I'm not starting a thread about a 2005 incident as if it's news to all in 2019, but it is news to me thanks to my YouTube algorithm, and I find it fascinating and I'm hoping to garner some insight, hopefully from some of those who "were there."
In a nutshell, in 2005, new content for World of Warcraft introduce a new area as well as a new high-level boss whose death [I'm assuming] triggered an AoE status effect that caused damage to nearby players for of a duration of time, the Corrupted Blood. High-level players could wait it out and heal; low levels died almost instantly, and the status effect was spreadable from player to player. The "bug" was in the fact that it was also spreadable to player pets and non-killable NPCs, and these became "carriers" of the fatal disease which turned cities into ghost towns littered with the dead. While Blizzard scrambled to remedy the issue in silence, the WoW community itself, unbidden and uninstructed, banded together to establish sanctuary cities and ward off each other from infected areas. Conversely, some player carriers would try and intentionally spread the "plague" and actively evaded capture and curing by hoping servers. By the time Blizzard made a formal announcement, "the people" had already done for themselves what Blizzard would ask them to do. This incident became an actual case study in epidemic and terrorism research.
And this fascinates me, that humanity, for better or worse, rose to the top during crisis in a virtual, high fantasy entertainment construct; how much more "role play" could you expect from an RPG? That strangers could quasi-democratize and collectively make decision for the greater good , that some still sought to subvert the cobbled together systems of those collectively seeking to ride out the storm. Was anyone playing WoW at the time? How did you handle it (i.e.: yourself?) Am I romanticizing it or was it truly as telling of the human condition as I'd like to think?
EDIT: Linked YouTube video that found me.