Communities: A Case Study of Diablo II: Lord of
Transcription
Communities: A Case Study of Diablo II: Lord of
Nested Seh.tes,Nenoorhed' Commr.nities . Katheire McBimey 415 Networked NestedSelves, A CaseStudyof Communities: Diablo II: Lord of Destrwctionasan Agent of Cultural Change Katberine McBirney A seasonedwarrior, you enter the Rogue Encampment, only to hear news of strange disturbancesand monstrousuprisingsin the surrounding counrryside.You gather your group of fellow fighters and trek into the dangerouslandscape,working together to vanquish evil. After a seriesof stunningvictories,you gain evengreater battle prowess,able to face the grimmest odds. Then, the next Monday night, you meet your comradesin the chat channelto organizeanother game and do it all over again. Welcometo the world of Diablo II: Lord of Destruction. The gaming world has been largely exempt from the serious analysis devoted to other contertporary media.In this article,however,I plan to we Diablo 11 asa casestudy for an analysisof the larger culturai implications of multiplayer gaming. \(hat is the appealof'such games?How do such games transform contemPorary conceptions of both self and community? Online role-playing games (MGs) llie Dioblo II, I argte, offer an alternative social framework that provides the player with an escapefrom modernity (and an exciting gaming experience). First I consider Diabln Its pseudomedievallandscape;how and .. why do RPGs strive to elicit nostalgiafor a seemingly lost eraof epic?In answeringthis question,I srggestthzt Diablo 11 allows people to connect in a new way that paradoxicallyhearkensback to medievaland early modern socialconsm1cts. Second,I considerhow this new cultural par' adigm changesour contemPorarydefinitions of communiry and self, Unlike face-to-facegaming, online players only know as much about each other as each person choosesto share, In his analysiso{ pen-and-paperRPGs, Gary Alan Fine 'For the gameto work as an aestheticexwrote, 'bracket' their perienceplayersmust be wiliing to 'natural'selvesand enacta fantasyself.They must lose themselvesto the game'This engrossmentis not total or continuous,but it is what provides{or the 'fun' within the game"(4). Fine callsthis form "framed sel{" (4), an aPproof self-fashioningthe priate tefm becauseit getsat the nestedselvesinherent in online gaming. At least three distinct "selves"overlapwithin the contexrof the DiabJo I I ganrtngenvironment: 1. The "real life" self (hencefordrcalied RL seU). 2. The online identiry (that is, how one is known on gamingbulletin boards,within guilds, and on the main http://www.battle. net network). 3. The characterwithin the game' In addition, Di.ablo11 playersoften developand English KarherineMcBirney is a graduatestudent at the University of Noreh Carolina-ChapelHill, specializingin literature of the Recentproje-ctsinclude a srudy of imaginationand monstrosiryin Spcnser'sFaerie Qaeene,and an ongoinginterest h Renaissance. online culture. E j t, 416 Tbe lo*mal of Ameican Culntre . Volame 27, N*mbet 4 ' December 2004 however,belies the complexity of characterdevelopment.Charactershave 505 stat points and 110 sLitl points to distribute, and thousandsof items with which to equip their characters, making endlesspermutationsoI characterbuilds For example,when I play Diablo II' I am nepossibie.zIn addition, online players may form gotiating severalplastic identities: my real life identitS Thelestis(my moniker on the Amazon pafties of up to eight, working cooPerativelyto Characters Basin, a gaming community and forum); my ac- defeatmonstersand completequests, "going hostile." by count nameon http://wwvbattle.neq and Duessa may alsoduel with eachother Like many RPGs, Diablo // takes place in a (a level eighty+ix Frozen Orb/Hydra sorceress). environmenqin fact, many of the The RL self controls these alternativeidentities, pseudomedieval elementsof theDiablo 11 world havebeendrawn but the alternativeidentities are not merely cirfrom actualfacetsof medievailiterature and culcumscribedviithin the bordersof the RL self.As Miroslaw Filiciak, one video gametheorist,char- ture. For example,players may hire mercenaries "We are existingin a stateo{ con- to help in eachof the 6ve acts,ranging{rom Act I acterizedit, tinuous construction and reconstruction" (98). rogues (Amazon archers) to Act V barbarians Finally, I consider how these uniquely nested, (sword-wieldingwarriors)' The Act V barbarians areclearlymodeledafter ancientGermanictribes, self-fashionedpersonaeinteract in the form of and many of their names are either dravrn from gamingguilds and forums. Di.ablo II is a hack-and-slashrole-playing minor charactersin Beouulf or made to sound tihglaf, like Anglo-Saxon names (for example, game, originally releasedin June 2000, that allows {or both single-playerand multiplayer gam- Ecgtheow,and Hygelac). Di.ablo also appropriatesthe symbolic frameing. Blizzard Entenainment runs a free onfine ' system, http://www.banle.net,to which gamers work of medieval cuiture, in which items have meaning beyond their physical appearanceand canconnectand play with peoplefrom aroundthe worid. \7hen I checkedon a random weekday nature.For example,charactersfind many gems afternoon,74,57Qplayerswere engagedin 46,196 and jewels during questing, each of which has gameson the USEastrealm alone.t Blizzatd has different propertiesand usesbeyond mere decoration. An emeraldProtectsagainstpoison when since releasedan Expansion Pack, Lord of De"act" socketedin a shield, or inflicts poison upon t}te to the four strraction,which adds aL extra acts already presentin the game,and has added enemy when socketedin a weapon. Likewise, a ruby protects againstfire damagewhen used two new characterclasses.In addition, Blizzatd "patches" to the http:/l defensively, inflicts fire damage when used has releasednumerous environment,most recendyPatch offensively,and adds vitality (life) points to the v;.ww.battle.net 1.10 in Octobei 2003, which added new items, characterwhenusedin armor or helmets-an aP"worid events' to the fictional propriate use of elementalsymbolism(fire as the monsters, and spark of life). world of Dia.bloII. antiquiry into medievalEurope, From classicaL a certain In the game, the player selects characterclassfrom a group of seven-Amazon, popular and scholarly culture ascribedmedicinal Barbarian, Paladirq Necromancer, Sorceress, and magicalpowers to gems and jewels. As the Druid, and Assassin-and accomplishesnumer- editor of one Middle Englishlapidarynoted,many manuscriptsof medievallapidariesare extant toous "quests" that involve killing an endlesspro"a cession of monsters, demons, and undead day, which indicates considerableinterest in creaf,ures. In the fictional framework of the game, the significancesand virtues of preciousstones" (KeiserVII). Ancient traditionso{ pagansymbolic the characteris attemPtingto savethe world from "Prime magic merged with both Christian tropes and Evils": the demons Mephisto, Dithree ablo. and Baal. This simple fictional structure' newly emerging sciencein the inedieval laptdary. control many characters;each account can hoid up to eight characters'and each player can havemultiple accounts. fl,lt',, NestedSeh)es,Net@)orkedCommsnities t Katheixe McBimey One famous example is Isidore of Seville's sixth-century Etymologiae,a comprehensiveencyclope&a of the naturalvrorld that classifiesand enumeratesthe properties o{ many gems and stones.As Joan Evans,author of MagicalJeuels noted, of the Mi.ddleAges and the Renaissance, color. For gems by Isidore's tar(onomy groups example, emerald,(smaragdus)Ialls into the cat"transfusesthe suregory of green gems, and rounding air with green" (31). Like Isidore's Etytnologize,gem classificadon tn Diablo folTowscolor; unlike Isidore,gempropto natural erties are based on correspondences phenomenaor elements:rubies for fire, topaz for lightning, sapphirefor cold, and so on. The Diablo cosmology ascribes symbolic value to everyday oblecu. Diablo is embeddedin the premodern ttreory o{ correspondencebef,ween microcosm and macrocosm,in which heavenly objectshave counterpartsin earthly obiects,and eanhly objects have counterpartswithin the human body itself. Numerous medievaland Renaisof sancecosmologiesassertthe interdependence humanity and universe. Figures as diverse as Paracelsus,Marsilio Ficino, and John Donne madereferencesto suqh For example,the fifcosmic correspondences. teenth-centuryalchemistand physicianParacelsus studied"cosmology,theology,naturalphilosophy and medicinein the light of analogiesand correbefweenmacrocosmand microcosm" spondences (Pagel,qtd. in Debus 52-53). Marsilio Ficino, an Italian Neoplatonist philosopher, wrote in a letter "For thesecelestialbodies to Lorenzo de' Medici, are not to be sougl'ttby us outsidein someother place;for the heavensin their entirety are within us, in whom tle light of life and the origin o{ heaven dwell'"'(62). Donne, contemplatingthe looming faet of universal decay, describedthe "This is nature's smrcture of the universe thus: nest of boxes:the heavenscontain the earth;the eaitl, cities; cities, men. And all these are concentric."Although it may seemsimplisticto lump together these varied men from different time periods, they shareone thing in commoh: the a priori assumptionof a providential, hierarchical cosmos, 417 Such a worldview allows for an integrationof magic, religion, and science-a semiotic natural philosophy in which obiectsrepresentother objectsand the naturalworld is firll of signspointing to a higher meaning.One biographerof Paracel'she sususedthe exampleof orchids,which [Nature] has made ,.. in the shapeof testicles,thus 'restirutehis lewdness hinting that their juice viill to a man"'(Pachter 7\,'Ihe flower's appearance mimics its medicinal or magicaluse, iust as the fiery color of a ruby in Diablo 11 hints that it will inflict elementaldamageon the enemy.\flithin the structure of the game, a providential authority imbuesthe world with symbolic meaningand order. The "Archangel" Tyreal directsthe character to fulfrll certain quests(although is not able to intervene in physical world), and the supernatural wisdom of sages,like Deckard Cain, and arcane manuscripts,like the Scroll of Inifuss, guide the player through the game.Thus, the game'ssymbolism and strucftre attempt to capture a PreCartesiannerworkingof self and world that is not possiblein conremporarysociety-reminiscent of a time before mind, body, and world were separated. Moderniry, as some literary theoristshave argued can be characterizedby nostalgiafor a vanished time before the detached,subjective self emerged,a dme 'when the values and meaning of life were more dlearly and universally defined. ln Tbeory of the Nooel, Georg Lukacs wrote, ". . . the outside world to which vre now devote ourselvesin our desireto learn its ways and dominate it will neverspeakto us in a voice that will clearly tell us our way and determineour goal" (203). Inner certainty is no longer possiblein a world of psychological ambiguities, and outer certainryis no longer possiblein a world of rel"... the immanenceof advism.As Lukacs put it, meaningin life hasbecomea problem" (186)'The individual mind has becomeseparatedfrom the welcoming certainty of premodern cosmology .4 I-ul ^u v^r u*l r *s r,u, - ; , . - Lj, \(hat doesthis scathingindictment of modernity haveto do with computer games? l ithin their fictional worlds, Drablo and othet "speak,tous in a voice similar computergamesdo t.: TheJo*mal of Ameican Culture . Volwme27, Number 4 . Decetnber2a04 418 that will clearlytell us our way and determineour goal." Within the frameof r:hegame,eachitem has a meaning and pu4rose, and alr;hougheach charader hasnearly limitlessoptions for development and growth, the character'spurposeis narrowly circumscribed.It is commonly acceptedthat escapismis one motivation behind gaming,I argue that the medievalsettingprovidesthe gamewith a moral and symbolic frame that allows the player escapism to experiencea specifictype of escapism: real life to the absolutism from the ambiguity of of the virtual world. In responsesto a query I postedon a popular Diablo bdletin board community, many players commentedon the epic qualiry of the game.3one player wrote, "The Middle Earth feeling brings to me the poetry of greatwarriors,Killing Diablo or Mephistowith a bazookawould flot be that much fun would it? They must fall on the weight of your arrows and swords,your finesseor brutal force" (Viad). Another commented,"Oh and I quite like medievalgames.They seemmuch more "danger" in evil and dangerous"(Woody). The Diablo is clear-cut:three evil demonsintend to destroythe world, thereforea hero mustsaveit; at the sametime, the dangerand evil is manageable. Players face obstaclesthat challengethem, yet they experiencecompleteand unambiguousvictory, The monsters die, the charactersacquire more pow6rful items and skills. As one player commented,'So, why computergamesin general? Escapism. From the real world where your control is Iimited to a world where it's vinually unlimited" (Blondwithtude). One player, Bfillig even obliquely mentioned the sort of epic nostalgiathat characterizesthe sort of "antimodernity" of medievalRPGs. He ffiote) You asked what we think about the game's medieval setting. The thing that strikes me rein suspending aboutit is that it succeeds aliry for such a diverse audience.The first time I vratchedmy kids playing, it remiaded poem: me of somelinesfrom a \tr(ordsworth For this, {or everything,we areout of tune, It movesus not-Great God! I d ratherbe A Pagansuckledin a creedouiq/orn; on thispleasant SomightI, standing lea, Haveglimpses that would makeme less fodorn; Havesightof Proteusrisingfromthesea; Or hear old Triton blow his wreathed horn. From "The Vorld Is Too Much Vith Us; LareandSoon" In the surprisingconnectionhe drawsbetween 'Wordsworth and Diablo 4 Brillig effectively characterized the auraor atmosphereof the game. For Brillig, iike Lukacs,the contemporaryworld seemsdevoid of meaningsomehow:"It movesus not." The gameenvironmentallovrsan opportunity too connect with somethingseeminglyancient, mythical, or epic-as \Tordsworth put it, the chanceto see mighty, long-lost Gods rising from the sea"or the power of a woddview in which magic religion, self, and community are ineffably interwoven, Although the medieval setting is crucial to the atmosphereof the game,it alsofunctionsasa sort of familiar environment for those who are inrcrestedin RPGs, and as a facilitator for the item collection,characterdevelopment,and teamwork that form the real meatof the game.As one player commented,"\7hi1e it [the medievalsetting]does lend a certain level of immediatefamiliariry the gameis essentially(and by design)ahistoricaland fictional" (kylhwch). In "A ClashBerweenGame and Narrative," JesperJuul arguedthat narrative and replayability are incompatible: "the more story you attempt to add to a game,rhe fewer times the playerwill play it." This cenainly holds true fior Diabh. Although the game does have a plot, and it evenhas cinematicepisodesas interludes berweenthe acts,the plot quickly becomes irrelevant.The upper rwo diffculry levels,Nightmareand Hell, merely recapitulatethe questsand landscapes of Normal difficulty. So why do tens of thousandsof people keep returning to Diablo, conqueringthe same monsters again and again, traversingthe samelandscapescountlesstimes? The real challengen Diabln is one of selffashioning in an online comriruniry, In this g-*i' iNested Seloes,Nenoorked Commxnities . Katherine McBitnel communiry, the correspondenceso{ the medieval vrorld have been recreatedand reworked, transforming and erasingmodern conceptions of a detached self. Strangely enough,the Canesian mind/ body split seemsto haveevolvedto a state' at least online, where physicality completely falls away; http://www.battle.net is minds or personalities directly interacting.Miroslaw Filiciak has characterized this plasticity of identity as a develop"The postment spnmg from postmodernism: modern identity is a self-awareidentity . . , \7e do not have to talk about the individual as a monolithic self rnymore" (97). The integration and consciousmanipulation of self and communiry however, need not be construed as a completely unique postmodern phenomenon. Diablo II, like many RPGs, cobbles together a m6langeof allusions,images,names, legends, and myths {rom numerous cultures and 'gladius" look like the eras.The otower shield' and weaponry of a Roman centurion. The goldendomed palace in Lut Gholein is festooned with vaguely Islamic patterning and scrollwork. The stepped temples of Kurast, surrounded by a forbidding jungle, call m mind tfe cultures of ancient Mesoamerica.One largg beastly denizen of a dangerous ice cave is named "Frozenstein." Iflhat should we mahe of this seeminglyrandom collection of imagery and cultural allusion?Are tlese iust the random choicesof gamecreatorswho lack the imagination to designtheir own unique worlds? A1l of these images,locales,items, and characters have one effecfi to create an ambienceof the legendarythe exotig and the epic.Although medievalism,as I have discussed,is by far the predominant cultural benefactor of Diablo II's imaginaryworl{; the whole strangecultural m6lange taps into. a sharedconception(at least for \Testern culture) of hyperreality-that which is larger-than-1ife, extraordinary, beyond the mundane. Many RPGs, including titles such as the Baldur\ Gate serles,EterQaest, and otlers, use the same familiar fantasy settings and imagery becauseplayers desirea locale that feels at once familiar and exciting. The real-life self disires to be comfortableand at easein the online environment, but the virtual self seeksstimulus and en- 419 gagement beyond that offered by ordinary life. This collectionof recognizablecultural references and allusions functions reachesinto a common culmral databank, employing irnagery that has resonancebeyondits practicalpurpose.A gemno longer merely adornsthe wearer;with it comesan entire web of legend and allusion that helps to further distancethe virtual self from the banality and ambiguiryo{ everydaylife. This paradoxically familiar and exotic environment functions as a playground for the virtual sel{-fashioningof the "nestedselves"discussed sort that results in the earlier. Pen-and-paperRPGs, one might argue,offer a similar opportuniry for seH-fashioning.After all, the Dungeons and Dragons enthusiastalso develops a complex alternative identiry for his or her character.So what makes online gaming significant? For one thing, online gamesallow much greater flexibility, ease,and accessiblbty.Diablo 11 players do not have to imagine their characters from scratchl instead, they choose from preset characterswith predeterminedpotential skills and abilities.The aspectof community formation and definition taheson an entirely new level in online RPGs, especiallyevident in the formation of online guilds-'groups of players(in theory sometimes characters, but in practice players) who share a similar ethos, at least in the game" (Rydzewski). Each time you sign onto http:// www.battle.net,you are not just sitting down vdth a few friends in your kitchen; you are claiming citizenship in a massiveinternational community.Guilds exemplifythis kind of nationfashioning; you're a part of the laryer http:/ / www.batde.net communiry but you can identify yoursel{with a smallersubsetof your choosing. In RL, group membershipcan be determinedin many ways. For example,I could be labeled a 'woman, a Southerner,a teacher-but in online games,geographyand occupationdo not determine destiny. Moreover, games are different from other forms of Internet communities becausethey take the interaction.onestepfurther. Playersdon t just chat, they work coliaboratively. Of those who responded to my informal questionnaire, a large i4 i TbeJoamal of Ameri.canCahare . Volume27, Number 4 . December2004 majority cited both communiry interaction and characterdevelopment as tv/o primary appealsof Diablo II.In the Amazon Basin,one particularly largeand well-organizedguild,agamesand forum communicadonsare governedby a set of social conventionsspelledout in the online Frequently Asked Questions\fleb page: Vhat arethe AmazonBasingamesrules? Here arethe AmazonBasinGamesRules. 'We like ro think of rhem as corrunonsense guidelinesfor providiaga friendlp cooperativegamingexperience. 1. BeFriendly.Do not direcdyor indirectlyattack otherplayers2. Play Fur. The use oI hacks,cheats,or illegal itemsis forbidden. 3. ShareDrops. All item dropsbelongto the entiregroup,to be distributedfairly. 4. Be Courteous.Refrain from inappropriate language, insults,andharassmeft. 5. Cometo Play.Basingamesareprimarilyfor teamplay-nor trading,muling,or rushing. ('AmazonBasinFAQ") These clearly delineatedrules form a social framework for this particular online communiry The FAQs maheit clearthat thosewho parricipate in guild-sponsored gamesand forums must conform to a certainethoq moreover,panicipationin such an online community is entirely voluntary. The rules are determhed by mutual consent,not by imposition from a higher authorify, and those players who choose'to join such a community generallyseekthe companionshipof like-minded people,Guilds suchas theseare composedo{ online idendries(asopposedto RL selves)interacting with one another,engagedsimultaneousiyin selffashioningand communiry-fashioning. In the emergingfield of video gametheory one tendencyhasbeento analyzethe gameasa text like a.film or novel primarily focusing on the gamet narrative or fictive qualities. Barry Atkins, author of. More than a Garne: The Cornputer Game as Fi,ctionalFonn, wrotq ".. . my provisional answer to the questionof whetherthe computergameis 'more than a game'is a qualified'yes'-it can also be a form of fiction making, and in the casesI isolate presentsa fictional rcxt thar rewards close critical scrutiny" (9-10). On the ottrer end of the continuum of video game criticism, one character in Tad \filliams's seminalvimral reality noyel Otherhnd redtcavely criricizesRPGs: "Boring . . . Kill monster. Find jewel. Get bonus points. V4bblewobble-wubble" (63a). Atkins's argument and rWilliams'scharacterrepresent tw.o extremes on a spectrumof "reading' video games-from compiex, fictional texts to dull, meadnglessrepetition. In the caseof Dizblo II, narrative analysisdoesnot yield much fruit; the medievalmilieu and its emergent social and communal implications far overshadow the importance of the plot, Neither, however, is Diablo /.I a simple or cbildish game. The gamebenefitsmore, asI hope m haveshown in this article, from an analyticalframework that finds value not in the qualiry of the story it tells but in the cultural implications of the game-playitself. As interactive charactersin a sharedlandscape, players can engagein both self-fashioningand community-fashioning. The medieval sening appealsto a mythic nostalgiathat is inherent in modern society; the self is felt to be plugged into a larger whole, both technologically and more mystically (with regard ro rhe way players have material-immaterialconnections to other players). Diablo I I is panicipatory escapism; the social framework allows the player r gteat deal of freedom, but at the sametime circumscribeshis or her actionswithin the rules and setting of the game.At the risk of hyperbolic speculation,rhe culturai implications o{ these things may be enormous, perhapsaslargeasthe rise of the novel. Online gaming representsa renaissanceof an older, more integrated worldview. Just asthe historical Renaissance did not merely recapinrlateclassicalideas,arf,work, or philosophy,this online Renaissance promises to tansform our conceptionsof community and self. Notes 1. hnp;//www.battlc.net consists of four -Realms": USEast. US_ Vest, Europe,and Asia,the largestand most populousof which are the two US realms.The num5cr I ha'e cit;a would typically be Netted Sehtes,Netuorked Commsnities . Katberine McBimel higher in the wedngq x.hen rnore people rcturn from work and panicipate in online garnes. 2. "Stat poio*- may be added ro four basic amibutes: Energy, "mana" (that is, Vitality, Dexcerity, and Strength- Energy increases magic-wielding capability), Vitality increaseslife, Derterity incrcases the chancethat artacksvith connect with an opponent or that opponent's attacks may be blocked, and Strengchallows the character to equip heavier items and increasestle power of his or her attack. 'Skill points" may be allotted to various character-specificabiliries. Each character has three pageso{ abilities, each of which contains three separatetrees. For example, a Nccromancer may chooselrom ten Summoning Spells, ten Poisoo and Bone Spells, or ten Curses. Becausestat and skill points may be distribured in numerous ways, a multirude of characrerbuilds are available;much is left up to the strategy and imagination of the pl:yer. 3, All quotations from Diablo II plryers are from replies postcd to the following thread on the Amazon Basin forums: "\X1hydo you play D2) An open-endedquestion"Online posting,begun 12 Mar. 2004. The Amazon Basinr Diablo II Forums: General Diablo II Disctssion. 13 Apr. 20Cr4. (http://ww*theamazonbasin.conltt2l forums/index.php?showtopic=40626Eab1=).Forum members are identified only by their self-chosen handles, which is the citarion method I have used within my texr. 4. As of Juoe 29, 2004, the Amazon Basin (htrp://www. thearnazonbasin.com/d2l{orums)had 8,090 registeredmembers. Works €ited 421 Debus, Allen G. Tbe Chemical Philosopbl: Paracebiar Scienceand Medicine in the Sixteentband Sez,entemtbCezrznas,Vol. 1. New York: ScienceHistory Publications, 192l. Diablo IL lwine, CA: Blizzard Entertainrnenr, 2000, Donne, John. "Medirationx." The LiterutEe Net1totk. 14 Ap{:2004 (http://www.onlineJiterature.com/donne/402l). E tans,loar. Magical Jeroek of the Middle Agesanil tbe Renaissance ParticulatQ in England. 1922. New York Dover Publications, 1976. Ficino.Marsilio. Tbe Lettcrsof MarsilioFicino,Yol.4, Trans. LanguageDepartmentof the Schoolof EconomicScience,London. Londonr Shcpheard-\{ralryn, 1988. Filiciak, Mirosla* "Hyperidentities: Postmodern Identity Pattems in Massively Multipiayer Online Role-Playing Garnes." Tbe Vid.eoGame Theory Reader.Ed. Mark J. P, Volf ard Bemard Perron,New York: Routledge.2003. Fine, Gary Alan, Shared Fantas!: Role-Pldling Games as Socbl Worlds. Ch\cagorU ol Chicago P, 1983. Juul, Jesper,A Clasb between Game and Nanatiae: A Thesis on Comp*ter Gamesand,Intetucth)eF;ction.Version0.99.17 Apr. 2001.13 Apr 2004 (httpr//www.jesperjuul.dVthesis/). Keiser, ceorgc R., ed, The Middle Exglish "Bohe of Stones."Brrssels,BelgiumrOmirel (ResearchCenter of Mediaevaland Ren. Srudies). aissance 1984, Lukacs, Georg, "The Theory of the Novell A Historico-Philosophica.lEssayon the Forms of Great Eoic Literatufe."Ed. Michael McKeon. Theory of the Nooel: A Hitorical Approacb.Bahimore: JohnsHopkins UP, 2000. Pachter,Henry M. ?aracekks: Magic into Science.Nev Yort- Collier,1961. Rydzewski,Stan."Rer thanksl" E-mail to author.3 Apr. 20fi. "\6y "Amazon Basia FAQ," The Amdzon Bdsin, 14 Apr. 2004. Path: Amazon Basin Games;Vrhat are the Amazon Basin gamesrulesl ( htp//v,'ww.theamazonbasin.com/d2lf aq.php#game-rules-a). Atl,tns,Berry. More than a Game: The Compater Gameas Fiaional Forzz, Maochester,England: ManchesterUP, 2003. do you play D2? An open-endedquestioo..." Onlioe posting. 12 Mar. 2004.The Amazon Basin: Diablo II Forums: General Diablo II Discussion 13 Apr. 2004 (hnp://www.theamazonbasin: com,/&/forums/index.php ?shov/topic=40526&hl=). Willians, Tad. Otherhnd, Volume One: CiLy of Golden Shadou, New Yorki Daw, 1996.