Monthly Archives: February 2010

Teenage Spacekicks

At my Secondary School, for a few months at least, our teenaged politics was defined by who was kissing whom, who had insulted whom, and who was sending spaceships to defend or attack whom. My friends and I were all playing Planetarion, a browser-based massively multiplayer game of long-term space domination. Each player was given control of a planet and would strive to gain the most points by mining their asteroids, building ships and capturing enemy planets.

What allowed the game to consume us was the glacial pace it moved at. The world would update once every ‘tick’, where a tick was a single hour. When you did anything, you would be given an ETA: it will take this number of ticks for your ships to be constructed, it will take this number ticks for your ships to reach their target.

The delayed response between performing an action and seeing its conseqeunces meant there was room in between for nail-biting obsession. More importantly, it meant we could log on to the game in the school library, make a few discrete moves and log off again before any disapproving teacher could catch us.

Unfortunately, my friends and I were all young teenagers. It wasn’t like we needed an excuse for bickering or Machiavellian backstabbing, and Planetarion simply provided a platform for our worst compulsions. Plus, disclaimer: I was kind of a dick.

While I’d long forgotten the specifics of my old Planetarion games, a quick check of my hard drive revealed an MSN chatlog from the time.

Oh boy.

It seems my friends and I had just been sent a general message from the Minister of War (of, I guess, our coalition/group), saying that defences should always be provided to attacked comrades. However, after committing 500 ships to defending one friend, and sending a 1500 ship counter-attack against his enemy, two other friends needed defending. They were angry I wasn’t sending ships to help them, too. I’ve obscured the names that could be in any way identifiable, except for my own:

Graham says:

im defending [Friend] with 500 ships and attacking the guy thats attacking him with 1500 in the hope he’ll racall. this is what i was asked to do, wga

Graham says:

what more could i do??

Officially Well Known Again! says:

currently there is no orders in the gal

Graham says:

[Friend] asked me on icq to attack the guy and see if he recalls, and asked me to defend. so thats what im doing

Officially Well Known Again! says:

[Friend] says “Jump under the bus Smitz!”

Bye Smitz ure dead now!

That’s some real nice typing skills you’ve got there, “Smitz”. And does anyone know what “wga” means?

Graham says:

im not defending [Friend #2] or you because im worried about being attacked my self

Graham says:

my points went from 300 thousand to 1.1 million

Graham says:

i have the most roids in the galaxy and am second in points

Officially Well Known Again! says:

smitz thats is mince

I had forgotten that “mince” used to mean bad! Now it means I’m having delicious Bolognese for dinner. Conversely, I remember that the concern for my planet at the time was genuine, but trying to explain my tactics by bragging about how great I was probably wasn’t a great idea.

When bragging didn’t work, I tried name-calling, branding those complaining as “little shites.” The use of plural prompted requests for who the other shites were, but I refused to name names. There aren’t timestamps in the log, but I can only imagine this went on for hours. Until!

[Friend #2] has been added to the conversation.
[Friend #2] says:

why the fuck are u saying we’re all shite smitz?

My log ends here, but these choice extracts are meant to illustrate the type of conversations we’d have, where my friends and I would re-enact scenes of palace intrigue over badly spelt MSN chats.

I’ve been thinking about Planetarion recently because I’ve been playing Neptune’s Pride, a similar multiplayer game of space domination. Unlike Planetarion’s three-month long rounds featuring hundreds or thousands of players, the Neptune’s Pride match I’m playing has only eight.

I’m friends with almost all of those players, and since the match began, I’ve betrayed four of them. Similar to my Planetarion experience, our actions and plans within the game have been discussed at length via IM conversations. Many messages have also been sent through the in-game mail system, forming inevitably broken alliances.

But when we talk about the match online or in person, we do so unemotionally. Equally, when we each come to write about the match, in PC Gamer or on Rock Paper Shotgun or on our personal blogs, we’ll write with the understanding that it is a game, and we were role-playing, or simply playing, and that our actions weren’t personal.

But this wasn’t the case when I was a teenager, and it isn’t how a lot of people experience gaming. The experiences I had in Planetarion would spill over into school the next day, and there would be further arguments, accusations, name-calling and eventual fuming silence. We’d fall out with one another regularly. The game wasn’t just play. It mattered to us in a real and powerful way.

I think this is something that’s mostly forgotten about in games writing: for a lot of the people who play games, there’s not much separation. The games get mixed up with the same insecurities and pettiness that exist in real life and the experience is emotionally heightened as a result. Planetarion is forever imprinted in my memory entirely because of these arguments, and despite the immaturity of fighting, it’s heartening to think of gaming as such a direct extension of real world relationships and emotions.

My school friendships ultimately survived Planetarion, but they were changed by the experience.

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The PC Gamer Village

Around Christmas I started to lose interest in Wurm Online. The PC Gamer village was well established, with little remaining undeveloped land, a complete system of roads and lights, and plentiful supplies of tools, materials and food. There was little more left to do but polish, tweak and gradually improve our surroundings and characters. That proved not to be enough to maintain my interest, and with the adventure, the excitement and the constant newness gone, I moved on to other games.

Getting to this stage took me probably a little over three months, but in that time I played the game for roughly 200 hours. Few gaming loves burn that brightly and quickly for me.

In that time, as a semi-work/mostly-spare-time project, I began the PC Gamer Wurm community website. A simple blog and forum where the PC Gamer Village – which had started without our guidance, it’s worth noting – could discuss the game. In four months the forum has reached 80,000 pageviews and 2700 posts. That’s not bad for a community of, at any one time, around 30 people, some of which never take part in anything outside the game.

After not touching or even thinking about the game for almost a month, I dropped in on the messageboard last night to see what people were doing. It turns out they are doing very well.

A village member called Jekev started a PCG Village Wiki, which people have been updating with information about their homes and themselves.

A village member called KGB has been mapping the village in Google Sketchup, with some great early results:

The screenshot that tops this post was taken by member Arkatufus and edited just slightly in Photoshop to make the game look better than it has any right to.

This is just the tip of what they’ve been doing. They’ve also been continuing to update the PCG_Wurm Twitter account to a gradually increasing audience, and the IRC room has a dozen or so regular visitors at this point. The forum contained pages and pages of new projects and friendly discussion when I returned to it.

Best of all though, they’re planning a move to the Premium servers after the game’s creator, Rolf, hinted at letting free and paying players exist side by side. Premium currently contains things the free Golden Valley doesn’t: PvP combat, vastly more challenging enemies, territorial deeds, stone houses, a higher skill cap. Those changes combine to turn the world into something far more dangerous.

Moving there would be an adventure, and exciting, and new, and already the forum discussions involve screenshots of prospective land and 3D maps proposing the new village’s structure.

The thought of starting fresh has re-energised my love for the game. Coupled with the wonderful things the community has been creating – on their own, unprompted, on a polite forum of human beings with next to no moderation – and I’m powerless to resist. I cannot stress enough how fantastic these people are.

I spent some time tonight making changes to the layout of the forums, splitting the previous mega-board into a few more managable subject-specific areas. I’ll spend some time soon jigging with the website, as well.

If you’re interested in checking in on the progress of the existing village, this board is the place to do it. For discussion of the coming switch to the Premium servers, check out here.

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