Avatar movement in World of Warcraft battlegrounds

  • Authors:
  • John L. Miller;Jon Crowcroft

  • Affiliations:
  • Microsoft Research, Cambridge, United Kingdom and University of Cambridge Computer Laboratory, Cambridge, United Kingdom;University of Cambridge Computer Laboratory, Cambridge, United Kingdom

  • Venue:
  • Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
  • Year:
  • 2009

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Abstract

Evaluating DVE topology management and message propagation schemes requires avatar movement models. Most models are based on reasoned assumptions rather than measured data, potentially biasing evaluation. We measured player movement in World of Warcraft battlegrounds, and compared our observations against common assumptions about player avatar movement and navigation. We found that when modeling a highly interactive DVE such as a battleground, a waypoint model is not sufficient to describe most avatar movement. We were surprised to find that despite game incentives for grouping, the majority of avatar movement between objectives is individual, not grouped. Finally, we found that a hotspot-based model for avatar movement is consistent with our traces.