«¯§ Þ Ô.ö k¬»: AAAAAAAAAAAAAAAARRRRRRRRGGGGGGGGH

Monday, October 13, 2008

AAAAAAAAAAAAAAAARRRRRRRRGGGGGGGGH

i go for physology. only lecture monday
to find out it was bout course advice and next year subjects

ARGH

wasted

-__________--"


*researching*

Which factors shape our experience of a gameworld and how do our expressions of these experiences, the stories we tell about them, reciprocally affect the living culture of this world? I have elsewhere argued that we need to begin to analyze particular and salient elements of gameworld experiences in order to better comprehend the relation between design choices, a specific gameworld culture, and the player’s world experience (Klastrup 2003). If we want to understand a world like World of Warcraft in all its complexity, ‘‘death’’ is important as a pivotal design element and something that every player experiences several, if not many times during her time in a gameworld. In World of Warcraft (and many similar worlds), player characters do not disappear permanently when they die—they are resurrected shortly after death. Even though ‘‘death’’ is thus not a singular experience, nevertheless the reasons for dying and the accompanying penalty that, as part of the game mechanics, follows when a character dies, are generally the subject of heated discussions and many player stories—indicating that death is a feature which engages players. In this article, I seek to explore what the stories told about death
and dying tell us about what behaviors and experiences in general matter to players in the world of World of Warcraft.1 This is one approach to furthering the understanding of what makes World of Warcraft so unique and appealing a (game) world experience.


- Lisbeth Klastrup
(What Makes World of Warcraft a World? A Note on Death and Dying)

0____0
wow okie. deep

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