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"March 25, 2009
Teleportation, the last battle, and the Creator talks: How the world ends inside an online game
Three years ago, I wrote a piece about how people behave in a world that’s about to end. The world in question was Asheron’s Call 2 — one of those online-world games like World of Warcraft that hadn’t gotten enough subscribers to survive, so the developers were pulling the plug and turning the world off. As you can read here, it was a rather spooky and sad experience: Long-time players were mostly quietly mourning the imminent poofing of a place they’d long come to love. (I later learned about the concept of solsastalgia — the homesickness one feels not when one moves away, but when one’s home environment vanishes before one’s eyes — and realized this is precisely what the players were experiencing.)
Asheron’s Call 2 was the one of the first really big modern MMO worlds to shut down, so when the world actually came to an end, not much happened: The logged-in players got a perfunctory note from the developers, and then they were booted offline. But now that economic hard times are here, more online worlds are dying, and here’s the interesting thing: They’re realizing that they owe it to their long-time players to make it into a sort of event . Game designers are realizing that ending their world in a dramatically satisfying way is actually a very interesting logistical, ludogical, and emotional trick. In essence, we’re slowly seeing the emergence of eschatology as a design challenge.
Exhibit A is the Tabula Rasa , an online world that shut down in on Feb 28, 2009. Chris Remo of GameSetWatch wrote a terrific report of the end here — during which the designers engineered one last massive apocalyptic battle. The problem? So many players got wind of the impending badass finale that the servers slowed down under the load. So, "
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