Lately, I’ve been interested in the notion of perceived reality: the idea that the world one person envisions is innately different from everyone else’s. As opposed to physical or social realities, perceived ones are unique to the individual ‘mdash; that is, despite our existence and presence in a collective, physical world, we’re also attached to personal fantasy in some way, fantasies that can dictate the direction of our lives. It’s a testament to the mind’s power of conviction: If you believe long and hard enough that something is real, then it becomes real.
Despite our interpretations of the world, though, we’re still permanently confined to our physical limitations; our physical and social worlds are just as important as our perceptive ones. In fact, the harmony among said realities is what keeps us balanced and stable. So what about virtual realities?
The notion of a virtual reality is a contemporary phenomenon, and many great minds have since explored its equal potential for beauty and horror. If you could do anything or be anyone you wanted, why shouldn’t you? Certainly, if you’re allowed to do something you normally can’t, then you should do it. As technology rapidly progresses, virtual realities are increasingly a part of our actual reality, and the questions regarding their simulated similarities have all but subsided.
I suppose I should clarify what I believe distinguishes virtual reality from virtual space: The latter is an environment wherein the distinction between the virtual and physical is constantly, consciously known.
Video games occupy virtual space. We, as players, are conscious that the character we’re controlling is fabricated and distinctive from our own beings. In fact, the difference between a good game and a great one is how well the game allows us to empathize with a specified character (a distinction not just limited to video games).
Unlike video games, virtual realities blur the line between avatar and self; the characters we control become an extension of who we are. Essentially, everything we’d normally do on a day-to-day basis is instead carried out in a virtual environment. We’re sowing the seeds of true virtual reality in the massively popular multiplayer online games out today, the most recognizable being World of Warcraft.
While one could argue against the social ramifications of WoW ‘mdash; during in the game’s five years of existence, more than one person has certainly done so ‘mdash; I’d like to focus instead on its unique balancing act between virtual space and virtual reality. Is WoW a video game, or a gateway to blurring what’s real and important in our lives?
On paper, WoW has every characteristic of a video game: an environment to explore, a character to control, a story to follow and goals to accomplish. But WoW doesn’t allow for the same level of empathy that most games offer; it doesn’t stand out as a legitimate form of art. We can’t, for example, cry for our stock characters.
But I suppose it’s unfair to judge WoW on those merits, since that’s not what it was designed to be. If anything, the game was designed as a cash cow. Activision Blizzard, the company behind the game, essentially aimed to create an alternate world where we could say and do anything we wanted for a low monthly fee.
Or, in other words, a virtual reality.
One of the most crucial distinctions between a regular game and virtual reality is all but lost in WoW: the conscious separation between avatar and self. Most players become so absorbed in role-playing that their avatars become an extension of their identities.
But a chosen few fall headfirst. I mean, we all know people
who play WoW a little too much, right? From their perspective, they’re just having a grand ol’ time ‘mdash; in ours, it’s like WoW is steadily taking over their entire lives. Our physical relationship to these people convinces us that what they’re doing is abnormal. But to them, playing WoW is as every bit as normal as going to the bathroom. It’s a lot like substance addiction.
But what happens if everyone becomes addicted to the same thing? If we all became hooked on the same virtual reality, would it come to constitute ‘normal’ reality? If it does, then maybe video game isn’t as appropriate a term.