Dissonance, truth and the political limits of possibility in MMOs | Intellect Skip to content
1981
Volume 7, Issue 2
  • ISSN: 1757-191X
  • E-ISSN: 1757-1928

Abstract

Abstract

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.

Loading

Article metrics loading...

/content/journals/10.1386/jgvw.7.2.141_1
2015-06-01
2024-05-03
Loading full text...

Full text loading...

http://instance.metastore.ingenta.com/content/journals/10.1386/jgvw.7.2.141_1
Loading
This is a required field
Please enter a valid email address
Approval was a success
Invalid data
An error occurred
Approval was partially successful, following selected items could not be processed due to error