Julian Dibbell had an interesting article in yesterday’s NYT, profiling several Chinese gold farmers, who make their living playing the massive multiplayer game World of Warcraft (WoW) and accumulating virtual loot that is ultimately sold for real money. If you’re not familiar with gold farming, or virtual-world economies in general, it’s a nice introduction.
Even if you’ve heard it all before, the article is still worthwhile as a meditation on the porous boundary between work and fun online. These guys make their living playing a game, in seven twelve-hour shifts a week. It’s highly repetitive work – they follow the loot-maximizing strategy which involves hanging around the same little area and whacking the same monsters over and over. WoW players even call this kind of play “the grind”.
Yet somehow the guys enjoy it, not all the time but often enough to find a work rewarding in an odd way. One guy, Wang Huachen, has a law degree but chooses to play/work WoW instead, at least for a while.
“I will miss this job,” [Wang] said. “It can be boring, but I still have sometimes a playful attitude. So I think I will miss this feeling.”
…
I turned to Wang Huachen, who remained intent on manipulating an arsenal of combat spells, and asked again how it was possible that in these circumstances anybody could, as he put it, “have sometimes a playful attitude”?
He didn’t even look up from his screen. “I cannot explain,” he said. “It just feels that way.”
Amazingly, after finishing a twelve-hour shift, some of these guys spend their long-awaited free time … playing WoW.
But all that changed when the boss of one gold farm got a new business idea: rather than grinding out more loot, his employees would instead build up a 40-man team of uber-characters who would serve as mercenaries, for hire by players who wanted reliable, non-greedy companions in attacking the toughest areas of WoW. Suddenly these gold farmers could really use their skills, and have more fun – for a while.
The end arrived without warning. One day word came down from the bosses that the 40-man raids were suspended indefinitely for lack of customers. In the meantime, team members would go back to gold farming, gathering loot in five-man dungeons that once might have thrilled Min but now presented no challenge whatsoever. “We no longer went to fight the big boss monsters,” Min said. “We were ordered to stay in one place doing the same thing again and again. Everyday I was looking at the same thing. I could not stand it.”
What’s most interesting about this, to me at least, is the relationship between the gold farmers and the players they serve. It’s not a personal relationship, only an economic one, in which the gold farmers play the boring part of the game in exchange for a cash payment from a richer customers.
This relationship is an amazing tangle of play and work. The gold farmer works playing a game, so he can earn money which he spends playing the same game. The customer finds part of the game too much like work, so he works at another job to earn money to pay a gold farmer to play for him, so the customer can have more fun when he plays. Got it?