We all play games, and we all play games of thousands of different types. Some of us appreciate sports more than anything else, but a sport is still a game; some of us play card games, some play games with animals, others play games by themselves. With the rise of the Internet there has come a new kind of game, or at least a new ability to communicate and play games with a broader variety of people at any one point in time. The type of game I'm referring to is the massively multiplayer online role-playing game, heretofore abbreviated MMORPG (or more simply, MMO). And the most popular of all MMOs is World of Warcraft (referred to below as either "WoW" or "Warcraft").
But WoW is not technically a game.
Games are a certain kind of human activity, and while there is no real philosophical consensus as to the nature of the game, we might be able to settle on a broad definition. Games are activities, and those who engage in the activity of the game are said to be "players." The players participate in the game by pursuing the goal of the game while simultaneously following the rules. If there are no rules, one is not playing a game. Similarly, if there is no goal, one is also not playing a game. There isn't much of a specialized word describing the activities one undertakes if one attempts to play a game without rules or a goal, and this is yet another area of contention (for if something is not a "game" what is it, and how does one play it?), but what I would call the activity described above is playing pretend.
As an aside, the imaginative faculties are required to play games, as one needs to accept the artificial restrictions of the rules. As games have gotten more advanced, the rules have become more naturalistic; often the rules of MMOs and Warcraft in particular mimic what might be considered the fundamental rules, i.e., the laws of physics and our universe. In WoW in particular the rules place limits on the ability of a character to function, in the form of health and what might loosely be grouped as "energy." And where WoW departs from the rules of physics, there are imaginative flights that deviate from the laws but are still restricted--magic, for instance, is restrained by a limited amount of magical energy available to the character. Such energy must be regenerated either by drinking, which itself is dependent on a finite resource, or simply by the passage of time.
(I call the laws of physics and nature "rules" because they are conditions one must accept before engaging in practical behaviors; no matter how much you deny gravity, or the need for oxygen, there is no escaping their existence or necessity. So while they are not rules insofar as rules are restrictions on activity based on agreement, they nonetheless function in an identical manner.)
So it is acceptable that WoW and MMOs have rules; but one of the rules of all games is that the game stops when a condition is fulfilled. This is the goal of the game, and the goal is simply another rule, but a rule that defines when play ends; it is something of a self-aware rule, or a rule that restricts not simply the player's actions in the universe of the game, but the game itself. Thus games need conditions of "victory" to escape from the boundaries of pretend or imagination and to become games. This is where I recently ran into quite the roadblock when discussing Warcraft with fellow players.
To explain why a game requires a victory condition is a controversial segment of the anthropological and sociological study of games. A game without victory is a simple rote exercise; there is no reason, no motivation for playing beyond the continuation of the pretend universe. You do not see people playing variants of checkers wherein pieces are "jumped" but not removed from the board; without the possibility of winning the simplicity of the game is not enough to hold one's interest. Nor does the game provide what one might consider the fundamental benefit of the game: a foundation in the nature of strategy.
Chess is often likened to warfare, and indeed the pieces are modeled on the trappings of a feudal society. Ramparts and siege towers (rooks), the mount as the representation of the knight, the oblique movement of the bishop, and the near-omnipotence of the queen (and intriguingly the coincidental impotence of the king, in a rare moment of feminist empowerment prior to the 20th century). There are strong lessons learned by playing chess. How to plan ahead for unexpected contingencies; how to cover your own plans and deceive your opponent; but the most basic lesson of them all is the nature of consequence. One cannot blindly move in chess without coming to a quick defeat. Like all games, a recitative knowledge of the rules is no guarantee of victory. Strategies inside those rules, that is, skillful manipulation of the game without breaking the agreements reached by the players, teach those same players that there are consequences to each action. And that those consequences often have disastrous costs.
Some of the simple "games" or exercises we play with our animal friends are not, traditionally, games. Throwing a ball back and forth may be an activity that one can "play," but the act of play is not necessarily denotative of the game. This is the logical fallacy of one opponent of my ideas, that the nature of the game is that it is played; and in pointing out that one plays all manner of nongames, he dismissed this as "playing syntax" (which, again, strictly speaking is "playing semantics," as we are arguing over the definition of a word and not its placement in a sentence). One plays songs, instruments, movies, we engage in play with babies and dogs and cats and our significant others, but no one claims that the act of playing instruments or songs or movies is necessarily the act of playing games. Games are a subset of a larger set we might name "Things We Play."
But back to the matter at hand. The truth of it is, almost all MMOs are nongames, and Warcraft in particular is a nongame. Why is this so, and does this necessarily denigrate the software if we do not refer to it as a "game"? The latter answer is "No, it does not denigrate Warcraft," but the other question is somewhat more difficult to respond to.
The business model of the MMO is that of subscriptions. Warcraft as a specific example charges $40 for the purchase of the software (or as their lawyers likely describe it, for the purchase of a "license" that allows one to play the software at the publisher's sole discretion), and a further $15 a month for access to the servers that allow the player to join the game. For as long as you wish to play, you must pay the publisher that $15 a month access fee. It is then in the best interests of the developer to "hook" the individual into paying that access fee for as long as possible, as the longer the individual continues to pay, the more profit is generated by each subscriber.
One possible way to keep the subscriber on the hook for as many months as possible is to create a huge software "world" for the subscriber to explore. Of course, the larger the initial development effort, the more money the developer must put at risk in the hope of generating a hit product. Another tactic is to promise the subscriber the continued and regular release of new content, essentially expanding the available world as a kind of reward for continuing to subscribe. But perhaps the greatest achievement of the MMO genre is convincing individuals to continue to engage in their world where there is no hope of ending or success. There is no victory condition defined for these software universes; to allow a player the possibility of victory is to provide an avenue for the termination of a subscription.
Now there is a term peculiar to the entertainment software industry in describing these activities without victory conditions, and that term is "sandbox." The obvious reference is to the child's sandbox, the generally turtle-shaped (in my own limited childhood observations) box that allows children to play and create with the sand whatever they will. There is no victory condition, obviously, and it's meaningless to discuss rules for the sandbox; but insofar as software is a construct written to the specifications of the programmer and the machine the software will eventually run on, there are necessarily rules to the operation of the software's universe (and to the participant's interaction in the software's universe). So while sandboxes have rules, they lack the necessary victory conditions to be considered "games." One of the earliest sandboxes, if not the earliest, is Will Wright's SimCity. The participant was given a plot of land to develop into a bustling metropolis, while dealing with the ravages of time, limited resources, and natural disasters. But no matter how long one participated, no matter how well one controlled the growth and maintenance of one's city, the software never ended. One never achieved any kind of satisfaction or ending outside of the goals one set for him or herself.
Thus SimCity is not a game--one can never "win" SimCity, as the sandbox never ends its simulation. Perhaps what Will Wright had meant to accomplish was to subtlely encode a nihilistic worldview of the futility of human action on the environment in such a way that children would purchase it and fill his bank accounts, but that is one particular brand of speculation that might be entirely too cynical to be true. In any circumstance, the impetus to play the game was a kind of cruel test of endurance, pitting human frailty against the inhuman machine. Given the choice of who would tire first, gray matter will collapse before circuitry.
WoW is similarly a sandbox, but for different reasons. There are edges against which one's progress might falter (namely, the "level cap" of 60, and the cap on skill progression at 300; though the level cap will be extended to 70 with the upcoming expansion pack), but there is no clear moment at which one could be said to have "won" World of Warcraft. Winning is an activity predicated on exclusion. For one to win, others must fail. To have games wherein all are winners is to defeat the purpose of the game; it is akin to having a game wherein attaining the victory condition is impossible. I would argue the latter before accepting there is a clear victory condition for WoW, as part of the nature of victory conditions is that they are self-aware rules established by the participants. Winning must be a recognizable event for there to be a win, or a victory.
Wittgenstein argued that games are necessary elements of human interaction, but his scope of the term "game" was somewhat ludicrously wide. (This specifically is a reference to his assertion that language itself is a game, which the nature of recent explorations into linguistics and the psychology of language would suggest that it is only a game if one can be said to play a game wherein the rules are everchanging and the tokens one uses to recognize each player are similarly arbitrary, that is, a game where the rules are not only unrecognizable, but fundamentally uknowable in their entirety.) Part of the necessity is the victory condition, and this is the more-positive flipside to the dark undercurrent of the game: that part of the nature of the game is failure.
One must be capable of losing to be capable of playing; an endless exercise of the imagination is not a game. While most of those who enjoy interacting with the sandbox model do so because they set their own goals and their own victory conditions, it does not elevate the sandbox to the nature of the game. Instead there is an argument to be made that the granular transaction of the individual to the sandbox might be characteristic of playing a game. But this holds mostly for single-participant sandboxes, as once one enters into agreement with other participants via acceptance of rules, the granular transaction disappears into a cloudier group interaction with the software itself.
Nowhere have I expressed that "game" is inherently more valuable a descriptor than "sandbox," for self-determination is something that sandboxes are uniquely qualified to impart to the participant, wherein games reinforce a respect for hierarchy and an acceptance of consequence. They are different animals, but neither is a better animal than its counterpart.