This website uses cookies to ensure you have the best experience. Learn more

World Of Warcraft (Wow) Essay

2486 words - 10 pages

World of Warcraft (WOW)

Introduction

According to the World of Warcraft Community Site, World of Warcraft is “a massively multiplayer online game…enabling thousands of players to come together online and battle against the world and each other. Players from across the globe can leave the real world behind and undertake grand quests and heroic exploits in a land of fantastic adventure” (“World of Warcraft Guide“). Although the origins of MMORPGs can be traced to the 1970’s, the release of Ultima Online and Everquest, commonly called UO and EQ respectively, in the late 1990’s brought MMORPGs to a broader PC gaming audience. Since the release of UO and EQ, MMORPGs have become a ...view middle of the document...

It is therefore imperative that good communication exists so customer satisfaction can be kept high. As seen in Figure 1, 63.5% of MMORPG players consider the most important aspect of the game to be influenced or directly controlled by mechanics coded by the developers (“Making friends” and “Pretending to be someone else” are considered to be primarily social rather than mechanical in nature).

Figure 1 - Most Important Aspect of the Game (Yee)

These mechanical issues influence the social players’ enjoyment of the game as well. Though these players do not consider mechanical issues to be the most important aspects of the game, their enjoyment of the game depends on the presence of other players. Obviously if the developers can not retain the “mechanical” players, the “social” players may also leave. Nicholas Yee analyzed the reasons players commonly give for quitting a MMORPG and compiled them in The Daedalus Project. Yee reports that the most common reasons players left were “boredom and repetition…persistent bugs and game-balancing issues…and frustrations that arose from their game relationships.” Yee cites examples of player responses he received when creating The Daedalus Project:

The first reason I stopped playing was terrible customer support. Should something happen regarding your account, in-game, or other reasons there was virtually no assistance.

The atmosphere of the game became such that it was as if they were doing you an enormous favor just by allowing you to pay and play, a privilege they would rescind at their slightest whim without any justification or chance of defense.

Game balance was pathetic. Developer had no idea what the issues were and was making changes that had little or no impact.
I guess I stopped playing it because a lot of my close friends had left the game.

The first three responses demonstrate the feelings of “mechanical” players who left for reasons under the developers’ control, while the fourth response demonstrates the feelings of “social” players. Developers must maintain good communication and relationships with the player base as these areas directly influence player retention.

The Problem
As of May 2005 the World of Warcraft development team has not yet properly implemented a player representation system, and the need for one is becoming ever more noticeable in the community.
Word of Warcraft currently has five community managers - the same number of community managers working on WoW over a year ago when the game was still undergoing beta testing. At that time the game had only a few thousand players. WoW has since grown to approximately 1.5 million players with 800,000 of them in the United States, but no new community managers have been hired (“World of Warcraft Sets”). The community managers call themselves liaisons between the players and the developers. Each community manager is placed in charge of one class in the game. On the surface this seems like a system that would ensure all players...

Other Essays Like World Of Warcraft (WOW)

Mmo Narratology Design Example Essay

4657 words - 19 pages narrative elements. However since the advent of the internet online gaming has sky rocketed in popularity, from the lowly beginning's of text based dungeon exploration games to the gargantuan popularity and spread of World of Warcraft (well over 10 million subscribers). The advent of online gaming has forced games designer to re-examine their use of narratology, while interaction with NPC's can be given a strict narrative structure the majority

Online Communities Essay

1828 words - 8 pages to stay and change things may be what distinguishes strong community from weak, not the inability to leave. Using World of Warcraft as an example, players do feel a sense of responsibility to their fellow players. They do work together to achieve things. They schedule times to meet up and take on challenges. If the ease of abandoning a community is the determining factor of whether its sense of community can be strong, consider that it is equally

The Effect of Dota

1290 words - 6 pages and use gold to buy equipment during the mission. [1] The scenario was developed with the"World Editor"of  Warcraft III: Reign of  Chaos , and was updated upon the release of the Warcraft III: The Frozen Throne .There have been many variations of the original concept; currently, the most popular is DotA All stars, which has been maintained by several authors during development. Since its release, All stars has become a feature at several

Should Video Gamers Be Prosecuted for Virtual Theft>

1260 words - 6 pages individuals’ time valuable. Therefore compensation for piracy of an object that does not exist would place the value of the time spent to gain a merely hypothetical item. It could be seen as when does this need to end? It is a very well-known fact that there are people out there who live their lives as MMO’s (massive multiplayer online) gamers, playing games such as World of Warcraft, Eve, and Runescape. The extreme separation of life

Consumer Behavior Case

566 words - 3 pages ; and the current video game hit in China, “World of Warcraft,” to hit two or three passion points at the same time. It indicates that the coke would like to always improve the quality of sales due to coke assume that every public figure who has many fans in china. indirectly athlete and coke invites fans to consume coke and interact with each other. 3. Are there any product or services you would avoid because the social group you belong to

What Is Art?

463 words - 2 pages can look at a painting and say "Wow! That's beautiful!" How many of us can actually stop and say "Wow! Now I understand!" Art is around to teach us. We can learn so much about ourselves and the world around us.Many times we create art without a conscious reason. We believe that we are just making a pretty picture. Usually we are expressing a subconscious idea. If take the time to actually analyze and critique our artwork we could possibly find out

The Effects of Technology

1846 words - 8 pages men and women. They should be out in the real world meeting new people. Internet gaming sites are an intriguing aspect of the internet. People often escape into their own world where they can communicate to the world through a screen and avatar. It will grab hold of teenagers and addict them to the substance it provides. Popular games are World of Warcraft, Call of Duty, and Halo. In the world of craft people are lining up to be trolls and

Violentvideo Games

1318 words - 6 pages concern?”, 2000). Moreover, modern video games have become extremely violent, sexual, and obscene (Grand theft Auto, Starcraft, The world of Warcraft, etc.). Violent video games are the most widespread games bought, because the gaming industry today is a raising multimillion dollar industry. The stage to which this industry has grown is unimaginable. The strategies that applied to build the games, the graphics (e.g. blood), and the quality of sound

The Effect of Videogames on Student Achievement

2785 words - 12 pages the games such as the ability to experiment with aspects of individual identity which do not come out in public. MMORPGs have been criticized for hampering academic and job performance. The FCC has specifically accused World of Warcraft, one of the most popular games, as leading to college dropouts (Somaiya, 2009). Students can become obsessed with these games and become disengaged from schools, friends, and life in general. Video games can also

World War 1: Life Of A Soldier

4319 words - 18 pages World War I: The Life of a Soldier World war I: The Life of a Soldier Lieutenant Herbert Howard Whitehead Date and Place of Birth, Next of Kin (123) Lieutenant Herbert Howard Whitehead was born November 22, 1885 in Toronto Ontario. Herbert was part of the Canadian Infantry as well as the Royal Flying Corps. Not only was he a foot soldier but a pilot as well. He trained in England with his Battalion until their call

Thought Process

1162 words - 5 pages because I forgot my towel… wow, if only the world accepted this all the time… THE LIBERTY!!! … should I wear my “Got A Sister” shirt today?… I really need to buy some more shirts… I think I will wear the “Open 24 Hours” one… yeah this looks tight…what a lady killer…1:45pm I have got some time to kill before choir at 3:00pm… I should go check my mailbox…let me get my keys and wallet… I wonder where Josh and Ryan are (roommates)… man it feels pretty

Related Papers

The Video Game Culture Essay

1643 words - 7 pages What is it about ?In my field work project I will be observing a number of video game players who will be divided into 2 categories addicts and non addicts. People who play for more than 5 hours a day are called addicts and those who play for less time than that are called non addicts. I will be focusing on the players of a specific game called Warcraft. This game is a very popular game all over the world with over 5000 people playing at any

The Warcraft Iii Adventure Essay

3765 words - 16 pages of the game was titled “Warcraft III: Reign of Chaos”. The cinematic introduction basically told the game’s plot. The game takes place in a fictional world of Azeroth. The remnants of the past wars scarred the lands, which is besieged once again by conflicts. Heroes arise to challenge fate and lead their brethren to battle. Until a new breed of enemy will arrive and the time has come for the reign of chaos. In the Prologue Campaign

Social Anthropology Essay

933 words - 4 pages what this is?” I notice a box at the bottom left hand corner of the screen. Bluescreenofdeath says to Deathm4u5 “you totally got pwned!!!” I laugh; what could any of that mean? The man, happy to indulge me, quickly explains. In World of Warcraft, the game creators misspelled the word owned, when you would lose a fight, that’s what the screen would say. "He’s trying to tell me I got owned, like beaten? Ha, he’s so full of it and he knows it

Article: “Online Brands Set Off On New Marketing Journey”

971 words - 4 pages in the above paragraph. Besides the online brands mentioned in the article, companies like Blizzard have also implemented this strategy on their worldwide hit, World of Warcraft, with great success. From my observations, World of Warcraft employs many offline strategies, marketing action figures, books, posters, events and road shows. This has helped to generate widespread publicity and high differentiation compared to other online games, giving