Summary:

The root of why games like MMORPGs are successful, I think, is that they offer basic tasks that are easy to complete and have a stratified rewards system for more complex tasks. This is maybe why low level grinding can be so soothing for some. The task of defeating enemies is just difficult enough to not seem entirely superfluous and the reward is the repetition of the task combined with the ability for more experienced players to zone out and put in a minimum amount of effort. I won’t go so far as to say you can meditate while playing WoW, but it is easy to lose time in a way that is distinct from just having a good time.

Players looking for an immersive experience are well served by playing WoW. Details within the environment are rendered in more than just visual effects, but also include a rich mythology and subjective choices for each player that are easily debatable. Those players looking for a world to explore intellectually or escape to can find it within Warcraft. What keeps players in the game on a session-to-session basis is the chance to acquire or complete a rare task or item. Once the importance of said items or tasks are understood within the context of the effect it may have on the gamer’s experienc,e it’s a difficult temptation to resist.

Looking at the amount of time a person spends involved with an MMORPG is difficult to understand from an outsider’s perspective. Prior to my playing WoW when I would ask players why they played I got a lot of very specific examples and scenarios that didn’t make sense from my perspective. I hope I’ve given a fair balance of the what and the why behind WoW's ability to illicit such a time commitment from its players.


Acknowledgements:

Thanks to Jericho and Lyger for their extensive edits and commentary. Gypsy, Pez, Esc, and Matt for initial feedback. Karm and the bfunix crew for busting my balls.


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