Ted Castranova has a fascinating post up on Terra Nova entitled “The Horde is Evil,” in which he argues that the Horde races on World of Warcraft are “on the whole evil,” and that this has moral implications for avatar choices:
I’ve advanced two controversial positions: that avatar choice is not a neutral thing from the standpoint of personal integrity, and that the Horde, in World of Warcraft, is evil. Nobody agrees, but it’s been suggested that the community could chew on this a bit.
So here’s my view: When a real person chooses an evil avatar, he or she should be conscious of the evil inherent in the role. There are good reasons for playing evil characters - to give others an opportunity to be good, to help tell a story, to explore the nature of evil. But when the avatar is a considered an expression of self, in a social environment, then deliberately choosing a wicked character is itself a (modestly) wicked act.
I don’t agree with Castranova (my horde character is a Tauren, a peaceful bison-like creature that lives in a Native American-inspired cultural context), nor do many of the commenters—but the issues he brings up are powerful and interesting, and the lengthy discussion in the comments is well worth reading.
Lately I’ve been thinking a lot about the relationship between “real life” and “game life,” since I have personal and/or professional relationships with most of the people in my World of Warcraft guild, including both of my children. Castranova’s argument, in which he bolsters his argument by citing his 3-year-old’s reaction to his undead character, relates directly to those boundary-crossing issues.
When I was playing online on Monday, Joi said that he thought World of Warcraft was becoming the “new golf” for the technology set. I think there’s some truth in that, but it brings with it all kinds of additional social pressures and complexities, of which avatar racial choices are only the beginning. I think there’s some fertile ground for research in that boundary area, the crossover between the real and game worlds, and the extent to which they influence each other.
source: blurring boundaries between real and virtual worlds