Mafia Wars And Real Life
Posted: May 31st, 2009 | Author: miconian | Filed under: Media And Advertising | Tags: life, mafia wars | Comments
The “social media” game Mafia Wars is compelling and addictive, partly because of how similar it is to real life. In Mafia Wars:
- You can do a lot of “jobs,” earning you money and “experience.”
- You can use the money to buy cool stuff.
- The main value of the cool stuff is to win contests with other players, in which the winner is the person with the most cool stuff.
- The experience that you accumulate qualifies you to do harder jobs, which pay more than the easier ones.
- As you gain more experience, you find that your ability to accumulate money gets easier, but everything else gets harder.
- As you buy the cool stuff you always wanted, you are increasingly dismayed to find that there is an endless ladder of cooler stuff that you may never be able to afford.
- Real estate is the best investment you can make, but it takes a long time to pay off.
I was pretty caught up in the game for the first couple 0f days, as anyone who reads my Facebook feed can attest.
And yet, I wasn’t really enjoying it. I was nagged by the knowledge that this sort of rat-race mentality was exactly what I was trying to get away from in real life. Why was I engaged in a simulacrum of it? I started asking myself the same sort of questions about the game that I ask myself at least once a month, usually more like once a day.
Namely: What am I actually trying to accomplish?
And that’s when I realized something that changed my whole outlook on the game, and made playing it much easier.
In Mafia Wars, you don’t age.
In other words, it’s possible to make a small real estate investment, and then sit on it until it yields enough to make another one, and so on. And eventually, you’ll have enough money to buy all the best stuff that someone with your level of experience has access to.
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So why doesn’t everyone do this?
The game (like many aspects of real life) is designed to give the player an artificial sense of urgency, at several levels. Real estate investments pay off thousands of dollars every hour, and the time to the next payout is displayed in a backwards counter at the top of the screen. This facilitates impatience; the time between the present and the next payout always seems like it’s being wasted. So you turn to the other activities available to you: buying stuff, competing with other players to see who has the best stuff, robbing other players’ stuff, and doing “jobs.”
After a few days, as I sat there trying to cram a lot of “work” and “experience” into every gap in my imaginary income stream, the parallels to my real life started to really kick in. Why was I “working?” Why was I trying to build “experience”? Why was I buying into the implicitly stupid idea that someday I would own more cool stuff than anybody else?
It was right about that time that I saw this TED video on the value of delayed gratification:
So I decided to try an experiment. I would play the game the way I’m playing my actual life.
I stopped picking fights with other players.
I stopped buying stuff.
I stopped doing “jobs” and gaining “experience.”
When I received money, I put it immediately into the bank, where it stayed until a solid investment opportunity opened up.
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To my delight, I found that this strategy was extremely successful inside the game. Rather than falling behind, I felt like I was jumping ahead. My experience level didn’t change, so the game’s expectations of me didn’t change. My peers didn’t get tougher, and life didn’t get more expensive. Since I wasn’t looking for activities to fill the time between payouts, it was easier to sign out of the game and do other things. When I did sign, in hours later, I’d enjoy seeing the large amount of money I’d accumulated, and then I’d immediately deposit or buy real estate with it. After that, I’d have nothing to do, so I’d leave the game again and do something else.
Eventually, my imaginary real estate investments will yield enough imaginary money that I can afford the coolest possible stuff available at my experience level. And since I won’t be gaining any more experience, I won’t be exposed to any other stuff. Also, since I’m not picking fights, and since all the players I used to fight with before have now advanced out of my league, I have no enemies. Once in a while, somebody attacks me at random, and they usually win, but they get nothing, because all my money is safe in the bank. In fact, sometimes I actually lose experience in fights, which can only be a good thing, as it helps to ensure that I will never reach the point where I’ll be invited back into the endless loop of “jobs” and “experience.”
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In this new englightened state of play, I’ve realized how much both Mafia Wars and real life are driven by being angry at other people. Having let go of my game-anger, I find that I don’t care if I lose fights with other players. The stakes are non-existent. In fact, after I log in and move my latest real estate earnings into the bank, I sometimes amuse myself for a few minutes by attacking much more powerful players, and losing on purpose, just to see the long lists of all the cool weapons, armor, and vehicles that they have bearing down on me and my little crew. It reminds me of that scene in Revenge Of The Nerds, where the nerds and the jocks are playing tug-of-war, and the nerds just let go of the rope and let the jocks fall on top of each other. Or the sequence in Fight Club where are the tough guys go out and get their own asses kicked by wimps. Because sometimes volunteering to lose is the only way to bring a silly game to an end.
Nice post. Long windup but got really good about the third graph. Radical honesty ;)
BTW, Michael, you should pick up the book “Spent” if you haven’t already read it — you’ll get a kick out of the Darwinian deconstruction of our consumerist urges to acquire stuff.
Sounds depressing. Darwinian deconstruction? If I read that, I might want to kill myself.
This behavior proves that persons rise to the economic level that they desire. If one really wanted more “cool stuff” one would continue to play – with the fighting, robbing, etc.. – It seems that you have found the economic level in the game to which you choose to rise.
There is an assumption on your part that the fighting and robbing are anger based. In fact, this could be non-emotional just how the game is played. However, the behavior against you makes you angry and in turn project that emotion on the other players.
It is not the game or the rules of life but rather how one plays. Those that break or bend the rules should be subject to severe censure. That does not happen in the game nor does it happen in life.
Rather, society spends its time censuring persons for little infractions, he hurt my feelings with blah, blah, blah, while those that commit large infractions seem to receive a very modest relative dose of justice.
Hence the anger that you assume is projected on the society and each individual. It is Mafia wars and by extension simulates crime and criminal organizations. How did you think the players were going to play and what did you think was the objective?
Glenn, thanks for commenting. I think we disagree on a number of basic assumptions.
It seems that you have found the economic level in the game to which you choose to rise.
Your use of the word “rising” suggests the advancement along some scale of desirability. But really, having the cool stuff isn’t that cool. At least in the game. The coolness does not outweigh the tedious effort and loss of time that it takes to get there.
There is an assumption on your part that the fighting and robbing are anger based.
Yes, and I know from conversing with other players outside the game, that this assumption is correct, at least part of the time. I recently received a FB mail request as follows:
“This guy is an SOB. He’s been attacking my friend A (who I’ve known since high school- A.B., if you were there with us…) on Mafia Wars… He attacks her property every day and is just being an asshole. His name is __. I have done research and it seems he may be a 48 year old guy who listens to 80’s Metal Americana living in Folsom (can you say prison? – thanks Johnny Cash) California… Please do anything you can to stop this man, because I will not put up with this white trash misogynistic crap being thrown at a sister. Can you dig it? I knew that you could… XO”
How did you think the players were going to play and what did you think was the objective?
I don’t know, Glenn. I’m not a game designer. I just thought it would be better than it is.
it is a fun game…you play in once in a day for about 30 minutes….