WoW Case Study 1
Analysis Paper and Case Study for 3 Games
Gary Sullivan
Towson University
WoW Case Study 2
Game Summaries
World of Warcraft (2004) - Blizzard Entertainment
World of Warcraft is the sequel to the popular RTS game Warcraft 3 (2002). It is the 4th
entry in the Warcraft franchise, and abandoned the series roots as a real time strategy game in
order to become the most popular massively multiplayer online (MMO) game ever created.
World of Warcraft is over 15 years old and is still being enjoyed by millions of people around
the world today. Set in the fictional realm of “Azeroth” WoW is primarily an RPG where players
choose a class, and adventure throughout the world completing quests, defeating dungeons, and
fighting other players.
The graphics have been updated over time, but compared to many modern games it looks
somewhat dated. They have utilized a more cartoony style to mitigate this however. There are
somewhat high amount of social interaction between players, joining groups and guilds to
progress their goals in game. Many people utilize out of game communication resources like
Discord to chat with their party and guild members. There is an expansive tutorial system that
introduces new players slowly to the world, and the story is often lauded as one of the more
interesting ones in fantasy series. There are a variety of challenges in the game that require
player skill, with some dungeons and raids having several difficulty levels to choose from.
Overall, this game for me scores a 25/30.
DOTA 2 (2013) - Valve Software
DOTA 2 is another sequel game, actually somewhat closely related to the previous. The
original DOTA was a mod created by a player in the Warcraft 3 custom game editor. Valve hired
the man working on the mod and developed the sequel on their own engine to create one of the
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most popular franchises in a new genre of games. Dota is an incredibly complicated game that
involves 2 teams of 5 fighting to destroy the base of the enemy team. You fight monsters, other
players, and work with teammates to do so it requires a large amount of teamwork and
cooperation to succeed before the enemy team does. There are 110 heroes to choose to play as,
so no game is ever the same since every player picks a different hero.
Dota is graphically impressive, with many visuals for spells and attacks being somewhat
flashy and impressive, there is no loss in performance. Social interaction is a core part of DOTA,
as you absolutely have to work together with your team in order to win. Many complaints online
about people’s woes with the game stem from poor communication and teamwork with others in
matches. There is both voice and text chat available, as well as a communication wheel for quick
chat options. The tutorial system is expanding, but at this time it’s not great. DOTA is likely not
only the most mechanically complex game you’ll ever play, but also the one with the most
information to remember. Each hero in DOTA has 4-5 abilities, with multiple levels and talents
that change how they function. So remembering what each hero you might be playing against
does is already a huge task. Throw into that the 100+ items, interactions between multiple
heroes, and learning how the map works makes for an extremely frustrating new player
experience, which honestly leads to pretty poor player retention. There are some skill based
player options, including playing entirely against AI Bots, playing from a limited pool of “new
player” friendly heroes, etc. Overall I score DOTA 2 at a 23/30.
Scythe (2016) - Stonemaier Games
Scythe is a traditional board game, one that I played and recently purchased a copy of for
myself to play. Scythe is a economic based fight for resources game, set in an alternate history
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1920’s Europe. Players goal is to conquer and hold territory, recruit soldiers and workers, harvest
and spend resources, and create giant mechs! Scythe is for 2-5 players, and takes around 2 hours
to play. Each player starts in a different location as one of 5 Eastern European themed factions,
and must use the resources at their disposal to achieve their stated goals. Each player has
differing costs to develop machinery, to create buildings, and at which they harvest certain
resources. Playing to your factions strengths is the way to victory in Scythe! There is combat,
decision making, and strategy aplenty in this newly released game.
Graphically (using graphics as a loose term for the games visuals) I have to give Scythe
full marks. It is a bleak Eastern Europe themed dystopia and it hits home on all the important
marks visually. I love playing as the Russian themed faction and having my player character be
riding a bear. Social interaction is key component of any board game, and Scythe is no
exception. Making deals, alliances, and betraying those alliances are all things I have seen
happen in games of Scythe. I can’t tell you how many times I have seen players close to victory,
only for someone to steal their oil or other critical resource right as they were about to build the
structure they needed to win. Tutorial and learning wise, it depends. We had a really tough time
the first game or two figuring out all the mechanics because the paper instructions are SO
detailed, like 80 pages to read before you even start. I recently played the digital adaptation of
Scythe and that did a much better job streamlining the game mechanics into a new player
friendly way. Finally, as far as skill is concerned there’s definitely a skill based component of
Scythe. Players are often forced into making decisions about what resources to produce, how
much strength to dedicate to a combat encounter, and what to prioritize as you can only move a
certain amount each turn. Overall, Scythe gets a 21/30 for me.
WoW Case Study 5
World of Warcraft Case Study
Games as a method for delivering educational content has been a topic with a surprising
amount of studies done about it in recent years. Many researchers have suggested that online
games can also have significant benefits attached to them as well. Brown and Bell state that
many games include a “complex social organization and strong social bonds between players.”
(Brown, 2004). A large percentage of games created in modern times are designed around the
idea of making players consistently want to log in and play their game, many times not offering a
final “Completed” screen or end boss, but rather a continuing loop of adding new content to keep
players engaged and coming back for more. No game is a better example of this in my mind then
the illustrious World of Warcraft. Released in 2004, this cycle has been at work ever since the
games first expansion in 2007, and has no end in sight. How can designers create a game that has
millions of dedicated fans that persist over 15 years, but educational games are so boring you
can’t name one that’s come out in that same time span? This case study sets out to assess what
makes World of Warcraft such a game, and the implications that information can have in the
field of educational games in the future.
Method
Participants
The total sample consisted of 8 individuals, all male and aged 22-40. Participants
volunteered to complete the survey and were not compensated for their time.
Procedure
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Participants were selected for prior and current experience with “World of Warcraft”. All
participants acknowledge at least 4 years of gameplay at minimum, with many much higher.
Participants were provided with the rubric found at the end of this paper, and a series of short
answer questions. The rubric included a variety of categories to assess the games strengths and
weaknesses, including visuals, complexity, communication/teamwork, and replayability. The
short answer questions served to gather information on the feasibility of the game as a method
for learning.
Dependent Measures. The categories assessed by the rubric served as the dependent
measures for this case study. The first category measured was the impression of player’s view on
the game’s graphics and visuals. Deckhard and Chang (2013) suggest that high fidelity graphics
and visual effects are some of the most important features when it comes to engaging teen
learners. Several people who participated in the survey cite graphics as one of the potential
reasons they would not recommend someone to start playing World of Warcraft. The next
category assessed is complexity, or how well the participants believed the game did at rewarding
players for making smart decisions, and differentiating levels of skill. Nardi and Harris (2006)
argue this very concept for World of Warcraft, suggesting WoW is an interesting and engaging
model for learning complex skills. This is a concept very at home in education, as making
lessons complex enough to foment learning, while at the same time being engaging enough to get
the learners to want to participate is the struggle of every high school teacher. Next, participants
are asked to rate replayability, or their willingness to engage in playing the game repeatedly over
multiple sessions and remain engaged with it. Griesbach (2011) contends that replayability is a
key factors that game players and consumers consider when deciding whether to dedicate time to
learning a new game. Next, participants are asked to rate interaction and communication as a
WoW Case Study 7
function of the game and its community. Nardi and Harris (2006) again use World of Warcraft as
an example of how gamers form online friendships, and how users of all ages interact while in
the game world with each other. This is perhaps one of the greatest examples of social gameplay
available online today. I have made a variety of personal relationships with people online met
through this exact game so this point is especially poignant. The following category is
story/tutorial, and asks participants how well the game’s narrative and tutorial system goes
towards helping players learn game mechanics and provide transparency into game systems. This
category provides information on how well players succeed given certain baseline tools. This has
implications within the education sphere as well, given the need for tutorial-ization of most tools
for new learners. There are a variety of ways to utilize a similar system for English Language
Leaners and other groups. Finally, the last category was whether the game has a skill based or
learning focus. Participants are asked to consider whether the game has appropriate level
challenges, that encourage critical thinking, teamwork, etc. Frasca (2001) argues that using
human avatars in games can enhance critical thinking, leading to improvements in social conflict
while still remaining fun. I think World of Warcraft and it’s narrative is a great example of this
exact idea through the struggles of the named characters and their story followed throughout the
game.
Results
The results of the survey indicate that the highest rated category by players is skill
based/learning focus with an average of 4.8. Other categories included Complexity at 4, Graphics
at 2.8, Replayability at 3.6, Interactions/Communication at 4.2, and Story/Tutorial at 2.2.
Aggregated scoring between results puts the overall score of the game at 21.6/30. The short
answer questions at the end of the survey indicate that ALL the players have some complaints
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they would like to see addressed, but the vast majority have spent literal years playing and intend
to continue to do so into the future. The majority agreed there is both important skills to be
learned from playing, as well as opportunities for future learning present within the game.
Discussion
The results to me are not surprising. They suggest that World of Warcraft is dated
graphically but provides so much raw content that people are constantly willing to engage with
the game on an almost daily basis. The constant evolving gameplay that builds on itself each
time there is an iteration in the games story keeps the majority of the participants ready and
willing to continue paying to play the game. The replayability and skill differentiation are what
makes the game this way from the majority of responses received. Participants reported they
enjoyed being recognized as players with above average/high level skills due to in game gear and
achievement titles. Players consistently reported that they feel the game has a skill based/learning
focus. Several participants mention the use of a “time trial” based in game mode as evidence of
such. In follow up questions, participants frequently make reference to real life applicable and
interpersonal skills they feel they have developed as a result of playing. Some players indicated
they would like to see additional options for customization available to make their characters
more representative of real life, while others felt the exact opposite.
Based on the participant responses, it is my opinion that World of Warcraft and games
like it provide a platform for communication and learning, and if this kind of environment could
be imported into an educational setting, students would report increased engagement, willingness
to keep playing, and development of crucial skills.
WoW Case Study 9
Rubric Assessment for World of Warcraft
Please complete the following survey to the best of your knowledge. Choose any option 1-5 by
making a marking or placing an X in the column you feel accurately represents the game chosen. At the
bottom, please answer the follow up questions to the best of your knowledge.
Criteria Poor Be Average Ab Very
(1) low Avg. (3) ove Avg. Good (5)
(2) (4)
Graphics – The The The
game looks game looks graphics look
Graphical poor. It average. It fits very good. They
fidelity, creative appears dated with the game, are modern and
style, appeal / or old. The but it may be done well. They
aesthetics graphics do not out of date. fit the game,
fit the They don’t and serve to
gameplay. They detract from my enhance my
make me enjoy enjoyment. enjoyment
the game less. while playing.
Complexity The The The
game is not game is average game is very
The game complex. The in complexity. complex.
is complex, it solutions to Some problems Systems are
rewards players for problems are have complex designed to
making smart simple and solutions, but reward
decisions and require little some do not. invested,
thinking. There are thought. There You may be able creative
multiple levels of are not to differentiate thinking when
skill involved. multiple skill skilled players, solving
levels. but not always. problems.
Differentiating There are a
players is not multitude of
possible. skills levels on
display.
Replayabili The The The
ty game is not game is game is
replayable, or replayable in replayable in all
The game is exactly the some aspects, aspects. It has
has a wealth of same each time but not all. been designed
content, and it is replayed. I Playing it in a way to
provides many have little multiple times keep me
different interest in provides new playing by
opportunities to returning to experiences offering infinite
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try new things. play this game sometimes. I am replayability.
Keeps me multiple times. somewhat There are
interested in interested in always new
returning. playing again. things to do
and most
experiences are
new.
Interaction There There is There is
/ Communication is little to no some a lot of
The game communication communication communication
involves with others in between players in this game.
communicating this game. It in this game. Players
with others to involves no You may frequently work
achieve goals. cooperation to occasionally together to
Working together solves puzzles work together solve problems
cooperatively is or problems, to overcome and it is
encouraged. and goals are obstacles, but it designed with
single player is not the this in mind.
oriented. overall focus for
the game.
Story / The The The
Tutorial game does not game teaches game fully
The game teach you you most explains each
has an overarching anything, and mechanics, but and every
narrative, and expects you to leaves some mechanic, and
teaches you how figure out most unexplained. incorporates
to achieve success. mechanics on There is some tips, tooltips,
your own. It is narrative to the and in game
confusing and game, but it is help with
not easy to only mildly anything I need.
achieve interesting and I The narrative is
success. There do not engage interesting and
is little with it more keeps me
narrative to than I need to. engaged with
engage me. the mechanics.
Skill based The There is Skill is a
/ Learning focus game is a level of skill requirement to
completely needed to beat beat the
There are random, with some toughest
challenges that no focus on challenges. challenges of
encourage critical player skill. Any Critical thinking the game.
thinking, strategy, challenge provides a Cooperation,
cooperation, or found can be satisfying level team work, and
team play beaten with of progress critical thinking
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enough time when are mandatory
spent, attempting new in order to
regardless of things. overcome.
player skill or Cooperation is
team work. encouraged but
not required.
Additional Questions:
1. Are there any problems with the game that you would want resolved from the game’s
creator? If so, explain.
2. How long have you been playing this game? Do you feel like your experience is average?
3. Would you recommend this game to others? Why?
4. Do you feel that you are learning anything while playing this game? If so, what?
5. Do you feel like this game could be used as an example of how learning through games can be
possible?
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References
Brown, B. and Bell, M. CSCW at play: 'There' as a collaborative virtual environment.
Proceedings CSCW 2004, ACM Press, New York, 350--359.
Deater-Deckard, Kirby & Chang, Mido & Evans, Michael. (2013). Engagement States
and Learning from Educational Games. New directions for child and adolescent development.
2013.
Frasca, G. (2001) Rethinking agency and immersion: video games as a means of
consciousness-raising, Digital Creativity, 12:3, 167-174
Griesbach, D.J., Leith, J.D., Shaffer, T., & Frattesi, T.R. (2011). Replayability of Video
Games.