Property practices in world of warcraft

1,130 views

Published on

presentation given during the Game In' Action conference- Goteborg, 2007

0 Comments
2 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total views
1,130
On SlideShare
0
From Embeds
0
Number of Embeds
34
Actions
Shares
0
Downloads
40
Comments
0
Likes
2
Embeds 0
No embeds

No notes for slide

Property practices in world of warcraft

  1. 1. Luca Rossi, University of Urbino “Carlo Bo” PROPERTY PRACTICES IN WORLD OF WARCRAFT
  2. 2. MMORPG HAVE NO GOALS…
  3. 3. SO, WHERE’S THE FUN?
  4. 4. FUN CAMES FROM INTERACTION WITH PLAYERS AND WORLD
  5. 5. WORLD IS THE STAGE OF GAME EXPERIENCE AND IT IS REQUIRED TO BE COHERENT (INNER COHERENCE)
  6. 6. ITEMS
  7. 7. (before equip): Gift, Sell, (equipped): Disenchant, Drop, Binds on Equipement Disenchant, Drop, Binds on PickUp Equip, Share, Gift, Sell, Disenchant, Drop, Normal (not bounded)
  8. 8. <ul><li>loot </li></ul><ul><li>buy from vendors </li></ul><ul><li>auction house </li></ul><ul><li>craft </li></ul>ITEMS: how can i get them?
  9. 9. NO DEVIANT BEHAVIOUR IS ALLOWED
  10. 10. PROPERTY IN WOW HAS TO DEAL WITH THE UNEQUAL DISTRIBUTION OF VALUABLE RESOURCES
  11. 11. WHERE ARE THE BAD GUYS?
  12. 12. LOOT AS UNCERTAINTY TIME THAT IS AVAILABLE FOR DEVIANCE
  13. 13. WHY NJ IS A LIMITED PHENOMENA * ?
  14. 14. <ul><li>POINTLESS IN THE LONGTIME </li></ul><ul><li>NJ WILL AFFECT REPUTATION </li></ul>
  15. 15. GAME AND THE REST OF THE WORLD SOCIAL INTERACTIONS PLAYER AND THE GAME GAME AS A FORMAL SYSTEM GAME

×