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September 20, 2005
A bioterror attack in World of Warcraft











Dig this: An Ebola-like epidemic is raging in World of Warcraft, the enormously popular online game -- and it's killing players left and right. The trouble began when Blizzard, the company that runs World of Warcraft, introduced a new opponent called Hakkar, the "god of blood". When you fight him, as a defense he infects you with something called "Corrupted Blood", which shaves off your hit points so rapidly that your character dies very quickly. Problem is, the Blood is infectious -- get close enough to another player and you'll pass on the disease. As one player reports from inside the game:

The amazing thing is SOME PLAYERS have brought this disease (and it is a disease) back to the towns, outside of the instance. It starts spreading amongst the genral population including npcs, who can out generate the damage. Some servers have gotten so bad that you can't go into the major cities without getting the plague (and anyone less than like level 50 nearly immediately die).

GM's even tried quarantining players in certain areas, but the players kept escaping the quarentine and infect other players.

Over at the superb game-theory blog Terra Nova, one player notes that the disaster has taken on Katrina-like proportions, complete with a fumbling bureaucracy. Some players feel Blizzard's executives didn't read up on their network-theory carefully enough to predict how badly things would rage out of control:

Deaths on Suramar numbered in the hundreds, I personally have screenshots of skeletons piled waist high in parts of the auction house. The biggest disappointment wasn't that it happened, but that Blizzard was so incapable when it came to dealing with it.

And the living shall envy the dead. Of course, this digital pandemic isn't all that awful, insofar as when you die in World of Warcraft you can just reanimate yourself. But the stories from witnesses to the in-game carnage are pretty amazing, and it makes me wonder: Maybe we should be using online games to study the effects of a real-world bioterror attack? Maybe FEMA and the government should hire Blizzard to build them an online world, and populate it with players by offering it for free. They researchers can test the effects of a contagious bioterror attack such as smallpox -- by releasing a virtual version of it, and seeing how players react.


(Thanks to Jacob for this one!)

Posted by Clive Thompson at September 20, 2005 06:10 PM

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Comments

Actually, Los Alamos built a virtual world recently, with people running errands, going to work, and so on, and then proceeded to unleash smallpox within it: it is called EpiSims (more can be also found here with details on the Scientific American article). They even tried different vaccination strategies to see which ones worked better. But yeah, creating an online world for this would definitely save the government the trouble of simulating individuals. Perhaps this would be best in the Sims?

Posted by: Sam [TypeKey Profile Page] at September 20, 2005 8:25 PM

Each type of world offers a different value, I think. In the Sims, you have partial control over the people -- you can direct them where you want, but they have A.I. and will sometimes behave unpredictably. That might be kind of cool, though: With players only having "limited" control over their Sims, it might better simulate the panic, paralysis and/or impaired decision-making of a true crisis.

With WoW, each avatar is under direct control, so each avatar responding precisely as the player wants it to. Not sure if that'd necessarily give you a better sim, though.

Posted by: Clive [TypeKey Profile Page] at September 20, 2005 8:39 PM

Is this a game from which real economies have sprung up? It would be cool to see what effect the plague would have on the value of a virtual property covered in bodies, or on something that increases your power, etc...

Posted by: Steve E. [TypeKey Profile Page] at September 20, 2005 9:24 PM

There is a fairly active trading economy for things like potions or currency, but "property" is pretty limited in the game -- most of the important stuff, like a pet animal or rideable mount, isn't transferrable from one person to another. And there are no houses or domiciles or whatnot, as with, say Ultima; and when you die your corpse can't be looted. Thus, I think the economy of WoW is significant, but not centrally important the way it was to Everquest.

Posted by: Clive [TypeKey Profile Page] at September 21, 2005 12:32 AM

Usually the parallels between MMORPGs and the real world creep me out, but this is fascinating. I'd like to see Blizzard deal with it in-game, like have NPCs distribute cure potions or some equivalent. (Are there even hospitals in Warcraft?) It would preserve the "virtual world" experience a lot more than just fixing it with a patch. Besides, where's the fun in that?

Posted by: metaly [TypeKey Profile Page] at September 21, 2005 4:44 PM

If you enjoy that sort of thing, there's a catchy machanima of the WoW plague over here.

Posted by: Andrew Rickard [TypeKey Profile Page] at September 21, 2005 9:20 PM

One of the most interesting things about the plague was the commentary on Blizzard's WOW community forums. Many players loved this bug...they thought of it as a FEATURE. It was an unscripted event and one where a players actions in one part of the game had unforseen ramifications in distant unrelated area's. Players could self-organize to attempt to cure/contain/spread the plague.

The WoW lore is completely prescripted, and new content has been coming out too slowly to keep the storyline engaging. The plague was like one big GM generated event that touched almost every player in the game.

Posted by: Steve [TypeKey Profile Page] at September 22, 2005 9:49 AM

Ten-Hut! Attention! Battle Stations! CLIIIIIVVE!!!!

A Giant squid has been caught alive on camera! C'mon man, you OWN this story!
http://nytimes.com/2005/09/28/science/28squid.html?hp&ex=1127880000&en=f6e2dacf29b9c0ff&ei=5094&partner=homepage

Also, Silo and Roy, have broken up. Luckily someone has made a chart of their love entanglements which Gawker has been kind enough to put up and comment upon.

http://www.gawker.com/news/penguins/we-hear-ray-got-cold-feet-127623.php

(sorry to clutter up the WOW-plauge comments with this, but I figured it was important... and goddamn that WOW plague is cool.)

Posted by: Will [TypeKey Profile Page] at September 27, 2005 10:06 PM

Though the WoW economy (and associated Real Money Transactions or RMT) isn't as complex as in Everquest or other worlds, an aspect of the plague worth noting is that the plague tended to be spread at auction houses, where players gather to trade. I wonder if that had any effect on the economy. Trading WoW items/money outside of the game (ie through eBay or other means) is against Blizzard's EULA, but I'm wondering if the demand for a place to trade in the absence of the auction houses drove anyone to outside resources (even if only for a short time). That might have even driven up prices causing temporary fluctuation in the exchange rate between WoW gold and real money. (Has Ted Castronova looked at this at all?)

Posted by: Clubberjack [TypeKey Profile Page] at September 28, 2005 5:21 PM

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