Departure
In this discussion, the “old world” is the real world and the “new world” is the virtual world. The departure action therefore takes place in real world.
The call to adventure. Something triggers the would-be player’s attention. It may be a specific advertisement, testimonial, shelf unit, cover disk, magazine article, or pushy friend—it doesn’t really matter. The point is that the player now finds the idea of virtual worlds appealing when previously either they didn’t or they hadn’t thought about it.
Refusal of the call. There are lots of reasons not to enter a virtual world: expense, time, fears of inadequacy, a social life. However, the appeal of the virtual world grows. The player really wants to try one.
Supernatural aid. This step may be skipped if the player concedes to their desire. Where it isn’t, it’s likely that the player will know someone else who already plays and is able to help, or is a member of a group of friends who decide to try the virtual world together.
The crossing of the first threshold. The player installs the software on their computer and powers up. They enter the virtual world, which is a dangerous place with unknown rules and unknown limits. The quality of the interface determines whether or not it counts as a guardian.
The belly of the whale. The character generation system. The player creates a new self for the new world. It’s a formal rebirth; the player is undertaking to become someone else.