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Gamer Guilt: A WoW Player's Guide to Gaming
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Friday, May 08, 2009

Next to my computer desk sits a pile of games and gaming systems. A veritable cornucopia of electronic entertainment. Of the two dozen or so games in the pile, I've played five or six at the most. Pile of shame indeed. Nestled in a database on a server farm somewhere near Irvine, California sits the reason these games and consoles lay neglected on my floor. A level 80 Blood Elf Paladin, a 73 Orc Warlock, and a laundry list of other characters. For those of you not MMO inclined, I'm talking about Blizzard's 11.4 million strong cash machine: World of Warcraft. 

My situation isn't unique. World of Warcraft's domination of the gaming space has been the object of countless articles from many writers better qualified then I. What caught my interest is exactly why I choose to play WoW when I have so many great games just waiting to be enjoyed. What magical power does this game possess that continues to interest me after almost five years of playing it? And maybe even more importantly, how can the video game industry reach out to gamers like me and motivate me to buy their products?

 

I created my first serious character in the summer of 2005 with the idea of playing with the creators and fans of a couple webcomics I enjoyed. Four years later, that character still exists along with all the others I created on that server. Four years later, I can still play with the same group of people I met when I started. That's the first reason I keep playing. What motivation to I have to sink my time into another game that won't reward me after the credits roll? The second reason stems from a wonderfully devious facet of MMO design. The more time you invest into a MMO, the more value you place on that experience and the less likely you will be to leave it another game. Last I checked I have spent somewhere in the neighborhood of one hundred days in World of Warcraft since I started in 2005; I'll let you do the math. 

So what does a game company do to draw in a gamer like me? I mean, I'm a hopeless case right? Wrong. One word: Co-op. No, not the show, I'm talking about cooperative gameplay itself. I realized that the only games I play outside of WoW anymore are games that allow me to sit down on my couch with a buddy and enjoy a shared experience. Then it becomes more focused on the interaction between me and my friends rather then the time I'm investing in a game that could be spent doing other things.

As an aside, it's that mindset that makes a game like Army of Two fun. Yeah I know, the game is terrible, I wouldn't play it by myself if you paid me. Strangely though, when you're hanging out with a friend and you're both cracking up at how stupid the dialogue is while blowing heads off terrorists and fist bumping--the experience becomes something more then the game design provides--it becomes fun. It taps into the whole reason MMOs are successful. They create an environment where people can go beyond the inherent game design (quest, kill, level up, get loot) to create something far bigger, and far more enjoyable.

Are you a game designer trying to figure out how to make a game a MMO addict would play? Make it cooperative. Throw in some quests while you're at it. Maybe even a experience system. Or are you like me: a MMO player suffering from some severe gamer guilt? Do yourself a favor. Go buy Left 4 Dead (1 or 2) and find a couple friends to play some Survivor Mode with you. You'll have the time of your life, and you won't even think about what you could be doing in WoW with the time you're spending. You can thank me later.

 
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Comments (6)
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May 09, 2009
This is why I quit WoW, actually. I found myself grinding and wasting time when I could have been actually having fun with other games. Every once in a while I come back, do a few raids, remember how boring it gets, then quit again.
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May 09, 2009
Ha, and this is why I play WoW. Questing/raiding with a community of people, grabbing awesome loot to outfit your own personal character, leveling up and obtaining awesome powers in the process.
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May 09, 2009
Same here Stephen, I finally quit WoW a few months ago and have not looked back. I played for about four years and I found myself running around wasting time not really having any fun. So i quit wow and started beating some of those games that have been collecting dust.
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May 09, 2009
This is why I quit WoW, actually. I found myself grinding and wasting time when I could have been actually having fun with other games. Every once in a while I come back, do a few raids, remember how boring it gets, then quit again.

The funny thing is if you would have talked to me a year ago I would have said the exact same thing. Then Wrath of the Lich King came out and I had to at least "try it".

It was like I'd never left. Not sure if that's a good thing or a bad thing.
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May 09, 2009
The only convenience I found from playing WoW back then (I played and ended a few months before the BC expansion) was how the game kept me occupied from other games. After the guilt of the backlog settled, I realized that I didn't have to spend so much money on my games anymore since I'm not going to be playing them anyway.

So in a way I was saving money from playing WoW. I then find that I'm investing a lot of my time (time that I could not afford) in the game alone which led me to quit. So in the end, I learned how to budget both my money and time on games.

Hope you get out of your WotLK lure soon.
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May 09, 2009
I think the biggest thing that WoW made me realize--and this maybe should have been the main point of my article rather then an inferred tangent--is that at my core I'm a social gamer. I don't enjoy playing games by myself the grand majority of the time. WoW fills that quasi-single player niche for me by allowing the freedom to seclude myself or interact with people all within the same experience.

That's why I put so much value on the cooperative experience in my console games. I need that social pill to help me enjoy sitting on my couch playing a game.


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