|   It is part of the generic features of most role-playing games that they 
        provide a coherent fantasy-based ‘world’ in which to play 
        and interact with others in the guise of heroic adventurers. It can be 
        said that any popular cultural artefact has intertextual features as part 
        of the system of genre as well as intrinsic, more generally, to the generation 
        of a ‘thick text’ (Kaveney, 2005:5). As such, any fantasy-based 
        role-playing game draws on a range of pre-existing texts relevant to the 
        invocation of the fantastic to lend resonances and vibrancy to the game-world 
        on offer. For this reason mythic structures and forms play a significant 
        role in making the World of Warcraft (Blizzard, 2004-present). Myth is 
        present in a number of different ways in this game: it provides a means 
        of hooking players into the gameworld, it is present in the register of 
        narrative, present at a structural level where it plays a role in shaping 
        the experience of gameplay, and is also present in the registers of style, 
        resonance and rhetoric, contributing to the high-fantasy ambience of the 
        game. The aim of this paper is to demonstrate how the game’s mythic 
        structures and elements drive the logic that underpins World of Warcraft’s 
        stylistic milieu and provides the context for and of gameplay. Some aspects 
        of the game’s mythic structures and forms key into what might be 
        termed classical myth; while others are filtered through more recent renditions 
        of mythic forms and structures in the context of high fantasy rhetoric. 
       Since the publication of Bolter and Grusin’s Remediation (2000), 
        it has been quite fashionable to talk about games in terms of the way 
        they bring aspects of existing genres and forms into the frontier world 
        of digital games, and, in many ways World of Warcraft can be said to remediate 
        the mix of fantasy, myth and heroic quests that characterise the genre 
        of high fantasy into the specific context of the online massively multiplayer 
        role playing game. I have often felt that remediationist analysis often 
        does not quite mange to get grips with the full extent of the way that 
        intertexuality operates in games at a number of different levels and in 
        different registers, as well as how intertextuality informs a style of 
        textual depth ‘reading’ encouraged by fantasy-based texts 
        which Roz Kaveney terms a ‘geek aesthetic’ (244: 6). In order 
        to go some way towards this, the attention of this paper is focus on the 
        remediation of myth in World of Warcraft, taking account of the role of 
        myth in the making of the game-world; the relationship between mythic 
        structures and game-play, and the relationships between myth, fantasy 
        and pleasure.  Fictional worlds are common within genres such as fantasy, horror and 
        science fiction, examples include Lord Dunsany’s world of ‘faery’, 
        J.R.R. Tolkein’s Middle Earth, H.P. Lovecraft’s ‘Cthulu’ 
        mythos, Robert E. Howard’s Conan novels, Frank Herbert’s Dune 
        novels and the ‘Buffy-verse’. As well as spanning across a 
        range of media forms and texts, each of these fantasy worlds (or perhaps 
        more properly universes or multiverses – where different universes 
        interconnect - in some cases) use structures and forms derived from myth 
        and follow in the world-creating footsteps forged in myth systems such 
        as Celtic, Greek and Nordic. As a form of narrative used to explain or 
        allegorise a state of affairs, myth is, I would argue, intrinsic to the 
        creation of a particular world-view in all these cases, whether that world-view 
        is to be taken as ‘real’ or as a form of make-believe. Playing 
        a core role in the ontology of many myth systems is a particular cosmology 
        that represents in literal terms some of the forces that impact on the 
        sphere of the human; these maybe alien or supernatural, and they play 
        important roles in the particular way the world, the world-view and the 
        state of affairs are configured and made coherent. As well as the presence 
        of cosmological forces, many myths and myth-based texts are characterized 
        by the creation of extended imaginary terrains, which either intersect 
        with the ‘real’ world or bear a mixture of familiar and unfamiliar 
        geographical features. Also important is the fact that these mythical 
        worlds extend beyond a single story, providing the basis for a range of 
        stories.  Despite the fact that many mythological and fictional worlds make use 
        of symbolism that extends beyond narrative (the use of the totemic symbol 
        of the horns of the minotaur in Minoan culture for example), the stories 
        that underpin such symbolism, and by extension world-view, are linear 
        in nature. By contrast, the development of technologies that enable the 
        construction of the illusion of three-dimensional digital space, within 
        which a player can move, shifts into the domain of the non-linear. Unlike 
        stand-alone games, World of Warcraft offers a persistent world 
        in temporal terms that exists whether or not an individual player is playing. 
        In this the gameworld has a material presence beyond the player that resembles, 
        in some respects, the way that a so-called primitive mythologically-based 
        world-view functioned, although in the case of World of Warcraft 
        it is signified modally as a fantasy world which we choose to inhabit; 
        yet despite this modal context we nonetheless do ‘real’ things 
        in that world. While it is still the case that many game-worlds make use 
        of mythic structures, such as the hero quest [1] 
        or myths around the ‘fall’ of a culture, the mode of delivery 
        and therefore the nature of our engagement is altered, and players are, 
        of course, agents in the world. Non-linearity and, importantly, player 
        agency within the context of a gameworld makes, therefore, for a significant 
        material difference to myth-based narratives that are conjured into being 
        in the mind and the imagination. In order to explore the connection of gameplay and agency to myth it 
        is important to understand what makes for the creation of ‘worldness’. 
        Within the context of fantasy fiction, a world is constituted of a set 
        of imaginary landscapes that are connected in spatial terms. Most fantasy-genre 
        worlds can therefore be ‘mapped’ and indeed many fictions 
        of this type include maps to demonstrate graphically the relationships 
        between spaces (maps are provided for example as a kind of preface to 
        The Lord of the Rings and Robert Jordan’s The Wheel of Time novels). 
        The spatial aspect of fictional worlds lends itself extremely well to 
        the creation of multiplayer environments. It keys into the journeying 
        component of the hero quest that forms the basis of games like World of 
        Warcraft, as well as to the media-specific context of three-dimensional 
        space provided by such games through which the player is able to move 
        in a non-linear fashion. A variety of game scholars have argued that digital 
        games should be regarded as spatial narratives. This is not just inherent 
        to the media-specific nature of the majority of games, but also in a wider 
        sense to the nature of the fantasy genre. As George R.R. Martin notes, 
       
        J.R.R. Tolkein was the first to create a full realized secondary universe, 
          an entire world with its own geography and histories and legends, wholly 
          unconnected to our own, yet somehow just as real. “Frodo lives,” 
          the buttons might have said back in the sixties, but it was not a picture 
          of Frodo that Tolkein’s readers taped to the walls of their dorm 
          rooms, it was a map. A map of a place that never was. (Martin, 2001: 3)  The nature of World of Warcraft’s quest system forces 
        players to be nomadic, travelling widely in the world to undertake the 
        tasks required to progress. There is therefore a strong sense of a journey 
        structure in game, working on the lines of the archetypal hero quest form 
        found in The Odyssey. The various maps available in the game 
        aid travel and effective play. They are part of the game’s functional 
        realism [2], used in much the same way that one would 
        use a map in the real world. The availability of in-game maps and paper-based 
        atlases also promotes a sense for the player that they are free to travel 
        the realm, either to see the sights and/or undertake tasks, and contribute 
        to the sense of the game as world by locating the player spatially. But 
        as becomes clear quite quickly in World of Warcraft not all places 
        shown on maps are hospitable because they are populated by guards from 
        the opposing faction. The maps available are purely geographical and do 
        not show the effect of the state of affairs on territory, which determine 
        where and where not a player can roam without incurring unlooked for trouble 
        (although for more experienced players the given names of areas might 
        be read so, however). Worlds are therefore more than simply spaces, World 
        of Warcraft included. Without the presence of conflicts between competing 
        factions, which entails both history and differences in world-view, there 
        would only be dead and undramatic – if possibly pretty – space. 
        Such conflicts are core to gameplay.  One of the primary ways that worldness can be defined, and has been by 
        academics, writers and game designers alike, is that the world should 
        have a unifying consistency; this applies not only to spatial coordinates, 
        style and physics but also to the past events that constitute the current 
        state of affairs within the world and to which the player-character is 
        subject to. This means that the world has to have a history, and in the 
        case of World of Warcraft this is realised in mythological terms. In accordance 
        with this, the world’s putative history, along with differences 
        in the world-view of different groups and factions, are organised around 
        certain core principles that work in concert to lend the world its integrity, 
        vivacity and dramatic game-play possibilities. Mythic structures, forms 
        and rhetorics frequently provide informative sources for the creation 
        of the world and its concomitant history. World of Warcraft uses a range of mythic structures to lend 
        coherency and stylistic character to the game’s design. The primary 
        mythic structure that informs the game is the epic hero quest format, 
        wherein various forces work to help and hinder the hero-player on route 
        to achieving particular goals. According to Otto Rank’s Introduction 
        to In the Quest for the Hero, this format originates within early 
        civilisations – Greek, Teutonic, Babylonian, Hebraic, Hindu, Egyptian 
        - in stories and poetry aimed to glorify their princes and warriors and 
        filtered through the terms of their own cosmological traditions. The hero 
        quest format has also become a staple of popular culture, partly through 
        the widespread influence of Joseph Campbell’s Hero with a Thousand 
        Faces on Hollywood scriptwriters. With ancient precedents and popular 
        articulations, the hero quest is something that figures strongly in the 
        collective consciousness and thereby provides a short-hand way of creating 
        expectations and a tested mode of creating identification for audiences 
        (being a hero affords a vicarious yet pleasurable sense of agency, the 
        sphere of which is extended and exploited by many games). There are also 
        a range of other mythic structures in play in the creation of the game-space 
        of World of Warcraft as a coherent world. Like Tolkein’s 
        Middle Earth, the worldness of World of Warcraft comes from an 
        assemblage of different – fictional - races and cultures, each have 
        their own ficto-historical background (within which a variety of secondary 
        myths and legends are found). As with the real world, particular myths 
        inform the different world-views of inhabitants and they arise out of 
        the putative historical experiences of each ‘race’, which 
        has a profound effect on gameplay and the interpellation of the player 
        into the world [3]. While putative histories inform 
        the tensions and alliances between races, which have a significant impact 
        on gameplay, the myths assigned to each race also helps to thicken the 
        sense of the world by lending cultural diversity and drama. There are 
        many indicators of each race’s culture that relate to myth, which 
        also inform the stylistic designs of the game-world’s spaces. Each 
        race and the places that are designated as their territories are informed 
        visually by various symbols. The Night Elves, for example, worship the 
        goddess Elune and sickle moons, the totem of Elune, are carved on the 
        walls of many of their buildings. Night Elf non-player characters greet 
        players with variations on the phrase ‘Elune be Praised’, 
        and it is only in those races aligned with a nature-based world view, 
        such as the night elves, that the druid class exists. The Night Elves 
        are aligned with real world symbolism relating to the moon and the use 
        of nature-based magic, assigning the race its cosmological world-view 
        and activating a mythological frame of reference (as I argue in ‘Being 
        a Determined Agent in [the] World of Warcraft: Textual Practice, 
        Play and Identity’, the mythologies, cosmological world-view and 
        concomitant iconographies that underpin the Night Elf race may well be 
        designed to appeal to players attracted by so-called new age and pagan 
        culture).  The game’s numerous quests tie into mythic form through the rhetorical 
        style in which they are spoken or written, their structure and content. 
        Let’s take one optional quest as an example: ‘The Prophecy 
        of Mosh’aru’. It is delivered to players of around level 40 
        by a factionally ‘neutral’ non-player character troll who 
        is located in Steamwheedle Port in the domain of Tanaris. It reads:  
        The ancient prophecy of Mosh’aru speaks of a way to contain the 
          god Hakkar’s essence. It was written on two tablets and taken to 
          the troll city of Zul’farrak, west of Gadgetzan. Bring me the Mosh’aru 
          tablets. The first tablet is held by the long dead troll Theka the Martyr. 
          It is said his persecutors were cursed into scarabs and now scuttle from 
          his shrine. The second is held by the hydromancer Velratha, near the sacred 
          pool of Gahz’rilla. When you have the tablets bring them to me.  While this is clearly a call to action, and a means of narrativising 
        game-play events, the language used is mythological in nature (filtered 
        through the type of language often used in fantasy fiction): the use of 
        prophecy evokes the magical world of mythology and the names of the places 
        are related to the race that populate that terrain – trolls in the 
        case of Zul’farrak, gnome engineers in the case of Gadgetzan. In 
        practical terms the quest encourages players to visit the ‘instance’ 
        or dungeon of Zul’farrak. The meanings of the quest’s text 
        makes use what players already know of the world, the narrative fragment 
        deepens our understanding of the game-world’s state of affairs, 
        and, in terms of the ‘geek aesthetic’, evokes the types of 
        scenarios that we may be familiar with in our engagement with other fantasy-based 
        texts. In addition, the mythological narrative ‘casing’ of 
        the quest (of which this is one of many) helps to disguise the game’s 
        technologically-based mechanics, a point raised and explored by Eddo Stern 
        (2002). The presence of forms derived from myth and fantasy fiction provides 
        a means of cloaking and making consonant with the high-fantasy milieu 
        of the world the way players are channelled by the infrastructure of the 
        game into certain activities. This extends beyond the realm of individual 
        quests. Quests are automatically deleted once completed as the player’s 
        quest log can only show twenty quests at any one time, for example. This 
        ‘rule’ demands that players make choices about their actions 
        forced by the game’s infrastructure; it is an arbitrary rule, but 
        operates, along with many other features, to foreground choice and management 
        as an articulation of agency. As well as imparting fragments of information 
        about the game-world’s fictional history, cosmology and current 
        affairs, instructions on how to undertake a quest must be read carefully 
        as they contain sometimes less than obvious clues, thereby encouraging 
        players to engage with back-story and helping to dress up and contextualise 
        in narrative terms the ‘grind’ (a process that constitutes 
        much of gameplay involving killing enemies and collecting loot needed 
        to level-up characters, Doug Thomas has raised some interesting issues 
        about the ‘grind’ in such games). Cues as to the state of affairs of World of Warcraft are also inscribed 
        in the landscapes encountered in the game. In the case of the Night Elf 
        homelands, for example, the woods and shores are littered with the ruins 
        of once splendid temples and the various creatures that roam these lands 
        have become ‘corrupt’, made aggressive by a supernatural force 
        released by the unwise and decadent use of dangerous magics (a common 
        theme found in high fantasy and myth). The Night Elf homelands speak of 
        the history of the race, as is also the case with those of other races. 
        Night Elves are characterised along Tolkeinean lines: they are an ancient 
        race with an affinity with nature and regard themselves as superior to 
        others, even though their civilisation has been reduced by war and home-grown 
        degeneration. As Walter Benjamin says of the cultural use of ruins, they 
        cast an aura of mystery and nostalgia, acting within the game (as in real-life) 
        to evoke myth and legend - in memoriam signifiers of passed glory, representing 
        in romanticised terms a lost object of desire (in this case the loss of 
        a balanced and nature-friendly use of knowledge). All these ‘ruins’ 
        work with the ‘lost object’ conditions that govern desire 
        investments that are operative in both our engagement with myth and by 
        extension with the high-fantasy genre. The presence of ruined temples 
        to lost gods is one of the ways that World of Warcraft makes use of myth 
        to connect to the real world. In this case drawing on ‘magical revivalism’ 
        through ‘new age’ culture’s promotion of knowledges 
        and beliefs that fall outside rationalism and Christianity/monotheism, 
        within which myth is often valued as a ‘lost’ way of seeing 
        the world. Things of importance lost through war, greed, corruption or 
        degeneration play a defining role in the histories of other races, as 
        well as underpinning the core thematic logic of gameplay. And, for many 
        the ability to play as a mythological hero in a world filled with myths 
        and magics, apparently lost to us in real life, is one of the major attractions 
        of this game world.  To sum up: the presence of signifiers and narratives of a pre-historical 
        and historical past, framed as it is within the rhetorics of high fantasy 
        and myth, is one of the primary ways that World of Warcraft creates the 
        illusion of a coherent world in cultural, stylistic, spatial and temporal 
        terms, and, in addition, provides a rationale for the way that the player-character 
        is assigned a particular, predetermined, morally and emotionally loaded 
        history and identity. As with the real world, the player-character is 
        born into this symbolic/mythological order and its concomitant ‘subject’ 
        positions. The game invites us to read it as ‘myth’ through 
        a web of intertextual and intra-textual signifiers, and like myth it can 
        be read in both allegorical and material terms. While the mythological 
        and magical effaces the technological underpinnings of the game, it also 
        gives a symbolic language for ‘geeky’ players, like myself, 
        to ‘think about and through’ (Kaveney, 2005: 6). The ‘mythological’ 
        mode of creating a world and its meanings enables us to live virtually 
        in ‘once upon a time’ and has a significant impact on types 
        of play, and particularly, role-play encouraged by the game. Having a 
        material presence in this fictional world, alongside other players with 
        whom we interact, raises all kinds of questions of a philosophical nature 
        about the relationship between imagination and reality, but that’s 
        a quest for another day…… Tanya KrzywinskaBrunel University
 [email protected]
 Notes  [ 
        back ] 1. See King and Krzywinska, 2006 pp 49-51 for more on the use of the quest format in videogames. 2. For extended discussion of 'functional realism' in videogames see King and Krzywinska (2006). 3. Discussed in greater detail in Tanya Krzywinska 'Being a determined agent in (the) World of Warcraft: Textual Practice, Play and Identity' in Atkins and Krzywinska (forthcoming). 
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