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Posts with tag friendships

Drama Mamas: Choosing between raiding and friendships

Drama Mamas Lisa Poisso and Robin Torres are experienced gamers and real-life mamas -- and just as we don't want our precious babies to be the ones kicking and wailing on the floor of the checkout lane next to the candy, neither do we want you to become known as That Guy on your realm.

In the video above, Candace's friends are off having fun without her. Since she is unwilling to find her own fun, she takes a portal to Mars to hang out with strangers -- and breaks into song. There are parallels with this week's letter (except for the song part).
Hi Robin & Lisa,

I'm finally writing in with my own dilemma. Since I started playing this game in mid-Wrath, I've played with my girlfriend and our mutual friend. We have a strong bond and truly enjoy playing together, and GF and I have even met our friend IRL. In Wrath, I led our 10 man raid group, and we loved every minute of ICC. Once the Cataclysm was upon us, we expected to continue raiding. However, things rarely work out as planned, and we missed T11 completely, mostly due to the dissolution of our guild. Eventually I became frustrated with lack of progress and quit the game for a while.

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Filed under: Analysis / Opinion, Drama Mamas

Facebook vs. World of Warcraft

They both have millions of users across the world. They both have made and broken friendships and relationships, and they both have raised millions if not billions of dollars for their respective companies. And chances are that they're both so popular even your grandma knows about them. Gamasutra has written an interesting post comparing both World of Warcraft and Facebook of all things, and they say that the two are more alike than you might think: both enable you to create an identity, and use that identity to interact with others, and both give you a wide variety of options to do so (in WoW, you can slay dragons together, and on Facebook, you can tag pictures or post on walls). Gamasutra wants to get to the center of where exactly the interactivity lies, and in doing so, figure out what makes Warcraft a game, and Facebook a network.

One major difference is in the interface -- obviously, WoW is wrapped in a fantasy world, so that in between all of the socializing, you're also fighting the Scourge or the Burning Crusade. Facebook has games, but it doesn't have that overarching narrative. WoW also rewards group teamwork and coordination, while Facebook leaves collaboration to its own rewards. And of course the cost is another big difference: WoW is still a subscription game, while Facebook pays in other ways. But the amount of similarities between the two are pretty fascinating. And comparing the two, as Gamasutra does, really makes you think about just what interactivity means, and how two apparently very different types of interactive media aren't that far apart after all.

Filed under: WoW Social Conventions, Virtual selves, Blizzard, Forums

MMO Couples tells you how to find love online

MMO Couples is a new blog about "how people successfully combine online gaming and relationships," and it's a pretty interesting read, whether you're a fan of online gaming or romance in general. It's written by "Gabi," a woman who met her boyfriend in WoW (she tells the story on the site), and while there's not much to read through there yet, it does seem like it might be an interesting look at how couples find themselves in virtual worlds.

There are also some tips on how to find love in a virtual world, and I like how down-to-earth they are: communicate as much as possible, be realistic, have a backup plan. Online romances are often full of drama, and it seems pretty tough to get a good relationship out of having met in a place where the whole point is that you're pretending to be someone you're not.

But a site like this would help fix some of that -- providing a community and a forum for folks in online relationships would probably help everybody involved.

[Via Wonderland]

Filed under: Analysis / Opinion, Fan stuff, Virtual selves, Odds and ends

Farewell, my friend


For people who don't play the World of Warcraft or similar games, or do not spend much time on the internet at all, it's difficult to grasp the idea of bonds and friendships formed over the web. How can you be friends with someone you've never seen before? I can understand the inability to grasp such a thing, it's rarely easy to comprehend what you haven't seen or experienced yourself. To those who haven't had powerful friendships over the internet, it makes no sense how you can grow so close to someone you can't see, you can't touch.

Even through the supposed anonymity of the internet, the greatest of friendships can be formed. Bonds so powerful that you never want to let them go, and may change your life forever, for the better. Despite the distance, despite the inability to touch and feel, you can grow as close as family to these supposed anonymous people. These individuals are more than just "internet people." They're people. In the World of Warcraft, a video game, I have found people that have truly changed me. I would not be the person I am today without them.

I've been playing WoW since launch day, and the community I've been a part of in the game has been a constant for all of these years. People have come and people have gone, but for the most part, I've played the World of Warcraft with the same names, the same faces, the same people. I'm 21 now, and I started gaming with this crew when I was 17. I can safely say I've essentially grown up with these people. We reminisce on the old days, and we realize that we've all changed quite a bit since the beginning. We've matured together, we've grown up together. People who have never had this experience, as I said before, don't understand how you can form such bonds over the internet. Some of the greatest friendships I've ever had, and ever will have, have been on the internet. Some people you will never forget, no matter where you met them. This is something I've had to think about quite a bit the last few days.

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Filed under: Analysis / Opinion, Virtual selves, Guilds

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