WoW, don’t go there
If you attempt to engage me in a conversation regarding World of Warcraft (WoW), you can expect me to utter some guttural noise, indicating my not so subtle feelings of contempt toward said time-waster. Isn’t the rainbow-infested post-Tolkienesque world nothing more than an addictive morphine dream? Such a hobby that requires serious time, money and emotional investment, with little tangible return–save the occasional marriage and friendship here or there–can’t be assumed a good thing. Heck, a number of WoW players that I’ve spoken to have expressed wishes that they could just quit. To withdraw themselves from the fantasy realm in order to focus more on bettering their Real lives but, for one reason or another, they are unable to disconnect. Even those who have successfully fasted are drawn back into relapse by the next expansion. Meanwhile, the developers over at Blizzard sit atop a pile of money, drinking from gold chalice the souls of the damned, between designing yet another digital drug more potent and destructive than Ultra Jet. And Blizzard aren’t the only ones to blame. CCP Games and their beloved EVE Online are equally evil, as is Richard Garriott and anyone else responsible for a massively multiplayer role-playing game (MMORPG).
Talk to me about WoW, and you’ll find yourself on the receiving end of this diatribe. Bear through the rehearsed rambling, though, and you’ll find me letting slip that, in fact, this is all cover. Truth be told, I envy those who successfully lead double lives in another ‘verse. Of course, I could just go out and purchase a copy of WoW, provide my credit card number to the Empire and carry on a life of ork-slaying. Except, this would be the end of all my creative endeavours and any life in the Real world. There’s a very simple reason for this: I compulsively consume media. Once I start consuming a well produced, written or developed television series, book or videogame, I must effectively put on hold all other pursuits in order to demolish said media with fervor and resolution. The faster I plough through the material, the sooner I can get back to living. (Ben Abraham can attest to this, when I stayed at his place and began watching the first ten episodes of Season Four of Battlestar: Galactica one night. He was surprised to learn the next morning that, after he had watched two episodes and gone to bed, I had remained awake well into the early hours in order to watch the remaining eight without pause.)
Any videogame that has no foreseeable endgame scares me.

Credits, roll on
Conversely, this is precisely the reason why I enjoy reading hard copy books and documents (if we’re talking study material), and further, videogames that are strictly linear and have a clear path. As you finish reading the pages of a book, flipping them over, you’re building up a legacy of past accomplishment to the left (assuming you’re reading a book published in the West). At the same time, you’re removing one leaf from the pile on the right, which indicates how many pages are left before you are at the conclusion and may continue to live. Turning each page assuages the guilt that I’m not spending my time more “wisely”. Once I’ve turned the last page, closed the cover, and re-shelved a book, I’m happy that it will no longer eat away at every waking moment. Likewise, when I’ve replaced the disk of the game most recently haunting my disc drive, and relinquished it to my collection, or better, a friend.
I tend to prefer games with Chapters, clearly defined goals, and a point by point checkbox of objectives that evidently result in making X progress to the end credits. For instance, games such as Devil May Cry, Resident Evil 4 and 5, Assassin’s Creed, Gears of War and Dead Space, which catalogue where you’ve been, how long it took for you to get there and, cross-referencing with GameFAQs, perhaps, how many Chapters remains.
Of course, this isn’t to say that I avoid RPGs. Indeed, games such as the Final Fantasy and Fallout series and Mass Effect, which provide clear narrative objectives with the room to fart-arse around at my leisure, are also comforting. Once you’ve hit the credits, generally these sagas have also come to a satisfying conclusion, much akin to reaching the last page of the book. (Though generally the ending is far more cataclysmic in videogames, lending themselves to near-apocalypse, whereas most books just draw conclusion to one particular narrative arc, leaving the reader to speculate as to the characters future undertakings.)
Time, Books and Videogames
As you may surmise, I’ve been reading a lot recently. Having resigned from employment a few weeks ago, and currently on University holidays, I’ve had every day to dispose of as I will, without any commitments save to those I’ve personally made to friends and a breakdancing class on Friday evening. As such, this has been the perfect time to indulge my compulsion to consume large quantities of media, and without the usual remorse. Namely, I’ve read five hefty novels, watched hours of television and films, and made my way through both Crackdown and Assassin’s Creed with obsessive attention to accomplish all primary and secondary objectives. Throughout these adventures, it’s dawned on me that perhaps videogames have more in common with books than other media regarding their impact on Time.
When consuming film and television, the time that it takes to consume the media is predefined. On the back of the disc case, the length of the feature is presented in minutes. Thus, it’s possible to make a precise approximation of how much time it will take to consume, giving due attention to pauses for rest-breaks, of course. The time it takes to consume books and videogames, however, is determined in part by the consumer, as is the quality of the experience. Someone with better reading skills, a more comprehensive knowledge of the written language and greater perception will be able to turn the pages of a particular book faster and come away with a better understanding than someone who isn’t as skilled. Likewise, gamer’s with a better grasp of the controls, understanding of the way games are designed (whether this knowledge is acknowledged at a conscious, or unconscious, level), and greater investment in the content of the game, will affect how long it takes to complete the game and how much they enjoy the experience.
For example, when navigating the game worlds of linear first-person shooters, I move from point A to B to C in the order intended by the developer fluidly and without stutter. Whatever factors attribute to this, whether it’s an innate understanding of map and deliberate lighting design that I’ve accumulated, or some other detail I’m not sure, but the end result is that I always complete games in record time on the first run through (unless I’m deliberately holding back for some reason). I don’t consciously acknowledge that I’ve built this familiarity with all game worlds until I watch friends with less comprehension, who seem to get lost in places where to me the exit appears obvious. As such, they will take longer to complete the game than I will, even though we effectively have the same distance to cover. A more complex example would describe how a game designer playing a particular game may enjoy a poorly made because they are experiencing it through a critical perspective, as opposed to a novice gamer happy to submit themselves to the spectacle of explosions. In addition, someone reading a book or playing a game may decide to skim it as quickly as possible, though the depth of their understanding of the text may be diminished by this practice.
(I’m deliberately not entering into discussion regarding the passive and impassiveness of particular media–even though I’ve already attempted to establish that videogames require active interaction by the player in a past essay–as I’d then have to begin explaining the way written text forces the reader to use their imaginations, and what constitutes the reading or interactive elements of consuming visual media such as film. Though it does sound fun to explore!)
What I’m trying to say is
Essentially, whereas the time it takes to consume media such as television series and films is predefined by the author, the time it takes for a book or videogame to be consumed is, though in part predefined by the length of the text (number of pages, or chapters, etc.), subjective to the skill of the consumer. Returning to where I kicked off, I refuse to play MMORPGs because there is no determinable end game but that I really like to read and play more book-like games where I can make an approximation as to how long it is going to take me to plough through it. (I’m ignoring, of course, the problems that arise when a videogame player gets stuck on choke point, such as a hard boss fight or puzzle, and progress is halted. That’s an essay for another day.)
Digg, Face, Hit, Spread me!

