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A great article on why one should run for the hills if anyone ever gives you a game such as this as a gift. Now I go to say a prayer for the poor lost souls playing this drivel....
1 posted on 12/27/2002 3:17:38 PM PST by txzman
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To: txzman
I'm assuming Sony does not accept $$$ in the mail, so adults do this.

Do adults really play these games?

2 posted on 12/27/2002 3:21:23 PM PST by Senator Pardek
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To: txzman
Interesting article ... I'd heard the name, but didn't know anything else.
4 posted on 12/27/2002 3:24:24 PM PST by Tax-chick
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To: txzman
Now I go to say a prayer for the poor lost souls playing this drivel....

Las Vegas will be amused at your attempt to save lost souls. If they are lost, they are lost.

5 posted on 12/27/2002 3:26:41 PM PST by Glenn
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To: txzman
Sounds like AOL.
6 posted on 12/27/2002 3:31:05 PM PST by MonroeDNA
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To: txzman
See, there's this nice game called volleyball....


7 posted on 12/27/2002 3:33:58 PM PST by martin_fierro
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To: txzman
I have a buddy who spends every free minute playing EverCrack, I never see him any more. Last summer we were only able to get him to come out for a canoe trip once, and we used to go canoeing two or three times a month. Fock EverCrack.
9 posted on 12/27/2002 3:34:59 PM PST by Notforprophet
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To: txzman
You plod away at the keyboard, obsessed and consumed with getting that new item, or finishing that last quest, and while so consumed you begin to hate the game. Vehemently. It’s a game that goes on forever, and one that you can never win.

What? Someone is holding a gun to your head maybe? Just walk away.

12 posted on 12/27/2002 3:38:28 PM PST by Harmless Teddy Bear
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To: txzman
I've played Unreal Tournament online for about a year now. I've just about had my fill of smartass teenagers and adults. I got banned from a server because I used the bio gun too much and the admin was a total @sshole about it because they didn't like getting slimed while they were camping the flag. I'm pretty much fed up with online gaming, I haven't played UT for a month, I may just delete it off my hard drive. I'm looking forward to playing the upcoming Master of Orion 3 - single player only.
14 posted on 12/27/2002 3:40:19 PM PST by Brett66
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To: txzman

Death of a game addict

Ill Hudson man took own life after long hours on Web


By STANLEY A. MILLER II
of the Journal Sentinel staff
March 30, 2002

Shawn Woolley loved an online computer game so much that he played it just minutes before his suicide.

Elizabeth Woolley, who says her son, Shawn, was addicted to EverQuest, wants to sue the makers.

EverQuest is played by more than 400,000 people worldwide.

The 21-year-old Hudson man was addicted to EverQuest, says his mother, Elizabeth Woolley of Osceola. He sacrificed everything so he could play for hours, ignoring his family, quitting his job and losing himself in a 3-D virtual world where more than 400,000 people worldwide adventure in a never-ending fantasy.

On Thanksgiving morning last year, Shawn Woolley shot himself to death at his apartment in Hudson. His mother blames the game for her son's suicide. She is angry that Sony Online Entertainment, which owns EverQuest, won't give her the answers she desires. She has hired an attorney who plans to sue the company in an effort to get warning labels put on the games.

"It's like any other addiction," Elizabeth Woolley said last week. "Either you die, go insane or you quit. My son died."

In the virtual world of EverQuest, players control their characters through treasure-gathering, monster-slaying missions called quests. Success makes the characters stronger as they interact with other players from all over the real world.

Woolley has tried tracing her son's EverQuest identity to discover what might have pushed him over the edge. Sony Online cites its privacy policy in refusing to unlock the secrets held in her son's account.

She has a list of names her son scrawled while playing the game: "Phargun." "Occuler." "Cybernine." But Woolley is not sure if they are names of online friends, places he explored in the game or treasures his character may have captured in quests.

"Shawn was playing 12 hours a day, and he wasn't supposed to because he was epileptic, and the game would cause seizures," she said. "Probably the last eight times he had seizures were because of stints on the computer."

Woolley knows her son had problems beyond EverQuest, and she tried to get him help by contacting a mental health program and trying to get him to live in a group home. A psychologist diagnosed him with depression and schizoid personality disorder, symptoms of which include a lack of desire for social relationships, little or no sex drive and a limited range of emotions in social settings.

"This fed right into the EverQuest playing," Woolley said. "It was the perfect escape."

Vulnerable to addiction

Jay Parker, a chemical dependency counselor and co-founder of Internet/Computer Addiction Services in Redmond, Wash., said Woolley's mental health problems put him in a category of people more likely to be at risk of getting addicted to online games.

Parker said people who are isolated, prone to boredom, lonely or sexually anorexic are much more susceptible to becoming addicted to online games. Having low self-esteem or poor body image are also important factors, he said.

"The manufacturer of EverQuest purposely made it in such a way that it is more intriguing to the addict," Parker said. "It could be created in a less addictive way, but (that) would be the difference between powdered cocaine and crack cocaine."

Parker doesn't make the narcotics analogy lightly. One client - a 21-year-old college student - stopped going to class within eight weeks after he started playing EverQuest his senior year.

After playing the game for 36 hours straight, he had a psychotic break because of sleep deprivation, Parker said.

"He thought the characters had come out of the game and were chasing him," Parker said. "He was running through his neighborhood having hallucinations. I can't think of a drug he could have taken where he would have disintegrated in 15 weeks."

Common warning signs

There are several questions people who think they are addicted to computers and the Internet can ask themselves to see whether they might have a problem, Parker said, including whether they can predict the amount of time they spend on the computer or have failed trying to control their computer use for an extended period of time.

Parker said that any traumatic setback to Shawn Woolley's character in EverQuest could have traumatized an already vulnerable young man.

It may be that the character was slain in combat and Woolley had trouble recovering him. Or, he could have lost a treasured artifact or massive wealth, or been cast out of one of the game's social clubs, called guilds.

"The social component is big because it gives players a false sense of relationships and identity," Parker said. "They say they have friends, but they don't know their names."

Elizabeth Woolley remembers when her son was betrayed by an EverQuest associate he had been adventuring with for six months. Shawn's online brother-in-arms stole all the money from his character and refused to give it back.

"He was so upset, he was in tears," she said. "He was so depressed, and I was trying to say, 'Shawn, it's only a game.' I said he couldn't trust those people."

Sony Online Entertainment declined to comment for this story, but EverQuest fans say the game is a fun diversion that is much better than watching television.

'It's like an adult playground'

Donna Cox of Schaumburg, Ill., has played for about two years and enjoys the adventuring and socializing. Cox and her husband, Bob, play together and team up against the game's challenges.

"It's like an adult playground," said Donna Cox, a professional who manages a team of computer programmers. "You can become anything you want. People only see the side of you that you want them to see."

Cox played about 40 hours a week at the height of her gaming but now plays only a couple of times a week. "Once you get into the high-end game, it takes a a lot of time," she said.

Dody Gonzales of Milwaukee has played the game for about three years and has more than a dozen characters spread across the EverQuest realm. Gonzales, who plays about four hours a night, knows EverQuest has been blamed for people's problems because it's a topic discussed in the online community.

Said player Vincent Frederico of Rochester, N.Y.: "It's almost like a drug. If you are not happy with your real life, you can always go in. . . . Someone who lacks social skills, they could find it much easier just to play the game instead of going out to a bar."

A game without end

How does it pull people in?

One key component is that the game can be played indefinitely, and there are always people populating the online world. EverQuest and other online games also have a social structure.

"The graphics are absolutely thrilling. They just haul you in," said Parker, who has treated several people for EverQuest addiction. "The other piece is that it takes time to leave the game. You have to find a place to hide to get out, and that makes people want to play longer."

For people who are unhappy, socially awkward or feel unattractive, online games provide a way to reinvent themselves.

Shawn Woolley - who was overweight, worked in a pizza restaurant and lived alone in an apartment the last months of his life - may have depended on EverQuest to provide the life he really wanted to live.

"People like to create new personas," Parker said. "You see a lot of gender-bending."

Hooked on 'EverCrack'

Interest in online games grew in 1997 with Origin Systems' Ultima Online, now with about 225,000 players. Microsoft's Asheron's Call, with around 100,000 subscribers, provides a virtual world similar to EverQuest's. Most online games require an initial software purchase plus monthly fees of about $10.

The games have roots in Dungeons & Dragons, the role-playing game created in 1974 by TSR Games in Lake Geneva. But D&D requires human contact to play; its digital counterparts do not.

David Walsh, president of the National Institute on Media and the Family in Minneapolis, said many EverQuest players refer to it as "EverCrack."

Walsh, who didn't know the details of Woolley's suicide, thinks mental health problems linked to playing online games, especially EverQuest, are growing.

"Could a person get so engrossed that they become so distressed and distraught that it could put them over the edge?" Walsh said. "It probably has something to do with the game. But your average person or average gamer won't do this. It's a coming together of a number of circumstances."

Walsh and Parker both said online games as a whole are not inherently bad, and Walsh compared playing online games to drinking alcohol. Both can be harmful if abused.

A call for warning labels

"I've seen a lot of wreckage because of EverQuest," Parker said. "But they are all the same. It's like cigarettes. They need to come with a warning label. 'Warning, extensive playing could be hazardous to your health.' "

Warning labels are exactly what Jack Thompson, a Miami attorney and vocal critic of the entertainment industry, wants to result from a lawsuit he plans to file against Sony Online Entertainment for Elizabeth Woolley.

"We're trying to whack them with a verdict significantly large so that they, out of fiscal self-interest, will put warning labels on," he said. "We're trying to get them to act responsibly. They know this is an addictive game."

"I am sure we are going to find things akin to the tobacco industry memos where they say nicotine is addictive," he said. "There is a possibility of a class-action lawsuit."

John Kircher, a professor at Marquette University Law School and expert in personal injury law, said a negligence action might be won if plaintiffs could successfully argue EverQuest's publishers "should have foreseen an unreasonable risk of harm, that people could potentially hurt themselves.

"Then there is the issue of First Amendment rights," Kircher said. "Does the First Amendment right trump the rights of the plaintiff? If the Internet is a form of publication . . . there is a balance the courts try to strike, and it's not an easy question."

15 posted on 12/27/2002 3:40:44 PM PST by SamAdams76
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To: txzman
What they don’t tell you is that taking your money is about all they’re interested in. They care little for player complaints, and less about player suggestions and requests.

If this writer were a capitalist, they'd see the contradiction in these two sentences. Hard to expand your customer base if your product sucks. And believe me, people will find out if your product sucks given the success EQ has enjoyed.

They’re in this to milk you for all you’re worth, and that’s the first thing you have to know.

At $12.95 per month????

17 posted on 12/27/2002 3:44:12 PM PST by craig_eddy
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To: txzman
I'm on FreeRepublic way too much to ever have time to play this game.
18 posted on 12/27/2002 3:44:32 PM PST by Caipirabob
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To: txzman
I've been an EQ player for over two years. I cannot agree with most of this article. The fact that you can never beat this game is the reason people keep playing it. It's called infinite replayability. The author thinks this game is so simple that most of the problems can be solved with a wave of a wand (sorry about the pun). Anyone will tell you that everything about EQ is complex and in the end, the game is what you make it. And isn't a game supposed to get difficult the further you advance?

And that part about guilds killing monsters just so other can't is just plain wrong. As soon as another expansion comes out, the strongest guilds move on and us bottom feeders can move in.

Bottomline, this is cheap entertainment because you pay per month, not per hour.

21 posted on 12/27/2002 3:50:24 PM PST by rudypoot
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To: txzman
Who needs Everquest when there is FR.
22 posted on 12/27/2002 3:52:20 PM PST by Diana Rose
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To: txzman
I had never heard of this game until about a year ago. In a conversation with family, I found out that people will actually pay hard earned cash to buy everquest stuff you win in the game. You win it as you improve your skill. It's free was long as you earn it playing the game and there is a way to "give" the stuff away on line.

I later found out my middle son played on a regular basis. When he wanted so money to upgrade his PC he sold everqwest stuff for something like $400.00 to some moron with way to much time and disposable cash on hand. Please keep in mind there is no physical stuff. It's make believe trinkets you win in the game.

I don't know what is going on in the game but if people are willing to pay hard earned cash of stuff that is make believe there is either something wrong with the game or something dreadfully wrong with people.

Put me down for people.

23 posted on 12/27/2002 3:56:33 PM PST by Fzob
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To: txzman
EverCrack : It was nicknamed for a reason.
25 posted on 12/27/2002 4:01:37 PM PST by Centurion2000
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To: txzman
The author should try Crack Cocane. It is just as addictive and they have better customer service.
26 posted on 12/27/2002 4:02:23 PM PST by Jeff Gordon
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To: txzman
What a whiner.
29 posted on 12/27/2002 4:05:29 PM PST by DAnconia55
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To: txzman
You plod away at the keyboard, obsessed and consumed with getting that new item, or finishing that last quest, and while so consumed you begin to hate the game.

My precioussss....

32 posted on 12/27/2002 4:16:51 PM PST by Textide
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To: txzman
Long before these graphic RPGs, there were MUDs, MUSHes and MOOs. ;)

Here's a link about MUD addiction from several years ago (I think).

35 posted on 12/27/2002 4:23:42 PM PST by Schnucki
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To: txzman
I've never played Everquest. I don't like the way the characters look or the fact that most servers prevent combat between players and are geared toward getting groups together. I played Ultima Online for about 6 months and enjoyed it until they limited player conflict due to whiners. I never initiated combat and was never too good at it. But it was fun trying to avoid the bad guys and escaping from ambushes. The whiners ruined it and made playing more like a Barney video game. They didn't like having to actually be careful with their character. They didn't like evil bad guys hiding in the woods waiting to kill them. Funny, one would think they would just stay away from fantasy genre games if they felt that way. That being said, here is my take on this.

The author is irritated because his game is too hard. The author should go play tiddly winks instead of wasting his time bytching. The player wants to play an online game with thousands of other people where no competition takes place. Sorry, there are no games like that. Most gamers are also...gasp....competitive.

Game companies that charge by the month will attempt to keep you coming back month after month. They would be FOOLS not to do this, not to mention unemployed. If you want a game that does not require you to keep coming back buy something like Diablo, go through it, kill Diablo, and then throw the CD away. Easy. If you do not like companies making money for providing monthly services, then drop out of the economy.

The author seems irritated that higher level quests in a game are....gasp.....hard. Imagine that.

Is the author advocating that the game have an "outcome based" philosophy where the game is "dumbed down" so that it is easy for the most inept player? Lowest common denominator? It would probably help the author's "self-esteem" if he were allowed to win easily. This is pretty much what happened to Ultima Online.

The author is irritated about "nerfing" of items. These items are "nerfed" specifically because they cause a game imbalance for other players. You know...the kind of game imbalances that the author is whining about, where one player has an easy time while he can't get that advantage. The author complains about imbalance and then complains about nerfing. What the author is really complaining about is that HIS items are nerfed in order to make the game balanced for other players.

The author complains about online harassment. Well, my advice is not to get on the internet and not play games with groups of anonymous people. Human nature is not likely to change because the author doesn't like how people behave when they are anonymous on the internet. If this bothers him he should avoid ALL online games like the plague.

Ultima Online people used to have all sorts of ideas for improving the game and adding features and enhancements. Unfortunately development costs money and unless the feature or enhancement is going to increase the bottom line of the company they are naturally unlikely to do it. Thats business. If the author doesn't like it he should start his own online game company and code every request someone sends him. He should have a really great game, at least until he goes broke in a couple of months.

And finally, if it ain't fun, don't play it. But don't start talking about warning labels and such. Next thing you know the author will want legislation requiring gaming companies to provide counselling for those who are harassed online or requiring monsters to be "distributed fairly".
36 posted on 12/27/2002 4:35:54 PM PST by Arkinsaw
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