I am calm, and I probably sleep more than you suspect. (This is the typical anti-intellectualism of the internet, btw. Avoid the point made entirely and reference the person making it. Are you even aware that you did that?)
However, my point was not whether or not games are art. Now, this is hotly debated across the internet, but never mentioned in my post.
You stated that the BEST rp had relate to something ultimately true about human experience, and illumines the hearts and minds of rpers.
And yes, I do disagree. RP doesn't have to even come close to doing any of that to be considered the 'best'. It simply has to entertain.
David Bowers Oct 15th 2007 2:51PM
@16, There you go Hexile, that's a much better tone, with much better punctuation, and your point is made much more clear for it. That's really what I'm asking for here. Sorry to unfairly insult your sleeping patterns.
As for what makes for the best RP, I see a bit of what you're getting at here, and I would agree to the extent that "good" RP, or even "very good" RP could just entertain without actually indicating "higher truth" of some sort, but to my own mind it always seems that, with any form of entertainment, the best comedy, tragedy, even horror has some element of deep insight in it which is there for you to find if you are willing to gain insights from things. Some people just want to enjoy the entertainment without the philosophy of course, and that's their right.
Naturally, what each person considers the "best" of something would be heavily influenced by that person's own values, and even though agreeing on the objective "best" RP (or even music or film, for that matter) would be nearly impossible for all of us here, I still enjoy talking about it because it helps me understand different people's values better.
Hexile Oct 15th 2007 3:14PM
Ah. Very cool.
Now perhaps I'm putting this into too narrow of a category here (do and do-nots?) but from your RP experiences, have you mined more positive examples or negative examples?
I'm aware that mine are probably more negative due to the large quantites of White Wolf, but have your RP experiences been more of:
"I need to be more like X."
or
"I need to be the opposite of X."?
David Bowers Oct 15th 2007 3:25PM
Hm! Good question. I think my RP experiences have been mostly positive actually. I haven't roleplayed with everyone on my server, of course, but I fell in with some really nice people whom I enjoy immensely. We might occasionally get on each other's roleplaying nerves now and then (like anyone), but we work it out and communicate with each other and things get better because of it all.
My negative RP experiences tend to be rather short. I tend to just fall out of touch with people whose RP I don't relate to, and there have been others who fell out of touch with me without really telling why -- maybe my style didn't suit them as much as it seemed to at first? I doubt that, actually, but I can think of some other reasons.
Anyway, when I try to be as amiable as I can be in every RP situation, I find it can often polymorph bad experiences into good ones.
John Oct 16th 2007 1:14PM
I love pissing people like you off....it gives me great satisfaction to have to make you type "ignore "
Offended by "Cheese makes me horny." Seriously, get over yourself.