In the last post, I claimed that we can see playing World of Warcraft as a flow experience. I divided the elements of a flow experience into structural and experiential elements and said that the structural elements (goals, feedback, challenge, and control) can be seen in the design of the game. In this post, I will take that claim a little further and point to elements of the game design that, I believe, support that claim.
We can make a further distinction with regard to the goals dividing them into personal and social goals. Personal goals are the goals one has with regard to progress in the game. These are similar to the goals one might have when playing a game of skill. One wants to progress through higher levels of achievement and acquire skills or objects that will make them more successful in the game.
However, World of Warcraft is a MMORPG which means that it also provides a social experience as you play with, play against, or interactive with other players. This social interaction leads to social goals. Social goals include - achievements that others can see; prowess in battle; skills that can be used to help other players such as making items of value; economic productivity; and status within a guild, group, or among players on a server in general.
As I write this, I realize that most of this will make no sense to someone who knows nothing about the game. So, I guess I am going to have to digress from this digression and explain a little more about World of Warcraft. This is, after all, a blog. And that means thinking out loud. So, I apologize for not having figured all this out before hand. Next time I will embark on an explanation of World of Warcraft for the uninitiated. Then I will return to flow experiences. I think this will be interesting and, hopefully, not too confusing.
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