Measuring cooperative gameplay pacing in World of Warcraft

  • Authors:
  • Martin Ashton;Clark Verbrugge

  • Affiliations:
  • McGill University, Montréal, Canada;McGill University, Montréal, Canada

  • Venue:
  • Proceedings of the 6th International Conference on Foundations of Digital Games
  • Year:
  • 2011

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Abstract

Designing video game scenarios that will stimulate the player with an engaging and properly paced level of difficulty is a non-trivial issue, one which can fundamentally impact the playability and popularity of a game. World of Warcraft, like many MMORPGs, suffers noticeably from the less challenging pacing of its later-game scenarios compared to its earlier-game content. To examine this observation in detail, a World of Warcraft client-side plugin was created to record data about the players' progress throughout a cooperative scenario, including health, power, map position, class, and role. This data was analyzed to measure the pacing of each session. The results showed a drop in difficulty between late-game level 80 five-person group content and level 70 five-person group content. Using this basic metric to quantify the level of difficulty is a step forward in designing scalable and adaptable scenarios that can continue to challenge players of all experience levels.