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Dissonance, truth and the political limits of possibility in MMOs

机译:MMO中的不和谐,真相和可能性的政治局限性

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This article argues and synthesizes two fundamental points about the Massively Multiplayer Online Role Playing Game (MMO), with World of Warcraft and Star Wars: The Old Republic serving as the chief examples of the genre. The first is that the use of ethical dilemmas in MMOs is a content-level manifestation of their unique fit to the current moment of late capitalism insofar as such dilemmas stage freedom of choice and action within a structure that restricts autonomy. The second is that the ludonarrative dissonance (via both Lukacs and Hocking) instigated by the merger of the closed, 'epic' form of the video game and the open-ended social aspects introduced in the MMO is a formal aesthetic response to late capitalism. These two threads of argument dovetail into a conclusion on the status of the MMO as a tool of hegemony - a cultural product that manifests and reinforces the norms of the present moment and at the same time has the potential to be repurposed for liberatory ends.
机译:本文讨论并综合了有关大型多人在线角色扮演游戏(MMO)的两个基本点,其中以《魔兽世界》和《星球大战:旧共和国》为例。首先是,在MMO中​​使用道德困境是其在当前资本主义后期的独特契合的内容层面的体现,因为这种困境在限制自治的结构内进行了选择自由和行动自由。第二个原因是,封闭的“史诗”形式的视频游戏与MMO中引入的开放式社交方面的结合,激发了通过Lukacs和Hocking产生的幻觉失调,这是对后期资本主义的一种形式上的审美反应。这两点争论最终得出了关于MMO作为霸权工具的地位的结论-MMO是一种文化产物,可以彰显并加强当前的规范,同时又有可能被用于解放目的。

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