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(Person) Percentage - Sabanci University Research Database

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The Asian Media & Mass Communication Conference 2010 Osaka, Japan<br />

played making it not reducible to its rules. It is on this precept of recursive and dynamic quality that<br />

the concept of games being “processual” rather than static is fundamentally based. It is therefore<br />

imperative that any attempt made to define a game based on its inherent rules or genre classification<br />

is insufficient because it falls short on considering how it is capable of producing new and<br />

developing effects, which consequently affect the instances of the game.<br />

4.2. Skill, Affordance, and Coordination<br />

MMORPGs have inherent limitations and affordances. Like any other games, WoW allows its<br />

players to do various things with its design components as part of the requirements of the game. For<br />

instance, a player can engage in combat tactics, acquire and sell goods, level up, configure items, and<br />

complete quests. These elements that allow the players to design how they want to play the game are<br />

referred to as skills. These skills are, of course, determined by the limitations of a character’s race or<br />

class.<br />

At its simplest form, skills bring about affordances or the variation and combination of things that a<br />

player can do in the game. As the game progresses, gaming becomes increasingly complex; therefore<br />

a character would also need to evolve in order to satisfy the skills requirement of the game level.<br />

However, a character’s set of affordances is limited unless it connects to the social network of play.<br />

The link that exists between a player and other players helps the affordances of a character to<br />

increase and be more powerful. In WoW, players learn to use spells and items that will not only<br />

benefit themselves, but other players, a group, or an entire party embarking on the same quest. There<br />

are some spells in WoW which are required of a character or class or else chances for the character to<br />

be kicked out of a raid group is most likely. However, having such spells is not enough to secure<br />

membership in a raid group or party; rather, it is the ability of the player to know how and when to<br />

use it is more critical. For instance, a healer who knows how to heal a warrior efficiently is much<br />

more precious to a group than a healer who may have better equipment and spells, but lacks the skills<br />

of using them. Proper timing in healing is crucial to group’s advantage, whereas poor timing may<br />

lead to group’s defeat against the enemy. The ability of a player to develop its affordances becomes<br />

even more complex as it aims towards coordinated and collaborative actions.<br />

In every difficult dungeon (‘instance’) in WoW, coordinated action is necessary as it entails complex<br />

ways of dealing with other players. Ideally, every character’s objective in WoW is to advance in<br />

terms of level and skills. However, there are certain skill sets that are more useful in coordinated<br />

plays rather than individual playing. In a coordinated play or group raid, a particular role is<br />

predetermined by the character’s class (Ducheneaut, et al, 2006). In most raid groups, the players are<br />

required to design their characters to take the full advantage of their class. Although different raid<br />

groups operate according to their own needs and level in which they are in, most of the time, they<br />

value diversity and allow players to define their characters’ affordances. Instances, which require 5<br />

to 40 players, aim on completing tasks by killing ‘bosses’ or powerful monsters. Without varied and<br />

complementing character classes, a quest will not be completed. Skill is an important measure in<br />

understanding character classes (Smith, 2005). For instance, warriors are usually assigned with tank<br />

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