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Critical Analysis of Game Mechanics: World of Warcraft
The purpose of this examination is to scrutinize the mechanics of the famous MMORPG titled the World of Warcraft. Within 13 years since inception; the WoW (i.e. World of Warcraft) franchise now encompasses 7 major expansion packs ranging from the latest versions (i.e. Legion and Battle for Azeroth) to Warlords of Draenor, Mists of Pandaria, Cataclysm, Wrath of the Lich King, and the Burning Crusade.
REVIEWING GAME MECHANICS
The analysis shall critically appraise the game series upon various design methodologies, rules, and mechanisms that influence its overall gameplay and experience provisioning through the evaluation of Appeal, Decision Making, Playability, Learning Curve, Continued Player Interest, Feedback loops, and finally the coherence with Lazzaro’s Four Keys to Fun.
Appeal. Featuring nearly 40 days of gameplay, two opposing factions, and 11 classes that each harbor 3 unique specializations; the WoW franchise offers a subjective appeal of a Fantasy RPG which is adherent with the interests of an age spectrum residing between the ages of 16 to 30, constituting both the genders.
Decision Making. The game is highly dependent upon the decisions of the respective player that is found closely correlating with the preference of their style of play. WoW provides a steady stream of options through the use of ranked artifact knowledge and weaponry; the interplay of questing, leveling, and experience accumulation; loot incentivization and the need to communicate and unite with other (i.

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e. PvP and PvE experiences) in an attempt to realize noteworthy objectives. These elements are efficaciously harmonized, driving the entire progression mechanism of the core WoW gameplay.
Playability. Efficiently drawing from the Taxonomy of Player Types by Bartle (Ma et al. 466), the game identifies the player on four non-mutually exclusive categories (i.e. Socializers, Explorers, Achievers, and Killers) that invites to a meticulously crafted experience filled with consistently updated dungeon raid, boss fights, world events, and new continents that comprise of rudiments taken from traditional, novel, and experimental mechanisms of game designing to attract and construct a wide audience base.
Learning Curve. The learning curve for the WoW engine has deliberately and conveniently been instituted by Blizzard upon the intentions and skills of a particular player through the selection of various difficulty levels for the solo game (i.e., easy, medium, hard) and class specialization for PvP and PvE play (i.e. Tank or Attack Damage Carry). In actuality, the entire learning curve is steep and is composed of intricate strategies at higher levels (i.e. spell book and skill rotation).
Continued Player Interest. The deployment strategy of the game is primarily through content patches structured in accordance with the needs and wishes of its presiding and prospective clientele. On average, 15 bosses are added with each patch with a myriad of options for the pursuit of appearance, weapon talents, and abilities.
Feedback Loops. Although the feedback loops are impactful in regards to what is added on top of the storyline, yet, the changing of core mechanisms is slow and do not alter very significantly. The game is based upon reiterative cycles of a rinse and repeats modality of gameplay that incentivizes leveling up through gearing up and vice versa.
Lazaro’s Four Keys. The game commendably addresses all of the 4 keys of Lazzaro (Reiners and Wood 74); encompassing the creation of beautiful zones, memorable NPCs, World questing employability, and affordable entertainment options.
Works Cited
Ma, L., Rauterberg, M., and Nakatsu, R. Entertainment Computing – ICEC 2007: 6th International Conference, Shanghai. Berlin, D.E: Springer, 2007. Print.
Reiners, T., and Wood, L. C. Gamification in Education and Business. Berlin, D.E: Springer, 2014. Print.

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