Author Archive

Undercity Happenings

Field Notes

1:20

Bat handler, level 35

Lvl 40- afk not near a vendor

Lvl 7- at the elder for a code

Lvl- 23 logged out at barber shop

1:24

Lvl 30 still afk not near vendor

Lvl 7 at general goods vendor

Lvl 60 arrives at bank

Lvl 39 at auctioneer

Lvl 120 at bank

Lvl 3 afk

Lvl 110 at bank

1: 30

Lvl 7 at heavy armor merchant

Lvl 40 still afk

Lvl 110 replied to question about high levels in undercity, “waiting for BG”

Lvl 7 replied “idk, came here for stuff I guess”

 

1:35

Level 21 afk by innkeeper

 

After observing player’s in undercity on bonechewer from 1:20 pm MST to 1:38 pm MST. Focus was put on level and NPC’s they are interacting with. Many players were arriving via the bat flight master. Those that were lower level did not seem to leave the area by either logging out or visiting many NPC’s. Few high level players arrived, and they spent the majority of the time at the bank. After interviewing the level 7 and seeing a level 3 there when the main questline would not take you to Undercity until about level 20, I decided that these were senior players leveling new characters. The level 110 interview relayed that he was waiting for a Battle Ground, a high level pvp event. The large majority of players were afk, and many of these were above the level that I arrive in the area for. Only higher level characters visited the bank.

Undercity Happenings

Undercity happenings
1:20
Bat handler, level 35
Lvl 40- afk not near a vendor
Lvl 7- at the elder for a code
Lvl- 23 logged out at barber shop
1:24
Lvl 30 still afk not near vendor
Lvl 7 at general goods vendor
Lvl 60 arrives at bank
Lvl 39 at auctioneer
Lvl 120 at bank
Lvl 3 afk
Lvl 110 at bank
1: 30
Lvl 7 at heavy armor merchant
Lvl 40 still afk
Lvl 110 replied to question about high levels in undercity, “waiting for BG”
Lvl 7 replied “idk, came here for stuff I guess”

1:35
Level 21 afk by innkeeper

After observing player’s in undercity on bonechewer from 1:20 pm MST to 1:38 pm MST. Focus was put on level and NPC’s they are interacting with. Many players were arriving via the bat flight master. Those that were lower level did not seem to leave the area by either logging out or visiting many NPC’s. Few high level players arrived, and they spent the majority of the time at the bank. After interviewing the level 7 and seeing a level 3 there when the main questline would not take you to Undercity until about level 20, I decided that these were senior players leveling new characters. The level 110 interview relayed that he was waiting for a Battle Ground, a high level pvp event. The large majority of players were afk, and many of these were above the level that I arrive in the area for. Only higher level characters visited the bank.

Loot and Addiction

World of Warcraft, like many popular games, use the in-game incentive of loot to keep the player engaged. (Game Informer Staff, 2015) Loot isn’t only an incentive of in-game progression, but the ability to use loot as a reward system helps teach the player new skills as well as behaviors that should be repeated throughout their experience. (Rapp, 2017) Both of these effects combined help drive the player to continue playing, what some would consider addiction. (Rapp, 2017) According to a study published by the Serious Games Society, the frequency of “random” rewards, or loot, can drive player engagement within a game. (Nagle, Wolf, Riener, and Novak, 2014) The frequency of loot within World of Warcraft is a good indicator of its addictive tendencies, but what is the frequency of high value loot at different points in the progression system? Further research is necessary to find the correlation of loot and addiction throughout the life cycle of a player’s experience.

 

Nagle, A., Wolf, P., Riener, R., & Novak, D. (2014). The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game. Int. J. Serious Games, 1.

Rapp, A. (2017). From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems. Simulation & Gaming, 48(3), 381–401. https://doi.org/10.1177/1046878117697147

Staff, G. I. (n.d.). The Science Behind Why We Love Loot. Retrieved from https://www.gameinformer.com/b/features/archive/2015/10/23/the-science-behind-why-we-love-loot.aspx

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