SELF-ORGANIZATION, ADAPTATION AND "SWARMING" OF WARRIOR GROUPS IN GUILD WARS 2
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SELF-ORGANIZATION, ADAPTATION AND “SWARMING” OF WARRIOR GROUPS IN GUILD WARS 2 Petr Kalinič Fakulta filozofická, Západočeská univerzita v Plzni Karlovarská 1210/99, Plzeň, e-mail: kalinic@ksa.zcu.cz Abstract: This paper will be focused on the emergent organization of warrior groups that exist in the virtual environment of Guild Wars 2 (GW2). This warrior community is highly mobile, fragmented into autonomous units and operates with sources of meta-information which are located outside of the original niche of the game. I would analyze their coordination and adaptation mechanism (so-called “zerg”) which resembles current real-world military organization that is based on the principles of permanent feedback loop. This paper will be interdisciplinary and will also highlight the possible practical applications of my research – the correlation between analyzed game activities and contemporary state of real-world warfare. Phenomena like asymmetric tactics, parasitism and loose non-hierarchical forms of organization will be mentioned and put into context. My article will also show that gaming concepts can be used to analyze and better understand contemporary military practice – mainly rooted in “military swarming”. Key words: non-hierarchical organization, rush, zerg, swarming, raiding INTRODUCTION – INFORMATION ABOUT GW2 AND EARLY RESEARCHES Guild Wars 2 is a massively multiplayer online role-playing game (MMORPG) made by ArenaNet and released in August 2012. The game itself is set in the persistent phantasy world of Tyria which is inhabited by more than 460.000 players from all around the real world. In many aspects the game is similar to the legendary MMO World of Warcraft. Both games use the same gaming system based on the process of vertical progression of the player-controlled character (also known as char or avatar) through participation on huge number of tasks or events. The basic form of event is a battle with a hostile non-player character. After the elimination of the enemy, the player is rewarded with experience points (the unit of measurement for vertical progress), gold and/or karma (forms of in-game currency) and loot – usually some kind of rare items or valuable resources which can be sold on trading post (to earn even more gold) or crafted into another useful items – mainly weapons and armor (EdwardsLin, 2014; Tap Dat Mouse, 2014). In comparison with the legendary World of Warcraft (the leader of MMO genre) GW2 shows one “non-traditional” element – the whole game is based on “dynamic events”. The environment of the game constantly changes and players have to adapt for the current situation of the protean niche in order to be able to re/shape it through individual or collective effort. Some large events (killing of a dragon, defeating an undead army or defending strongholds) require and stimulate the need for coordination and cooperation between dozens of players. In order to play more effectively and maximize the profit from dynamic events, players also engage in specific forms of online knowledge production and create a wide range of so-called dragon timers, build editors and even their own Guild Wars 2 Wiki – a modification of Wikipedia which contains more than 35.000 articles (ThePrinceOfMillAve, 2013; Guild Wars 2, 2012; Guild Wars 2 Wiki, 2014a).
Because of the dynamic nature of the game itself and active player's communication (via chats, emails and TeamSpeak), adaptation and knowledge production (creation and use of external online sources of information), the GW2 community is a perspective terrain for conducting a scientific research. Data from MMO games have been already used by real- world epidemiologists and security analysts to develop more effective models of protection against epidemics and biological terrorism (Ziebart, 2011). My own research is rooted in so- called virtual ethnography which represents the intent to study virtual environments and their inhabitants through active engagement. My paper would like to further develop the findings of Alex Golub who conducted his research in WOW and analyzed the phenomena of raiding, knowledge production, professionalization and described parallels between virtual and real- life military organization and tactics (Golub, 2010). 1. PLAYER'S SELF-ORGANIZATION – THE ZERG One of the most interesting forms of organization and adaptation in GW2 is called zerg. Figure 1 shows an ideal zerg which can be defined as a large and loosely organized group of players who are trying to achieve a common goal through temporary en masse cooperation. This seemingly chaotic convergence of players exhibits emergent features and usually “spontaneously” arises around a noticeable center of gravity – around a commander whose insignia is clearly visible for others (two commander tags are highlighted in red circles). The commander serves as the focal point of the constituting “swarm” and determines its movement speed and direction. Zerg usually forms during large events and profitable farming opportunities (farming is the emic term for gathering or looting of valuable materials on such a large scale that it resembles a harvest). The basic essence of a collective zerg is thus based on simple utilitarian calculations – on the idea of temporary ad hoc cooperation which results into significant individual profit (Guild Wars 2 Wiki, 2014b; SignsOfKelani, 2013). Fig. 1 Typical Example of a Zerg in Guild Wars 2 (Source: GW2, author's own screenshot archive) This opportunistic mob is in constant motion, new people are joining the fight (converging) and injured or fully saturated players are retreating (dispersing). The whole aggregate also simultaneously uses mêlée and range attacks to defeat the enemy. After completing the common task (killing and looting the enemy), the zerg usually fragments into small groups or even into individual players. This self-organized ecology thus seems to be accidental and chaotic, but it is fully deterministic and represents an open system full of dynamic and
nonlinear actions – the very basic aspects of real-world postmodern warfare (AyinMaiden, 2013; Ilachinski, 2004: ixv). 2. MILITARY TACTICS – THE RUSH AND “SWARMING” The real-life military analogy of zerg is called swarming. Swarming tactics is defined as a seemingly amorphous, but deliberately structured, coordinated, and strategic (long-term) way to strike from all directions, by means of sustainable pulsing of force and/or fire, close-in as well as from stand-off positions. The concept is focused on the deployment of myriad, small, dispersed, decentralized, inter/connected and semi/autonomous units engaging in convergent maneuver on common target (Arquilla – Ronfeldt, 2000: 21, 45). These units of action stay in permanent motion, continuously adapt and use hit-and-run attrition tactics – they avoid problematic combat situation (that would result into an uncertain outcome or a loss) and seek asymmetric opportunities that would favor the flock and thus lead to better individual profit (Edwards, 2003: 2). Fig. 2 Swarming Tactics Scheme (Source: Edwards, 2003: 3) This strategy was recently successfully applied by the Islamic State of Iraq and the Levant (ISIL) which is a heterogeneous and dynamic terrorist franchise that erupted “out of nowhere”. The organization of ISIL could be defined as a zerg/swarm of international Sunni fighters who “flocked to the banner” (or commander tag) of the charismatic leader known under the nickname or nom de guerre Abu Bakr al-Baghdadi. The whole economic and military infrastructure of this organization is elusive and based on easily deployable modular crude oil refineries and highly mobile weaponized pickup trucks (also known as technicals). The potential of this entity is largely based on looting and parasitism – on smuggling, bank robberies, harsh taxation of subjugated civilians, plundering of ammunition stockpiles, cooptation of militants and on pillaging and exploitation of resources of Iraq and Syria. To be able to maintain the mobility and frenetic pace of territorial expansion, the combatants of ISIL even use performance-enhancing drugs based on amphetamine which are also familiar to current regular armies (Al Jazeera, 2014; Black – Chulov – Tran, 2014; Henley, 2014). CONCLUSION
The main goal of this paper was to briefly show that there are many important parallels between the player's organization in dynamic virtual environment and the current state of real- world warfare. The zerg/swarming paradigm was relatively successfully applied by a terrorist organization that now endangers the basic existence of two regular states in the region. The structure of ISIL shows many striking similarities with the in-game zerg – both emerge as a result of an unnoticed convergence of heterogeneous groups and individuals (indigenous as well as from all around the world) under the leadership of a charismatic and visible commander who is known and respected under his false name. The dominance of this militant franchise is achieved through significant levels of aggressive mobility, persistent maneuver, constant adaptation and brutally effective acquisition (looting) of resources. This all shows that self-organizing, distributed and decentralized gaming concepts are rather competent not only to analyze and emulate, but also to simulate, enhance and even outpace the development of real-world military strategy and tactics. REFERENCES: 1. Al Jazeera (2014). US says airstrikes targeted ISIL-run oil refineries. Retrieved November 7, 2014, from http://america.aljazeera.com/articles/2014/9/25/us-says-isil- runoilrefineriestargeted.html 2. Arquilla, John – Ronfeldt, David (2000). Swarming and the Future of Conflict. RAND Corporation: Santa Monica. 3. AyinMaiden (2013). Guild Wars 2 - World Boss - Great Jungle Wurm. YouTube. Retrieved November 7, 2014, from https://www.youtube.com/watch? v=nMBaCm KEBcY 4. Black, Ian – Chulov, Martin – Tran, Mark (2014). The terrifying rise of Isis: $2bn in loot, online killings and an army on the run. Retrieved November 5, 2014, from http://www.theguardian.com/world/2014/jun/16/terrifying-rise-of-isis-iraq-executions 5. Edwards, Sean (2003). Military History of Swarming. In Inbody, Donald – Chartier, Christopher – Dipippa, Damian – McDonald, Brian (eds.). Swarming: Network Enabled C4ISR 13-14 January 2003. Joint C4ISR Decision Support Center, 2003, Section C, pp 2-11. 6. EdwardsLin (2014). Some Interesting Numbers about Guild Wars 2 You Might Not Know. Retrieved November 5, 2014, from http://2p.com/4680897_1/Interesting- Numbers-about-Guild-Wars-2-You-Might-Not-Know-by-EdwardsLin.htm 7. Golub, Alex (2010). Being in the World (of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game. In: Anthropological Quarterly, Vol. 83, No. 1, pp. 17–46. Retrieved November 5, 2014, from https://evols.library.manoa.hawaii.edu/bitstream/handle/10524/2116/golub_2010_bein g-in-the-world.pdf?sequence=1 8. Guild Wars 2 (2012). Dynamic Events in Guild Wars 2. Retrieved November 5, 2014, from https://www.youtube.com/watch?v=4oit0gBEWHo#t=26
9. GuildWars2Wiki (2014a). Dynamic Event. Guild Wars 2 Wiki. Retrieved November 5, 2014, from http://wiki.guildwars2.com/wiki/Dynamic_event 10. GuildWars2Wiki (2014b). Zerg. Guild Wars 2 Wiki. Retrieved November 5, 2014, from http://wiki.guildwars2.com/wiki/Zerg 11. Henley, Jon (2014). Captagon: the amphetamine fuelling Syria's civil war. Retrieved November 7, 2014, from http://www.theguardian.com/world/shortcuts/2014/jan/13/ captagon-amphetamine-syria-war-middle-east 12. SignsOfKelani (2013). Guild Wars 2 - Efficient Champion Farming (Frostgorge Sound). YouTube. Retrieved November 5, 2014, from https://www.youtube.com/ watch?v=jTBrzKtcoHk 13. Tap Dat Mouse (2014). Guild Wars 2 - BEST Gold Guide - Farming Fast Easy Gold. YouTube. Retrieved November 5, 2014, from https://www.youtube.com/watch? v=TQRdRMvEdpg 14. ThePrinceOfMillAve (2013). Of Dragons, Timers, and Dynamic Events in Guild Wars 2 - MMO Anthropology. Retrieved November 5, 2014, from http://www.youtube.com/ watch?v=DZ1T91UluT0&list=UUahEXeY-ENAmh5G5gcVcL9w 15. Ziebart, Alex (2011). WoW Archivist: The Corrupted Blood plague. WoW Insider. Retrieved November 5, 2014, from http://wow.joystiq.com/2011/07/26/wow-archivist- the-corrupted-blood-plague/
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