Tuesday, September 21, 2010

death and challengeable obstacle in games.

Whatever games I played, I tried not to die because of death penalties. In most of MMORPG games, you lose some amount of experience that you need to move on next level, and some amount of money depending on what level you are. In other games like action, and console games, it is not something like penalty in which you lose your experience, or money, but your character restarts at the some specific place where you saved. It would be worse than losing money, because it is annoying that you need to take every step you took before dying. In WOW, the death penalties mean not only something bad to gamers, but also good game system in which game developers make the game more challengeable.
In the Klastrup’s article, I found the article convincing from the idea of “death” in game. I thought death would be something that players would get pleasure from overcoming game obstacle. he describes death as repeatable activities that occur as part of everyday life, and it is necessary penalty in the design of balanced and ultimately challenging world. Therefore WOW gamers would feel pleasing enough from overcoming challengeable obstacle.  For details of death penalties, there are three options player can choose after death.  All of the options are not comfortable choices players could pick as everyday life activities, because character must suffer for 10 minutes, need to pay to cost depending on level, which is, however, exact way Blizzard develop to make the game challengeable.  It would be more challengeable when gamers engaged in PvP, because death in Pvp would make gamer feel high degree of annoyance. Consequently, players become more likely to spend more time on developing their own characters to beat some players they hate, and show off what they’ve got.  Through the way Blizzard makes the death in WOW a way to exploit the world in entertaining way, I found the death worthwhile in game system.
-kevin koo

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