Crafting new conversation
Users have manipulated and circumvented the rules of this world in order to fulfil any number of parallel – or even opposing – purposes based on their own needs and desires.
Shaping our own worlds
In a conversation I once had with Adelaide-based narrative designer and game developer Damon Reece, I asked Damon what game they were enjoying lately.
In this game, players are expected to play the role of a cutthroat pirate in competition with other marauding bands of pirates.
In video game terminology, an “open-world game” like Sea of Thieves is a virtual world open to the free-roaming of its players.
This freedom means the possibilities of these worlds are dictated by the communities that occupy them as much as it is by the developers that build them.
In Grand Theft Auto V (2013), the highest grossing media product of all time, players are meant to focus their efforts on building their own criminal empire.
However, the online metropolis also plays host to communities of car meets, police role-players, photographers, social clubs, filmmakers and protesters.
- Some of these are intended consequences of the game’s robust design – but most are the result of like-minded individuals collectively shaping their shared online spaces.
- Across a broad spectrum of virtual worlds, users have, time and again, repurposed the space to suit their needs.
- Online spaces, just like offline ones, evolve to meet the demands of their use.
- Where these online spaces diverge from their offline counterparts is in their global accessibility and their almost total anonymity.
- It is difficult to imagine a democratic space occupied not by faces or bodies but by usernames and avatars, yet this is precisely the form of democracy offered by virtual worlds.
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