Friday 2 November 2012

Crime within Warcraft: Part 1

Warcraft, like any other society found in the world, suffers from crime.  Virtual crime though is in some ways similar, but in many ways is a stark contrast to the real world.  Arguably, the most heinous crime within Warcraft is that of stealing.  In the language of the subculture, this is known as ninjaing and it is when one player is able to steal loot that: a) does not belong to them b) cannot use the item or c) takes the item even though another player actually won it.

With recent updates, Blizzard has implemented safer loot distribution tables that now makes it harder (and less worth while) to steal loot from another player.  Although these updates help, there is still wide spread theft within gaming realm.  Many players and guilds try to stop ninjaing from occurring by strategically making systems that distribute items and loot fairly.  One of the main systems is known as DKP.  DKP is a point system that was created by MMORPG players that accumulates points for every time a player shows up to a raid and kills a boss.  Some guilds have more specific ways of getting points such as early-login points, readiness points (such as having flasks and consumables) and even time-related points.  When enough points are saved up, one can purchase items then in a bidding environment against fellow raiders.  In this sense, the DKP system tries to stamp out players who do not deserve loot, much like our own societal systems use currency to purchase goods.  Therefore, the more you show up and participate, the more points you get and the more deserving of loot you are.  This also helps to stop people from quitting the game and those who do not help with raids after they have accumulated the best items possible.

Ninjaing is only second to the theft of hacking another's account (which will be touched on at a later date). Therefore, instead of murders, rape and assaults occurring, theft now becomes the main crime against the person.  Not only that, but ninjaing causes intense arguments, outcries and even in some cases, causes entire guild communities to break up.  Therefore, ninjaing is the most damaging crime to the Warcraft Society due to the fact that it can cause massive negative consequences which ultimately hurt the congruity of the community as a whole.  In order to understand just how intense and corrupt stealing loot from another player is, watch this classic video in which a ninja recorded his actions in one of the first raids, Molten Core (a third party program was used so players could communicate with each other while playing).


This video shows the sheer outrage that in-game theft creates.  After putting hours into a raid, or attempting to kill a boss, stealing the very outcome of labour is beyond corrupt to most in the Warcraft Society.  In real life it would equate to working for two weeks and not being paid by your boss for all the hours put in.  Players often look forward to loot because many items are significantly harder to get than others.  It is extremely damaging to a community or guild to lose these items because the point of upgrading gear is so that your raid group as a whole can progress further, much like we see with education in our own real-life communities.  As we ourselves become more educated we further societal goals.  This is the exact same concept within Warcraft and attaining loot/gear/items.

Unlike in real life though, ninjas often go unpunished because they are usually players who are in a trusted position and abuse power.  Often, raids have 1 person who is given the ability to master loot, which is chosen by the guild as a whole.  Therefore, since he has been chosen by his peers Blizzard considers the ninjaing of loot to not be a crime, and most ninjas go on with their virtual lives unpunished.  Blizzard is often able to distribute the loot to the players properly, but in many cases they don't.

Much like murder in our society is considered the worst crime possible, robbery inside the virtual world is theirs.  However, without court systems, many players are not able to get justice on the thieves who reap the benefits of other players hard work.  This is where crime deviates from mainstream society in the virtual world: there is no democratic or judicial system to balance the offense caused to societal norms.  Theft in the real world is often done sneakily and seen by no one.  Theft within Warcraft though is done openly, in front of the victims themselves, and they know immediately who has robbed them, but are not able to gain justice.  It is interesting to understand that in this virtual world that players victimized of ninjaing never attain closure.  Many players are able to move on from these events though, much like robbery within a real world society (often after a display of anger, of course).

TL;DR - Theft within a virtual world is ultimately the worst offense a player can commit.

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