Wednesday, December 8, 2010

Ride Astride the Beast: Levels 15-20

Having played through levels 1-15 of World of Warcraft, it would only be fair to finish up the levels I am allotted. Unfortunately, it was discovered that this is only till level 20, and that the adventures of Myrdo would end well before they began. This shorter post will include more about experience with the first dungeons, an important facet of World of Warcraft, and PvP. 

As was revealed before, my experience with MMOs is rather widespread, yet not complete. Dungeons are not foreign, and they tend to follow a simple formula gained from their parent genre, the RPG. You go into some deep dark place, either a cave or taken structure, then you and your allies must stay close together to clear it of its tough enemies and bosses without dieing. In World of Warcraft, this is no different.

In fact, my first experience with one of these dungeons was by mistake, Ragefire chasm. Having leveled up my character to 12, I went into a portal at the bottom of Oggrimar, the capital city for the Horde. When Zigglez and I entered, we saw a worm only a level above us, and we attacked it. The worm killed both of us, only nearly dieing. The room was full of duplicate creatures. We decided that we would come back at level 14, and get revenge on this creature. We did so, again fighting that one worm, and with all of our abilities spent, we killed it. We were proud, and managed to kill 6 more.

When we hit level 15, we entered the dungeon queue to go in as a group. All three of us, since Witrig was with us, entered as DPS characters, or damage per second characters. This dungeon finder is a fun mechanic, it allows players to jump right to a dungeon that they want to do, even if they have never visited it. For those who appreciate the in character elements of a game though, this is a travesty. There is no need for exploration to find a difficult dungeon, they are all listed, and the game will then teleport you halfway across the game world just to go destroy the enemies there, even if you have no idea what story lead your character to be there.

It was done though, and soon our tank, the character meant to take the brunt of the damage, charged into the chasm and started to fight several worms at once. The three of my personal allies all went in to destroy the creatures, and in a flurry of attack animations, they were all dead, the tank barely hurt with the assistance of the healer behind him. Yet, I felt no great satisfaction, I simply stood behind an enemy, and did what I do until they were all laying on the ground so we could collect their loot. Killing them one by one, each of them monstrous villains, was better than this... slaughter. Soon we met bosses, and each fell a slight bit slower. Since ragefire chasm was part of my actual storyline, I knew that these people were part of the burning blade, were demon summoners. We ripped each of the bosses to shreds, and any damage on us was short lived.

I will mention that after this we did Shadowfang keep, a dungeon that has been altered from its original form as a werewolf filled keep. The reason for this is because those werewolves, are now a playable race, so the story has changed to their keep being overrun by the undead. I did not participate in most of this dungeon, because the game is slow to download its elements on my crappy internet connection. It took me at least 8 minutes to load, if not more. Then when I died, as our tank and healer were not nearly as good this time, it took another 15 minutes or more to load the world outside of the dungeon. Both of these places I never visited before, so the game had no reason to think I would need to download them in advance. It was still quite irritating.

As for the other game element, PvP, I cannot say I know why anyone would participate. This was level 19 PvP mind you, very early in the game. Yet, every fight felt like a wandering slaughter. The fight moved from one place to another, both sides flinging status effects at one another like fear and disorient, that eliminated that character from the fight. If the DPS on one side decided a character would be dead, they were then dead very fast. Personally, my Rogue could do very little, as whenever I tried to attack, everyone would turn to me and have me dead in seconds. The PvP in Warhammer Online and other Everquestian MMOs have a similar feel, yet this truly felt like the lowest of the low. 

When I reached level 20, the quest in the game seemed to get a slight bit more engaging. Not that they took any thought, they were still stagnant elements all built to make me fight a different sort of monster. Yet the feel of them because a little more serious, at the very least, as I entered the Ashenvale. 

This all doesn't matter though, as my time as Myrdo is done. The game capped me at level 20, so moving forward would be suicide. So in the meantime, as my trial finishes, I have moved to playing a Dwarf Paladin, for a different view of the situation. The life of Dezuun the Dwarf will need to be covered later though.

Sunday, December 5, 2010

Ride Astride the Beast: Levels 1-15

Taking something apart always reveals its flaws, always shows it wanting. Yet it is also important for figuring out exactly what we want, why, and what should be done about it. So WoW will be examined, and the whole of the MMORPG genre will be examined with it. Because when we examine MMOs, we must examine World of Warcraft, or we are skipping a vital step, ignoring the largest sample.

For this two parts will be required. First this post will examine World of Warcraft in particular, in its first few levels and its structure. Then this will be reflected onto all MMOs, since WoW is just the poster-child, not a single child.

The other day I started my game as an Orc rogue. This choice was partly my own feelings toward the best race, and partly going for a standard experience. Orcs are the central race for their side, the center of 'the horde'. Yet rogues are not the standardized MMO experience, that would be Mage or Warrior.

I'll start by saying that the character creator in this game is ancient. Sure WoW came out in 2004, but that is no excuse for having a character creator that is simply a choice between 5 hairstyles, 5 faces, and 4 skin shades. I didn't even need to see another player, and I already felt like I looked exactly like everyone else. This feeling of being 'just one of many' continued as I picked up the same items as my other leather wearing allies, and did the same quest which the dialogue made seem was special for me. 

Now what some may not know is that WoW has had some changes because of the upcoming release of their new expansion, Cataclysm. The content from level 1-60 has been modified, down to how you gain points as you level up. So imagine my surprise when the big change in my starting area was, as I heard another player say, the boars I had to kill constantly were in a pen instead of roaming. This was the same beginning as many other fantasy MMO, killing animals and other pest that every NPC around you should be capable of killing. The game tries to make you sound like the chosen one in dialogue, yet any NPC you see at work is obviously better at their task than you are. Your character has no place in the natural order, which goes directly against the idea of being an RPG. This is likely my number one complaint about WoW, and many MMOs. The only thing about the game that has me 'Role-playing' is that I fill a very specific role in a combat group, either healer, tank, or DPS.

But I will spend more time on that later. The trial of World of Warcraft is in particular, offensive. The game's system because a wasteland, your character a phantom in the middle of real people. This is not a trial, this is a single player game plugged into the middle of a multiplayer game. You cannot talk except in tells to certain people, you cannot trade around gold (this one I understand because of mules), and worst of all you cannot invite people to groups. For a game, a genre, built upon social interaction this trial is built to stop it at every turn.

Which is okay, since these levels are all about being an errand boy of the NPCs around you. From collecting cactus apples to killing scorpions, only half the quest I did ever felt like something important. I dealt with the burning blade, and the Northwatch patrols, but they somehow made these things that should have been profound, feel like dummies assisting in a practice exercise. It doesn't help that your kills are far from permanent, with enemies spawning around you within a minute of you slaughtering them. 

Then an aesthetic complaint, mounts and cities. The wandering hordes of level 80 players should be something awe-inspiring in a game. These people have worked hard, and their characters are the true champions, people doing the most dangerous things for their faction. So it saddened me to see them look like goofballs, riding go-karts and motorcycles while wearing costumes to look like pirates and goblins (note goblins were not playable as of this posting). This makes going through large towns, like Ogrimmar, a bother. Every time I went into town, I was pulled out of the already lofty setting. Not that WoW didn't try hard to pull me out by itself, with a world of blades and spells being back to back with stealth camo generators and rockets to the moon. Blizzard makes it very clear they don't want you to take their setting seriously.

There was a lot of good in here too though. I managed to get a group by playing with a friend with an actual account, so there were times I could actually group up. It was fun filling my role, to manipulate stealth and try to only fight one or two characters at a time. Thorn hill, and other razormane related locations out in the barrens, turned out to be the most enjoyable. There were plenty of enemies to kill, and because of the sparse population, it felt like there was a reason I was out there doing the dirty work, which all related to killing specific targets. There was also a subplot of the survival of the Razormane, as a people, which was of course largely ignored. There was also good fun in Azshara, but that fun was stifled by the fact that none of it felt like it fit in the setting. When I'm walking a mech around to fight people, and then doing quest for hyper-intelligent raptors, I have no idea where I am anymore, or what to expect.

All MMOs tend to have similar problems to this, missions not seeming important, and really slow starts. Yet I would expect better from the big daddy of MMOs, especially with how often it has been changed. In Warhammer online, most races start off fighting legit threats, fighting off a siege or pulling raids against the enemies of your race. City of Heroes starts off being about crime fighting, so its version of fighting boars is fighting basic street criminals who can't do much but try to punch you. 

The biggest problem here is the lack of role-playing, something that plagues just about every MMO except maybe Eve Online. By role-playing I do not mean pretending you are the little girl, I mean having a full investment in your character, and having control over their fate and story. In an MMO, often the quest will dictate to you a story that you may not want to take part in, which is okay if there are multiple paths, or your character has multiple ways to apply him to the problem. If someone tells me to take care of a target, and I can kill or persuade them, stab them to death or blow them up, I have options. In World of Warcraft, as in Warhammer Online and City of Heroes, there are a select few paths of where my character will go. My rogue will be of one of three specializations, and his gear will be to exemplify that, and my quest will all lead to the end game content. In Eve, at a point, the quest don't matter anymore. I can become a miner, I can be a CEO of a business, run special ops, or drive a giant ship into battle. The quest, at least early on, do not try to lead you anywhere. You are simply one of many, and the game knows this. You are not unique, you are not a butterfly, if you don't do this quest then someone else will.

These observations and complaints are all for a specific group of players though. For many, MMOs are about the group combat and challenges. I understand this as a person who played a game built around that from top to bottom, Guild Wars. Yet when I play a game that attempts to have a story, I hope to find enough in there to satiate me, and push me forward. World of Warcraft has failed in that respect, so far.

Saturday, December 4, 2010

Ride Astride the Beast: Myrdo's Humble Start

The time was now, and what a time it was. I did not know much, but what I did know was that a great beast struck our borrowed home, that even the barren land we Orcs called home was ruined by the mere stretch of its wings. I also knew that now was my coming of age, and that today I truly joined the horde, no longer young and wet, now a strong young blood. Soon all would know the name of Myrdo Reargut the Rogue, son of Tarn Reargut.

So I struck out to the North, to find the Valley of Trials. There I hoped to put to the test the axiom of my father, That any situation could be solved with the proper application of a blade to a spine. Of course Pa always said it as "Wrench guts, win lots". A practical man my Pa, a trait that won him the nicest grave in town. 

As I trekked the Valley to its center, I crossed the discarded shells of the spoils of others. Spent men, empty carcases. I did not see another Orc there in those fields, but it was obviously many trampled the ground in front of me. So I continued on.

There in the center of the Valley I found my mentor, a small and angry man, prone to repeating himself in identical blood thirsty yells. He seemed keen to make a man of me, and it seemed the best way to do so was to dull my blade against the backs of many beast. Very many beast. First were the boars, doing the work of some peon who looked on in slack toothed glee as I slaughtered his pigs by the dozen. When this was enough, I moved to Scorpids, a beast that before I only killed for desperate meals. Now I made a feast of them, and a river of their venom.

When I found my brow wet with sweat and my stiletto slick with gore, I was finally given a true task. Thazz'rill, or Old Thazzy as he was so often called, told me of a secret. The humans, who we so recently made peace with, were in our lands again. There were scouts from Northwatch scattered across the Valley of Trials, and I was to introduce them all to my Pa's particular creed. The sun set early on many men, some carrying boxes, some carrying boxes with big crosses on them, and others shooting faulty guns, yet each found their death before my blade. Though they cut into me as well, some with blades, some with lead, I found myself invigorated by the exercise. Every time the battle found its climax, so did my being, and I was renewed. 

I was not alone though, and I do not think I could have finished the trials without friends both old and new. Old Zigglez Strumdoom, or just Zigg for short, a true shot who could calm any beast. Witrig Shadeheart, a frightening warlock whose introduction to the hordes forces fell on the same day. Then finally Mahou, or Little Miss Mahou as she preferred to be called, an enigma of a caster, driven yet queer.

Together we flew across the red landscape I called home, and slay anything with a back to prove our worth. At the end Old Thazzy gave me a letter, a recruitment letter to join the Hordes forces defending the barrens. That was a place I knew by name, yet not by sight. Its reputation proceeded it by miles, and my body quaked in fear, while my blade quivered in anticipation.

Friday, December 3, 2010

Ride Astride the Beast: Prologue and Explanation


Among those who call themselves gamers, by social permission or through an equal transcendence in respect of the medium, there is a great distinction between persons. A gamer either plays WoW, that is Blizzard's World of Warcraft, or they do not. At 12 million subscriptions, WoW's numbers outrank all the state of Ohio, and dwarf my own home state. Its players range from the light-hearted social player who takes the game an hour at a time, to the hardened warrior who ranks the in-game raids just below breathing and right above defecation. With its large audience, wide appeal, and addictive framework, WoW is the behemoth of its genre, the kodo beast in the room if you will allow me to get into the mood.

It is also a game that I have never played, and had no intention of playing. Between my arrogance, ignorance, and need to hate on anything more popular than myself, I have never given World of Warcraft its fair chance. I have judged the game on its players, on its culture, and any other object I could use to differentiate it from myself. But as with the motto of the Royal Society, "nullius in verba", I realize now that I should "take no one's word for it". I will confront the beast first hand, and though I dangle myself before its horrid white flesh, my hope is to come out with limbs and sanity intact. This I do out of a sense of duty, pride, and boredom. 

As a man of 23 years, I was playing video games before I stopped wetting the bed. Mario was my babysitter, and Dragon Warrior 3 my tutor. My genre of choice are Strategy and RPGs, the second rather important to this exercise with WoW placing itself within the 'Role-Playing Games' genre with its MMORPG subgenre classification. My MMO credentials run a range of games, recent and old; Ultima Online, City of Heroes, Guild Wars, Warhammer Online, Planetside, Dungeons and Dragons Online, and trials of Lord of the Rings Online, Pirates of the Burning Sea, APB, and the Matrix Online. These games usually have similar buildings blocks, mostly the prototypical MMOs of Ultima Online and Everquest, yet all have their own twist.

To come at this game, I will play as one character for a 10 day trial, possibly more if the game warrants it. I will play with as many friends as I can manage to play with, to create the proper setting and social interaction an MMO requires. My server of choice will be Destromath, my faction Horde. From here I had to make a hard choice, since race and class will definitely warp my playing experience. Yet I have played enough MMOs to know what will interest me, and to know how to overcome in game challenges. So because of this I will play an Orc Rogue, not because this is a particularly good combination, but because it is what interest me.

This page will chronicle my time in the game. I will at times post in character in a fashion I hope will be considered humorous, others I will post out of character to summarize my experiences from that of a man who has played games for over 15 years of his life. I hope to have everyone's support in this, both during and in the aftermath of what will be my greatest flirtation with darkness since I, as a teetotaller, took a shot at a christmas party.

I cross my fingers that this all goes well, for the love of the game, for the sake of fairness, and most of all for the horde.

Thursday, November 18, 2010

Digitism (Worldbuilding)


I've been on a quest for modern gods. First with the Virtue project (Lord Uertu stuff on this very blog) and before that I had other ideas that never made their way outside of a writing journal (things based on colors, an old fashioned goddess of creation).

Often my idea isn't to create something that would be useful, simply something that is memorable. If it is only memorable to me, so be it. What I consider memorable though, is likely my main problem. This is not the focus of this post though.

My most recent idea is to create modern gods. I know this has been done before, so originality is not a goal that is set on my plate (thank all that is good). So that requires thinking about what makes a 'god', and why we make them. It seems that gods have likely always served one primary purpose, the purpose of every supernatural, to explain things that cannot be explained. When lightning was still a frightening and terrible thing, there must have been something that set it upon the world, and it had to have a purpose. As people realize that is not the case, guys like Zeus, Odin or Raijin, don't really have the same flare that they used to (sorry guys. Especially you Raijin, love the drums).

Man has now learned so much, only to realize there is still so much we do not know. The things that relate to our lives though, our everyday, it all makes sense to us. To most of us, it makes sense scientifically (even if we don't know the highest details). I am no longer afraid that a demon is going to come sit on my chest, I may have sleep paralysis though, lightning is now a facet of nature and mermaids are just the drunken ramblings of seamen.

So why make gods now? If I was going to make an excuse for my behavior, I'd say it is just for my own entertainment. If I was going to be completely truthful, I'd say it is out of a vain hope to strike gold, to implant my own piece of truth and reality into another human being. Instead I'll say that we could use it. Not in the way that we need some sense of morals, but I like having things to believe in, and what better to believe in then reality?

I'll go over what brought me to these concepts on another day, but in the meantime, I figure I should look at some of these 'Gods'. I call this digitism (in defiance of Internetology and things with the same name) because of numbers. My main goal has been to align the numbers, things that are inherently true, with other things that we consider reality now in the present (though not necessarily also true). The goal is to avoid directly relating to one culture, gender, people. They should be about our planet in general, in a way that they could be seen in many different ways (and I will give some of my mental pictures as I go I guess). These gods would and do have purviews (things that they relate to, control), but I have to work those out for a lot of them.

0 - Cheating its way to the first slot is 0. The troublesome one. Related to nothingness, oblivion, destruction (though maybe not death). 0 is the first number, but did not come first. 0 adds nothing to the world, 0 always takes away or leaves things as they are, or completely invalidates. As a character, 0 is the jealous sibling, the grand force that puts itself at the head, yet is often overlooked. In appearance, I see very little 'appearance' at all, cloaks of black and white, or possibly melding into whatever surrounding is there (take all or take nothing). Around 0, things decay, fall away.

1 - Originally imagined as the godhead, 1 is still the prime. 1 is the start, the beginning, the alpha. When we have a thing, we have 1, when we have many things, they still came from 1. 1 is truth and 1 is greatness, because when you put something with 1 you gain that same thing back. In character, 1 and 0 are the siblings (though 0-9 are all 'related' in their position), because they are both first. They share this position, but 1 truly holds the position, while 0 holds it on technicality. 1 is of course, the loneliest number, and I see it as proud and arrogant (we are number 1). In appearance 1 should show its pride, but not flaunt it. It does not need to scream that it is the first, everyone knows it, respects it.

2 - The companion. Originally imagined as the wife, it is instead simply the 2nd, the helper, the assistant. It is also the first in line that truly helps things grow, so for that it is the multiplier. While 0 and 1 remain stagnant, 2 creates. Even if something is made up of 0s and 1s, it must have at least 2 numbers there to mean something more. Marriage, dating, sex, conversation, blending, the things that start with at least 2 things, are 2's to control. They are also often things of creation. In character, 2 is warm, often inviting, yet still divided. Unlike the siblings, 2 is less unified, and represents the basic aspect of being divided through subtle hints toward the hostility between two people.

3 - Once there was three, there was a conspiracy. 3 is the outsider, the one that holds things up from outside the spotlight. 3 contains vital things, like Pi, but at once is unwilling to divulge everything. Jealousy is 3's purview, moreso than 0. As is the circle and triangle, important shapes that also give 3 control of math. In character, 3 is a thinker, and a sneak. It knows much more than it lets on, and always has something more to add if it could only be pressed.

5 - The number of (hu)man. Though man is defined by all the first ten in some fashion, man belongs to 5. Our hands and feet that make us industrious are from 5, and so 5 is the number of industry. In character, 5 is devoted to humans (though not necessarily humanity) and other mammals. It is a builder, a factory worker, a crafter. In appearance it looks like the hard work it does, often in work clothes of heavy apron or hardhat.

That's all for now. Some basic ideas I shot up in the last few hours. Though other ideas gained from friends: more digits dilutes divine-ness. So two digits are demigods, and three may simply be supernatural creatures. The digits within a person shows its relation (ex. 10 is the offspring of the siblings). Oh well, later folks.

Thursday, October 28, 2010

Agamemdork (Working Title)

A work in progress.


Agamemdork

 It all began two weeks prior as King Chuck, lord of many, toured the halls of his domain. King Chuck was known as a good King, protective of his own, and fair to all those who came to him. For two years he had reigned, yet already his rule was coming to a close.


  As he walked the halls, friends and allies around him, a desperate form appeared before him. The young man fell to his knees before Chuck, breath heavy and eyes low. His clothing said he had run far, his body damp and swollen. 
 

“Chuck, something's wrong,” said the boy, “They came and took her.”

The crowd of allies bent themselves in shock, a cloud of gasp filled the small hall to bursting.

“They wouldn't dare,” Chuck said.

The boy bowed his head, “They dare.”

“Where? How?”

“While she addressed the chess club, Chuck,” the boy said, “We defended her, but they were many. She was surely taken down-”

“No more, I won't hear of it.”

Yet there was much more to come, and all news spoke to the truth. Mary Mcguffin, fair lady of the Nerds, was taken. There was no mistaking this as anything less than a slight against the realms of Nerd, Dork and Dweeb. Across Homer Prep, every King and Queen knew that this meant war, and that King Chuck, Nerd of Nerds, would not stand down until his great lady was returned. 

Now they met, Princes and Dukes of Nerd, in the libraries sanctuary.

“Here me now,” Chuck said, many bespectacled eyes watching him intently, “I Chuck, Nerd of Nerds, ask you to join me in this quest. For our very core is under assault.”

“They took Mary!” Shouted the Duke of AV.

“They must pay!” Said the Prince of Chess.

“Yeah, screw those dicks!” Said the Duchess of Anime.

The nerds were in a riot, and glasses fogged with rage. The crowd was silenced by one among them rising. It was the Prince of Drama.

“Shamus,” Chuck said, “You dare speak here?”

Shamus, lord of Drama nerds, bowed to his audience. A smile crossed his face that chilled even Chuck, then he walked to the head of the crowd.

“I speak, oh great Chuck, for the sake of my brothers and sisters here now.”
The crowd grew quiet, eyes narrowed and bodies tensed.

“I ask,” Said Shamus, “Does this Mcguffiin mean so much, that we must all be dragged into your foolhardy conflict?”

Voices erupted yet again. This time in two tones, two groups, the kingdom of obsession shattered as always. Even thrown together in their lot, voices rose from all sides.

“She was a bitch to me.” One said.

“She remembered my name,” said another.

“She didn't come to my birthday.”

“-Totally hot-”

“-Her level 80 palladin-”

“-Freckles-” 

“Silence,” Chuck said, “Who questions me? Who has read more comics than me? Who thinks they know more star trek quotes than me? Who thinks they know better?”

--

So, a mock epic using cliqs. I want to change the title to something like Agamemdork: Of the Forais Epic. 

--

"To their dark pit of labor, colusseum of sweat"

--

I imagine Chuck as  a true nerd among nerds. Maybe wearing a cape, and having two pocket protectors. Glasses are also important.

Saturday, October 16, 2010

On Fetishes

While sex is considered one of the taboo topics in common conversation, a discussion may be required related to fetishes, in this case sexual fetishes. This topic relates back to the understanding held between individual people within a society, communication, and taboo.

Before fetishes can be discussed though, definition is required. In common vernacular there are two ways that fetish is used, interchangeably. People use fetish when saying that a person may only gain arousal using that particular subject or object. The other usage is an object that is unrelated to sex, yet causes arousal for the owner of the fetish. Because the first is uncommon, and speaks to a deeper psychological situation, it will not be discussed.  

When speaking of fetishes, it is not important to know exact fetishes, just that there are many. A fetish must be something that cannot be a normal indicator of possible sexual prowess or reproductive prowess. The average human being judges possible partners on what they deem to be indicators of this 'prowess', often secondary gender indicators (breast, hips, muscle mass and facial hair). Because we are social creatures, there is also the possibility of reproductive prowess, which shows that a partner will not only make good kids, but have the stability to raise them (money, power, motherly instinct and kindness). Considering these the benchmark which humans use for arousal benchmarks, we can determine what is and is not a fetish. Yet, when listing fetishes, some things that should be related to reproductive prowess will still be considered a fetish, because they are commonly defined as such.

It is impossible to list all fetishes, because as soon as someone attempts to, more will be hiding in the minds of those who do not wish to reveal them. Yet these deviations from the average sexual behavior will fall into groups: feature fixation, control, non-sexual fluids, appearance, food, behavior. Note that because sexual relationships are often between two or more people, all of these categories work both ways. For instance, control, which is one person having an undue amount of power over another, can be a thrill for both the one with power and the one without power. For those that found that obvious, realize that it also works the other way, with a fetish requiring no thrill on the part of one partner.  

The most interesting aspect of fetishes is the level of disgust they gain from society at large. It seems that fetishes have levels of understanding, a fetish becoming more common and understood by a society will cause people to consider it not only normal, but possible to discuss (when the taboo of talking sex has already been crossed). This is a case of cognitive dissonance. Unless otherwise told, human beings consider their actions both average and acceptable. Because sex is a taboo topic, it is often only discussed when it has been breached by people who are already close. In this case, fetishes that are brought up may match, or the fetish owner may find out that their actions are not accepted by the group. Yet, as long as the topic is not brought up, and the fetish owner finds no other way to see the level of acceptance of his fetish, they will consider what they do more acceptable, even if it is still only done behind closed doors. As an example, someone who is fixated on feet (features fixation) may find it odd that someone is turned on by smoking (behavior fetish), and may find it disgusting to eat food off of someone (food fetish). Yet, the owner of each other fetish may share the same opinion of the someone fixated on feet. Each one considers themselves more acceptable, and finds no reason to accept the others. It is also possible to know of more fetishes, and to find them acceptable even if you do not have that fetish yourself. 

For some the better question may be why. To some, fetishes are signs of deviancy, which of course they are. Deviance simply means difference from the cultural norms, moving away from what is seen as average. Because the average is such a small range, with most people having a feature that is indeed not average, this means that the word deviancy, which commonly has a negative connotation, deserves no such thing. When everyone is a deviant in some way, deviant is the norm. Yet this does not answer why they exist. There is no way to rationalize all fetishes, yet there are general rationalizations that can cover why some come into existence. Often this is a case of conditioning, which all humans are subject to. When we relate something to prowess, even when it is not commonly an indicator of prowess, it becomes a fetish.

Some fetishes may come into existence through taboo. In society we hide things for the sake of comfort and hygiene, and also because exposing them can cause arousal to others without trying to. So things that are kept hidden because of hygiene may become a fetish because it is so often hidden (feature fixation like feet, non-sexual fluids). It is also possible that an act may put a person into a thrill, causing a rise in the chemicals that are also used during sex (non-sexual fluids, control, behavior). Others may be a matter of ego, wanting control or wanting control of situations because you often already do, or because you usually do not (control, non-sexual fluids, behavior, food). Finally, a feature may be considered sexual simply because it was once before. Humans are creature of habit, conditioning, and vague memory, so when something was fun once we tend to believe that it will be so again (feature fixation, appearance, behavior), like having your first experience with someone who smoked all the time may lead to considering all people who smoke more attractive.  

The most important aspect of fetishes is that they can cause a person to suffer due to lack of communication between peers, and leaving things unspoken. They are an important aspect of a person's identity, and when they are put down or hidden they can become a darker aspect of a person's character. On top of this, finding a long time partner, only to discover that they do not like your fetish, can be problematic for relationships in a variety of ways. This is the greatest horror of the sex taboo, and the level of moral persecution that come from talking openly about sex, arousal, and everything that comes with it. Maybe this would be a good discussion for later.