Game Development Reference
In-Depth Information
9. WoW Wiki, “Arena PvP System,” WoW Wiki, http://www.wowwiki.com /
Arena_PvP_System.
10. For detail on how players played the original version of WoW , see: Nicolas
Ducheneaut et al., “Building an MMO with Mass Appeal: A Look at Game-
play in World of Warcraft,” Games and Culture 1, no. 4 (2006).
11. Sherrard, “The Burning Crusade: What to Do at 70?”
12. Kisirani, “Plz Make the Events Not Suck [Msg 37],” World of Warcraft
Forums, http://forums.worldofwarcraft.com/thread.html?topicId=3909372
548&postId=38813236500&sid=1#37.
13. Perhaps most interesting is that the eventual changes to rewards arguably led
the declining subscription numbers seen in the wake of the Cataclysm expan-
sion. An extended version of this argument can be seen at: Greg McClana-
han, “Logic vs. Psychology in World of Warcraft's New Gear Advancement
System,” Gamasutra, http://www.gamasutra.com/blogs/GregMcClana-
han/20110508/7579/Logic_vs_Psychology_in_World_of_Warcrafts_New_
Gear_Advancement_System.php.
14. Lisa A. Crooms, “Living on the Edge: The Realities of Welfare in America,”
Michigan Law Review 94, no. 6 (1996): para. 3.
15. Yvonne Hartman, “In Bed with the Enemy: Some Ideas on the Connections
between Neoliberalism and the Welfare State,” Current Sociology 53, no. 1
(2005): 69.
16. Tugmug, “Welfare Epics,” World of Warcraft Forums, http://forums.world-
ofwarcraft.com/thread.html?topicId=965579817&sid=1&pageNo=1.
17. Hartman, “In Bed with the Enemy,” 63.
18. Ibid., 58.
19. As WoW has evolved, the currency system has also been integrated into
player versus environment encounters where those who raid and complete
instances can now buy the gear they want to fi ll the hole in their equipment.
20. T. L. Taylor, Play Between Worlds: Exploring Online Game Culture (Cam-
bridge, MA: MIT Press, 2006), 28.
21. Edward Castronova, Synthetic Worlds: The Business and Culture of Online
Games (Chicago: The University of Chicago Press, 2005), 111.
22. Taylor, Play Between Worlds , 49.
23. Richard Bartle, “Hearts, Clubs, Diamonds, Spades: Players Who Suit
MUDs,” MUSE, http://www.mud.co.uk/richard/hcds.htm.
24. Julian Dibbell, Play Money: Or, How I Quit My Day Job and Made Millions
Trading Virtual Loot (New York: Basic Books, 2006), 7.
25. Yee's work includes: Nick Yee, “The Demographics, Motivations and Derived
Experiences of Users of Massively-Multiuser Online Graphical Environ-
ments,” PRESENCE: Teleoperators and Virtual Environments 15 (2006),
“Motivations of Play in Online Games,” Journal of CyberPsychology and
Behavior 9 (2007).
26. Ducheneaut et al., “Building an MMO with Mass Appeal,” 287.
27. Castronova, Synthetic Worlds .
28. Karazhan (or Kara) and Serpentshrine Cavern (SSC) are both raiding
instances in WoW . Kara is an introductory level, ten-person instance, while
SSC is more advanced and requires twenty-fi ve people. Both were introduced
in The Burning Crusade expansion.
29. Imadris, “Raiding Epics Are Welfare,” World of Warcraft Forums, http://
forums.worldofwarcraft.com/thread.html?topicId=3168243544
30. Robin Torres, “Azeroth Interrupted: Raiders Have Real Lives Too,” WoW
Insider, http://wow.joystiq.com/2007/08/13/azeroth-interrupted-raiders-
have-real-lives-too/ .
 
Search WWH ::




Custom Search