Digital Culture, Play, and Identity: A World of Warcraft Reader by Hilde Corneliussen & Jill Walker Rettberg

Digital Culture, Play, and Identity: A World of Warcraft Reader by Hilde Corneliussen & Jill Walker Rettberg

Author:Hilde Corneliussen & Jill Walker Rettberg [Corneliussen, Hilde & Rettberg, Jill Walker]
Language: eng
Format: epub
Tags: Games & Activities, Reference, Role Playing & Fantasy, Video & Mobile
ISBN: 9780262033701
Google: RMsgSX2JWbAC
Publisher: MIT Press
Published: 2008-07-15T01:03:54.573026+00:00


The Staging of Death in World of Warcraft

From a design perspective, various levels and variations of death need to be planned for in order to make the gameworld seem as contiguous and realistic as possible (this will be discussed in detail later). However, though dying can happen in a variety of settings and for a variety of reasons, death and the immediate consequences thereof are invariable. Thus, in World of Warcraft, the death experience is divided into several phases:

1. Dying (the player sees the character die and fall to the ground in third person perspective).

2. A red alert box appears, asking the player if she wants to resurrect the character.

3. The player is now provided with three options:

a. The player can wait for a member of her party or try to convince a character with healing skills to resurrect her on the spot (often at a cost).

b. The player can instantly click the button to "release your spirit" and the character wakes up ("respawns") in a nearby graveyard in ghost mode (the character is now transparent and the world is gray). As a rule, the character cannot interact with objects in the world while dead. The graveyard replaces what is in other worlds referred to as a "bindstone," a specific place in the world designated for resurrection. Graveyards and resurrection spots are normally placed in a safe area-for instance, close to a city.

c. The player can wait for six minutes, after which the character is automatically moved to the nearest graveyard, still dead.



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