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Masquerading

Role-playing a character is one thing; role-playing a player is something else.

Suppose you’re male in real life, playing a female character. Some other player asks you whether you’re female in real life. You have three options:

  • Tell the truth. Everyone knows you’re a real-life guy, but who cares? Most people will happily play along with the fiction.

  • Don’t answer the question. Everyone still knows you’re a real-life guy, but they respect the fact that you’re role-playing and want to keep in character.

  • Lie. Now you’re not role-playing a character, you’re role-playing a player (an alter ego) who is playing a character.

Why do people lie about player/character mappings?

It may be because they have a real-world reason for it: They are an administrator for the virtual world trying to get a sense of the “the word on the street”; they are famous and want to take a break 1; they are parents checking out that a game is suitable for their children. In this sort of situation, they are said to be playing incognito. Usually, they’ll be happy for the administrators of the virtual world to know the score, just so long as other players don’t find out.

For the majority, though, there usually isn’t any premeditated reason to lie. They do it because they can, or because it gives them a frisson of excitement, or because they like the way people treat them, or simply to see what happens. Almost always, they don’t think it’s all that big a deal to start with; they will nevertheless try to keep their activities a secret from administrators just as much as from other players. Role-playing a person who is playing a character is called masquerading.

The problem with masquerading is that deep relationships are formed between people, not between characters. Characters can have virtual relationships (a player can cause Tommy to act like he loves Tammy), but players have real ones (the player playing Tommy really does love the player playing Tammy). The longer and more convincingly a lie is sustained, the more meaningful the relationships formed become; when the lie is finally exposed, the emotional effect can be absolutely devastating. Finding out that the 20-year-old, wheelchair-bound ex-athlete you’ve been getting to know over the course of two years is actually a 40-year-old company lawyer from Chicago could represent for you a betrayal of trust at a profound level. All that time you were building up an emotional attachment, someone was playing you for a fool. Everything was a lie, from beginning to end.

I’ve seen it happen several times, and it really is very, very upsetting for all concerned. So, how do you spot it?

Most of the time, it’s easy. People will often realize what’s happening in time and stop before things get out of hand. Of those that don’t, many are found out early because of flaws in their role-playing (“How come you type so fast if you have two-inch long fingernails?”). For the remainder, it’s harder. Nevertheless, because most people don’t plan on masquerading (they just fall into it), there are a number of common themes.

Players will:

  • Claim their alter ego is physically attractive or of high status.

  • Give their alter ego’s character the same valid real-world name as their alter ego (especially when crossing gender).

  • Invent some reason why their alter ego can’t go to real-life meets (disability, phobia, lives in Saskatchewan).

  • Never give out their phone number (or, if they do, will always insist on talking in the virtual world whenever you call).

  • Avoid players who really are what the player is only pretending to be (men playing women will avoid real women).

  • Bring in “friends” their alter ego knows “in real life.” These friends never become regular players.

  • Have their alter ego take on high-profile roles, usually for the good of the community.

  • Have their alter ego succumb to injuries or ailments that lead to absences or promised absences.

Of these, the saddest sign is perhaps the last one. The player feels guilt over their deceit and has genuine fondness for their virtual world friends. The player knows how distressing it would be were the truth to come out, so they try to provide an exit. They stop playing for no reason, but have to come back because there’s no closure, which means they must explain why they went missing. They set themselves a deadline for when they will quit and invent a fiction for it so everyone knows they’ll be going at that point, but the fiction makes their bonds even stronger and they still can’t leave.

Ultimately 2, something has to give. If a player becomes a persona but that persona can’t become the player, there is a tension that can never be resolved. Either the player feels they have to tell someone, or they make a series of errors so glaring that they are certain to be found out, or they contrive for their alter ego to leave in such a manner that return is impossible.

The single greatest cause of sudden death among beautiful, young, female players is that the guy who was role-playing them wanted an irreversible out.

So could you ever masquerade and get away with it?

Well yes, you could, but you really ought to think about why you’d want to. It’s more appropriate to ask whether you can play incognito and get away with it. The answer here is that it’s relatively easy in the short term if you obey a few simple rules:

  • Don’t get attached to your alter ego. It isn’t going to last.

  • Don’t get into relationships with other players beyond politeness.

  • Keep your head down. High-profile characters attract attention.

  • Abandon the exercise the moment anyone smells a rat.

  • When you abort, don’t immediately restart.

For this level of playing incognito, you generally don’t care if you’re caught. This is probably just as well, because if you’re a long-term player of the virtual world, then people will notice your idiosyncrasies sooner or later anyway. After all, if telegraph operators can be identified from tapping out Morse code, what hope do you have?

Well, you can take precautions. You can run a spell-checker over a log of your communications and find out what words you consistently misspell, then resolve not to use them. You can think up a few catchphrases like “I guess” or “you know” that you don’t normally use and sprinkle those into your speech. You can use meticulous capitalization or sloppy abbreviations—anything to disguise your underlying speech patterns. I once played a character incognito whom I decided wouldn’t use nouns that began with vowels; nobody noticed, but it meant I post-edited every line he said and was thus better able to keep in character.

This kind of thing leads to a more serious level of playing incognito. In essence, what you’re doing is designing a player in the same way that a normal player would design a character. You’d give your alter ego a number of superficial differences in playing style to your own, some knowledge (and misconceptions) of the virtual world, enough to throw anyone suspicious off the scent. “That can’t be Mike, he spends all his time killing undead with a sickle;” “Jo never plays this early in the evening;” “It’s spelled LOSE, not LOOSE!”

Using this approach you can play for several weeks or months without detection, although I’d recommend getting an accomplice to help you every once in a while so both your regular characters and your alter ego’s characters can be seen hanging around doing sensible things at the same time.

If you plan on playing incognito in the same virtual world for a year or more, it starts to look less like playing and more like espionage. It’s hard, but not impossible, to escape detection, as long as you’re well prepared in advance and have reasonable acting skills. Here’s what to do:

  • Be sure you have a very good reason for embarking on this task. “To have fun” is not a very good reason.

  • Ensure you can spare the time. This will really gobble it up.

  • Design your alter ego from the ground up. What makes it tick? What are its goals, background, fears? How intelligent, articulate, extrovert is it? Do some personality tests in-character, make sure it’s all consistent.

  • Give your alter ego a history. What has it done in life? Who are its friends and relatives? Why are they playing this virtual world? Be sure to come up with some reason why no one can phone you (paranoia only works as an excuse for four months or so before it starts getting harder to justify).

  • Give your alter ego an online history. Six months before you need your alter ego, create a web site. Illustrate it with photos of a friend who is not stunningly good looking. Hand-code the HTML so it looks different from your own web site. Later, create web sites for friends and put links between them. Make some Usenet posts. Tell nobody about these—it’ll look suspicious. Let people find you through search engines.

  • Don’t give your alter ego skills or knowledge you don’t have. If their favorite music is classical, be ready to answer questions as to whether Mahler’s use of strings is sublime or over the top. If your alter ego speaks German, you’d better speak it too.

  • Dry-run your alter ego on other virtual worlds and in chat rooms. Make sure it works coherently and you can keep it up.

  • Either use an accomplice or never go on vacation. Your accomplice plays you when you’re away, not your alter ego.

  • Use a separate PC for your alter ego. Firewall it. There’s just too much risk of detection from cookies, misdirected emails, and slips in concentration otherwise.

  • Locate your alter ego somewhere remote, so meeting anyone in real life is impractical. Important: You should have been to this place in real life; keeping a guide book or a web site at hand isn’t enough.

  • Have an out from the beginning. Absolutely the best is the main reason most people leave—to play some other virtual world instead. However, if you do this, then you may be tempted to return. You might therefore prefer to choose some life-changing event in advance that will enable you to leave your friends behind without causing them any worry—your alter ego is going to college, or is getting married, or is doing voluntary service overseas.

  • Leave false clues that you are someone else, preferably someone in a position of power in the virtual world. If anyone suspects your alter ego of being someone playing incognito, they won’t think it’s you.

  • If you plan on doing this several times, build more than one false identity and overlap playing times. If alter ego X is due to leave in a few weeks, introduce alter ego Y now.

  • Do not form deep relationships. Playing incognito is deceitful, and no matter how good your reasons for doing it, you have no right to trample over people’s emotions. Have a barrier in place from the very beginning—inventing a steady real-world boy/girlfriend is perfectly acceptable.

  • The instant you are suspected, stop playing. If you don’t, things will only get worse than they are already.

I’ve listed this sneak’s charter for two main reasons.

The first is to continue the discussion on role-playing. If people can go to these lengths and play incognito for two or more years at a time, shouldn’t this have weird side effects on their sense of identity?

It’s quite possible it could have, yes. This really is something nobody should attempt unless they know what they are doing! That said, some people can play this way successfully for long periods—years—without ill effects. This is because it enables the separation of immersion from identity. You don’t feel that you are in the game, you feel that the player you’ve created is. Identity drift can still occur between character and invented player (or even you), but rarely between invented player and you except by explicit reflection. This is because immersion in a real-world invented alter ego is overwhelmingly more difficult than it is in a virtual character, if indeed it makes sense to talk about the concept at all.

The lesson we can learn from this is that although immersion and identity are strongly interdependent, they’re not inseparable. One of my hobbies is taking 3D photographs, which consist of two 2D images taken from slightly different angles, viewed side-by-side. If I cross my eyes, I can make it appear as if there is only one image, but it’s out of focus. I have to bring it into focus while keeping my eyes crossed; this means decoupling the eye’s focusing mechanism from its directional mechanism. After years of experience, I can now do this easily, but it took a while to learn the technique. So it is with immersion and identity: Although normally they work together so closely that it’s as if they’re a single system, actually we can now see they’re not. Immersion may help bring dimension to identity, but it’s only the default way to do it. You can be immersed through the medium of a constructed player without its greatly impinging on your sense of self. From this, we can deduce that it isn’t immersion that drives the celebration of identity, but something else of which immersion is an aspect. We’ll return to this topic later in this chapter.

My second reason for describing how someone might go about dishonestly deceiving players as to their real-world identity in this underhanded fashion is that unfortunately it’s really useful for designers on the live team to be able to do this. Data-mining can only go so far 3. By actually playing a virtual world as a real player from beginning to (nominal) end, designers can get an unparalleled understanding of what it “feels” like. They don’t have to rely on the outpourings of players on rant sites to tell them what’s wrong, they can see it with their own eyes—and they can also see if a problem is nonexistent or is being exaggerated out of all proportion. It really does give them an understanding they simply couldn’t get any other way.

Whether they have any moral defense for these actions is another matter, of course. It’s not unprecedented in the real world: Henry V of England dressed as a common soldier and wandered among his men on the eve of the Battle of Agincourt; the Russian emperor Peter the Great traveled Europe incognito as Sgt. Pyotr Mikhaylov, spending four months as a carpenter in the shipyard of the Dutch East India Company at Saardam before working in the Royal Navy yards at Deptford.

For a game designer, well, it’s up to you. If you don’t like it, don’t do it.

From a purely pragmatic point of view, it would probably be more useful for a large-population virtual world than for a smaller one. I’ve done it several times for both MUD1 and MUD2, and feel that on the whole it’s worthwhile as long as you really are finding it useful. If you’re not, stop. If it becomes an obsession, stop. If your alter ego falls out with your friends, stop. Especially if other people start investing in emotional relationships with you, stop.

Players may take issue with this. The live team stomps on people’s feelings? And because it’s for the long-term “benefit” of the virtual world, that somehow makes it okay? Don’t players have rights?!

That’s actually quite an interesting question.


  1. Even Superman had to be Clark Kent some of the time. ↩︎

  2. Generally, 18–24 months after having started to play. ↩︎

  3. David Kennerly, Better Game Design through Data Mining. San Jose, Proceedings MUD-DEV Conference, 2003. http://userwww.sfsu.edu/~kennerly/game_design/Data_Mining_files/ frame.htm. ↩︎