Second Skin
2009
Documentary
U.S.A. in English
Pure West Films
Distributed in Australia by Hopscotch /
Roadshow
R4 DVD
Reviewer:
Bob Estreich
This
film is about the people who play online role playing games (RPGs) and it
follows four players over a couple of years of their life. Computer games are
nothing new and have been accused of causing antisocial behaviour for years.
Adversaries point out the unreal nature of the games and say players flock to
RPGs because they are unwilling to face real life. RPGs are blamed for
suicides, breakdown of relationships, economic problems and irresponsible
behaviour. How much of this is true? With over 50 million people paying for
membership in such games it is a phenomenon that should be looked at carefully.
MMORPG = massive multiplayer online
role playing game
Games
such as World of Warcraft attract huge followings. Surely the players are not
all head cases? One thing I noticed immediately in the film is that the online
characters (avatars) don’t resemble
their real world owners. The people we are following are all young men of
rather heavy build. In the game they are all slim, muscular and, within the
limits of the cartoon style of the game, handsome. Female players are similarly
redrawn. In this respect the game is not about who you are as much as who you
would like to be.
“….I just want to look badass.”
The
performance of the avatars can also vary from that of their real owner. People
in deadend jobs or with limited social opportunities can become more assertive
and turn into leaders. There is a satisfaction in achieving in an online game
what you are not in a position to achieve in life, and the game tends to become
your life. Daily sessions of ten or more hours are not uncommon and it is at
this point that the game leaves the area of pleasure and becomes addiction or
obsession.
There
is a chance to meet other people and get to know them better, but there is a
line here that is rarely overstepped. You don’t pry into a person’s background
unless that person reveals information about themselves. Male – female relationships
just don’t happen unless both players feel the same way. Then one night there
is that spontaneous moment when one or the other commits their feelings to the
screen. From here the relationship changes. Joining up with your fellow player
out in the real world has its own stresses, though – separation by hundreds of
miles is a major hurdle. One partner must give up their life to start a new
life in a new town. In the environment
of a game its not possible to explore all the facets of another personality.
Being together may bring out something that causes friction. In a good match,
though, marriage and kids provides a satisfying alternative to online gaming
obsession, as we see of one gamer couple. It doesn’t always work out, giving
rise to the “gaming widow” syndrome. Incidentally we also get to see the
geekiest gamer wedding ever. It doesn’t always work out, just like any
relationship, and the film shows this too.
Meanwhile
the online world is a safe place to meet people who have something in common
with you in an environment that is often safer than the real world. There is an
online anonymity that lets you be more yourself.
In
the worst scenario, as shown by one of the players in the film, pleasure
becomes addiction, then becomes obsession, which leads to a loss of contact
with the real world. Our player is in financial trouble, developing health
problems and heading into bankruptcy. In a really bad scenario a very young
player develops depression and commits suicide. His mother blames the game, and
not any mental weakness her son may already have. The trigger for his problem
seems to have been the breakup of a relationship with an online fellow player
with whom he was becoming quite intense. This is the sort of negative that
newspaper reports thrive on without investigating the background.
We
meet players who are trying to break their obsession and regain their health –a
junk diet and no exercise takes its toll. The mother of the suicidal boy has
formed OnLine Gamers Anonymous – with apparently little or no professional
counselling training. Many of her clients profess to want help but are
reluctant to stick to her withdrawal plan, including one of the group being followed in the doco. She responds “I cannot
be around people who choose to stay sick”. Two out of five gamers would quit
their day jobs if they could make a living online. Half of the MMO players say
they are` addicted.
Four
out of five players are in a “guild”, an online cooperative group that can take
on larger more profitable challenges. In a guild they are more than co-players,
they are friends. In the Guild they learn cooperation, planning and a respect
for their co-players. Often they will arrange offline get-togethers for
members. They are comfortable in this social environment since they already
know these other people. Being in a guild has its own obligations though – you
must be online when the guild plans a coordinated attempt at a prize, or you
let your guild down.
“I had a moment of weakness and allowed
myself six to seven hours of sleep” – after an all-weekend gaming session.
A
game developer points out that less than five percent of people in the real
world know their own neighbours, so gamers are possibly less socially
challenged – they just get their social life in a different way. This tends to
give the lie to the stereotype of a gamer being a sad, lonely,
socially-challenged individual. An MMO community IS a community, just not what
we have been used to. The picture has, as usual, been confused by the concentration
on the negatives.
Values
in online games are discussed. The object of most games is to recover artifacts
or money that will increase your power, defence, or weaponry. The value of an
item represents the time it takes to find the object and gain it, usually
against strong opposition. This can take many hours of repetitious gameplay as
you explore the area of the game or build up your fighting skills to overcome
the opposition.
A
subculture business, the “gold farmer”, has been spawned where employees gather
online objects of value. These are then traded in the real world for real world
currency. The farms are popular in third world countries – there are over
100,000 gold farmers in China alone. Other farms exist where the staff will
take over your character and develop it for you for real-world money. Real gamers look down on the characters so
developed because their lack of hard-won experience soon shows in their performance.
Although the farm workers work long hours with only basic breaks, some
employers are looking after their staff better with company outings to give
them a social life and to encourage the good farmers to keep playing. It also
gives the farmers a job in an area where other employment options don’t exist.
There
are positive stories throughout the documentary, like the disabled young man
who can’t speak, but can now have a satisfying social interaction online.
“Gaming can be looked at, not as a reflection
to the real world, but as a complement to it, like sports teams…”
Extras
include a short film of the premiere of the documentary at the
South-By-Southwest Film Festival, a “talking heads “ discussion of the games,
some extended scenes and a commentary by director Juan Carlos Pineiro Escoriaza
and producer Peter Brauer.
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