Maplestory and Social Class
MapleStory, a Korean role-playing game launched globally in the 2000s, captivated players with its beautifully and intricately designed world that blends fantastical and realistic elements. In this game, players start at level 1 and progress by exploring various regions of "Mapleworld," hunting monsters to level up. Introduced to the game by my cousin at around 8 or 9, I was immediately struck by its unique appeal. The game's regions ranged from magical, fairytale-like settings to real-world cities like Tokyo and Shanghai. For many young players, especially those from rural areas in China, Mapleworld provided a window to the broader world.
In 2018, MapleStory still boasts impressive visuals and music, but it has lost a significant portion of its player base compared to a decade ago. This decline followed a major redesign in 2010, known among players as "the big bang." While intended to make the game more engaging, this overhaul had unintended consequences. One of MapleStory's original draws was its hierarchical structure, which paradoxically fostered a strong sense of community and social interaction.
Pre-big-bang, leveling up was a challenging task, creating a society with clear class divisions. The majority of players occupied the working (levels 15-25) and middle (levels 30-50) classes, while reaching levels 80-100 took years of dedicated play, making these players almost "godlike" in status. Their appearance in the game would draw crowds, requests for friendship, and admiration. This phenomenon created a unique community atmosphere, somewhat akin to a Durkheimian religious community. For lower-class players, merely encountering a high-class player was an event to cherish.
Another intriguing aspect of the game was the division of labor. Initially, all players started as generic citizens. Upon reaching level 10, players chose an occupation – magician, bowman, thief, or warrior – each with its strengths and weaknesses in monster hunting. This division fostered a strong sense of identity and necessitated teamwork for group quests, enhancing the game's social aspect.
However, the 2010 big bang update significantly altered these dynamics. Leveling up became easier, resulting in an abundance of high-class players. The introduction of 20 new occupations diluted the distinct identities and community ties of the original four. This equalization led to a loss of interest in social interactions and collaboration, as players became more similar to each other. The game shifted from a complex social environment to a simpler, more individualistic experience focused on monster hunting and personal progression.
The response from veteran players to these changes was overwhelmingly negative. Many missed the challenging, socially rich environment of the old MapleStory. For me, the pre-big-bang game was akin to a work of art, offering an experience unmatched by other games. It's disappointing that academic research hasn't delved into MapleStory, considering its potential sociological insights and significant impact on players' lives. Despite the differences between Mapleworld and the real world, games like MapleStory could serve as valuable tools for sociologists to understand societal dynamics and cohesion.
Comments
Post a Comment