The Proteus Paradox

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Authors: Nick Yee
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over-enchanting an item at a certain spot, will return to that spot every time they need to over-enchant. [
Lineage 2,
female, 24]
    In addition to location-based superstitions, ritual behaviors conducted before over-enchanting have also developed in other games.
    In Ultima Online it has been stated many times by the Dev[eloper]s that “eating” does nothing to enhance the characters’ abilities. Many players still choose to eat before they try to do some specific crafting where the risk of destroying an item for example is high. [
Ultima Online,
female, 45]
    Some go to only a particular NPC—some will not only upgrade at only a certain NPC, but also upgrade ONLY within a certain time period—some do it ONLY while standing on a “lucky” spot, yet others believe that the secret is to wait there patiently till someone comes in . . . then wait for him to fail . . . they believe that their attempt will be 100 percent successful if it follows on the heels of someone succeeding. I personally am guilty of a fairly weird ritual myself—I tend to strip off all equipment I am carrying and log off in between EVERY attempt to refine my gear.:) [
Ragnarok Online,
male, 29]
    Here’s a final example of a crafting superstition from
Final Fantasy XI
that also hints at why it is so difficult for superstitions to go away once they begin.
    One of the most persistent superstitions (and for all I know, it might be true) was that facing in certain cardinal directions would affect how your crafting came out. It was the perfect superstition, because it took so little effort to follow that even if it wasn’t true, you didn’t lose anything by acting as if it was true. [
Final Fantasy XI,
female, 23]
Treasure Negotiation
    Superstitions, pervasive across online games, develop wherever a high-risk or low-probability event leads to a highly desirable outcome. This scenario is common in online games, whether it is valuable loot from a boss, over-enchanting a weapon, or having a rare monster spawn. Many of these superstitions persist despite limited or anecdotal evidence or even direct refutation by game designers.
    In
Dungeons and Dragons Online,
diplomacy is one of many skills that a character can learn. Game designers intended for players to use the skill on computer-controlled characters, allowing for alternative conversation paths as well as the distraction of enemies during combat. A programming error made it possible for players to use the diplomacy skill on treasure chests, although doing so had no impact on the game. Heather Sinclair, a member of the development team, has publicly discussed the aftermath of this programming error.
    From beta all the way through months into launch players were CONVINCED that if you used the diplomacy skill on a chest it would improve the loot you got. . . . This was SO widespread that you literally could not get in a pickup group without them querying about the diplomacy skills of the party and someone forcing everyone to wait while the highest diplomacy skill player cringed before the chest sufficiently.
    This superstition became so pervasive that the game developers decided to debunk it publicly. The public statements, however, had the opposite effect:
    No matter how many times we posted on the forums that this was a myth and it doesn’t do anything, they kept doing it. It got so bad our community relations manager even put it in his [forum signature]. Finally we made chests an invalid target for the diplomacy skill, thenplayers whined that all the points they put into diplomacy were worthless because we “nerfed” the skill!
    Not only are superstitions prevalent in online games, but some are also incredibly resilient to debunking. 4
The Social Reinforcement of Superstitions
    In several of the player narratives, people who claim they don’t believe in the superstition nevertheless carry out the superstitious behavior, just in case. Social factors also help

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