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Create free accountWhitepaperFoundations of Digital Games (FDG)
Preserving the history of Massively Multiplayer Online games requires moving beyond the mere maintenance of server software to capture the subjective, lived experiences of the player community. Because the true value of these digital environments resides in social memory and long-term interaction, traditional archival methods often fail to account for the human element that defines a game's legacy. By utilizing the go-along interview—a qualitative research method where investigators traverse digital spaces alongside participants—researchers can effectively document the intangible heritage that constitutes a living archive.
Focusing on the sandbox environment of Wurm Online, this methodology reveals that player agency and social reputation are central to the game’s historical significance. Through semi-structured interviews conducted within specific in-game locations, the study identifies the concept of tending as a primary preservation strategy. Tending represents the habitual, repetitive labor players perform to maintain their digital surroundings, illustrating a constant tension between static heritage sites and the evolving, community-driven nature of the game world. These findings highlight how players transform digital pixels into sites of deep emotional attachment and collective identity.
Ultimately, effective game preservation must prioritize the documentation of these process-oriented experiences rather than attempting to freeze a game in a static state. By capturing the mnemonic significance of in-game locations and the social bonds formed through shared labor, researchers can create a more accurate and meaningful record of digital culture. This approach confirms that the history of an MMO is not found in its code alone, but in the continuous, voluntary efforts of its inhabitants to sustain their shared world, providing a robust framework for future digital heritage initiatives.
Eludamos: Journal for Computer Game Culture · 2025