Parent's Guide

Brewfest and Teens

Posted in Parent's Guide on September 23rd, 2009 by Polestar – 2 Comments

Blizzard has dotted the annual game calendar with fun events that break up the routine of raiding and pvp.

  • Feast of Winter Veil in December is clearly a takeoff on Christmas (though it is not at all religious in content).
  • Lunar Festival resembles Chinese New Year celebrations in content and timing.
  • Hallows End and Love is in the Air are unmistakably designed around Halloween and Valentine’s Day respectively.
  • Brewfest somewhat resembles Octoberfest, although it takes place in September.

Most annual events last at least a week and include amusing quests such as racing a ram (male sheep) through one of the cities on a timed run or finding brightly painted eggs laid by bunnies behind fence posts, plants and wagon wheels.  Usually they also include unique rewards, some of which are useful (gear used in fighting) and some of which are simply entertaining (the ability to turn a friend into a frog or shower her with pink rose petals).

Event content is generally harmless fun suitable for all ages.  I have friends who make a point of completing all the quests every day for all the festivals just for the silliness of it, much the way kids read the Sunday comics every week and adults read the jokes and cartoons in The New Yorker.  As with most things in WoW and with most festivals outside of WoW, the festivals in Azeroth provide opportunities for friends to have fun together and to laugh and joke and share and teach each other.  Who can argue with that?

One festival puts the PG rating in WoW, and that is Brewfest.  Alcohol, sex, cigarettes, and drugs appear in movies on a regular basis and Brewfest is tamer than a PG movie.  The annual 4th of July celebration that you hold in your real-life back yard undoubtedly features beer and wine, if not stronger stuff.  Hot toddies and mulled wine go with Christmas as much tinsel and presents.  It would be illogical, therefore to use Brewfest to argue that WoW is a morally decrepit game, unless your family is Mormon or Muslim.  Brewfest simply requires some awareness.

Blizzard does a great job of simulating the negative effects of drinking. When a character drinks alcohol in WoW the screen becomes fuzzy and the movement of the character becomes uneven. The more alcohol consumed the more difficult it is for the player to see the WoW environment and control his character. There is a lesson in this experience about the impairment to motor skills that alcohol imparts. This simulation is one of the great life lessons found by playing WoW. (If you are not old and wise enough to understand it already!)

Furthermore, through Brewfest, WoW again creates opportunities for talking with your kids about important subjects, such as drinking and other “adults only” activities.  Ask them what they do during Brewfest.  Tell them about some of the parties you’ve attended where someone got really smashed and made an idiot of himself (maybe the story is about you in college or high school).  Talk to them about the real life idiots who drink and drive and how they put all of us in danger.  Ask them if there is anything like that in Brewfest (the answer will be “Not really.”), and then you can laugh and say, “That’s good.  Yet another example of how WoW is a safer place than the real world.  Don’t get the idea that just because its ok for your character to drink alcohol in WoW it’s ok for you to drink alcohol in real life because it’s not.”

Guilds: The Basics of Social Activity

Posted in Parent's Guide on July 21st, 2009 by Yamantaka – Be the first to comment

Norman

Norman Triplett is widely recognized as the first sports psychologist. Even though he was born in 1861, long before World of Warcraft, Triplett’s research shines a light on the social side of MMORPGs. Triplett is most famous for discovering that bicyclists pedal faster in teams than they do solo–that individual performance is better in a team. No matter what you think of your child’s time spent playing online, WoW shares many characteristics of team-based sports: Participants learn cooperation, form strong social bonds, develop constructive assertiveness, and improve self esteem.  We like to think that if Triplett were alive today he would be studying social behavior in WoW and maybe even rolling a Holy Priest to help enhance the performance of his research subjects though epic healing spells.

What is a Guild?

indisputable

Guilds provide the foundation of your child’s WoW team.  A guild is the equivalent of a community sports club–A group of players that forms to help each other achieve competitive goals and improve performance. Guild leaders are very similar to volunteer coaches and referees. Guild leaders devote a serious number of hours to recruiting and managing a guild through all the highs and lows that come whenever a group of predominately young people come together to play a sophisticated game. Both of WoW Parent’s guide’s blogger’s used to coach youth soccer teams and the similarities between online games and offline sports are indisputable. Guilds and local sports clubs usually start with a couple of people wanting to do something more constructive and fun than getting into trouble on the weekends. Blizzard functions like a sponsoring organization, providing the standards, access to fields and basic equipment, and scheduling events. Otherwise guilds, like most local sports clubs, are left alone to make up their own activities and play in the style they find most enjoyable within the context of the game rules.

Just as youth sports leagues can be divided into serious and casual play (or interscholastic vs intramural for school based teams), guilds are generally divided into two categories: serious, active guilds on the one hand and casual, play-for-fun guilds on the other.  Just as in sports, these two types of guilds are mutually exclusive by personality.  Serious, active players are impatient with the lack of commitment and skill often shown by casual players.  Similarly, casual players are annoyed by the inflexibility and intensity shown by the serious players.  WoW players, like youth athletes, need to find a group of people who match their playing style and commitment.

In addition to style, guilds are often categorized by content.  PvP focused guilds play in WoW battlegrounds, leveling guilds focus on questing and instances to level characters from lower levels to higher levels, and the activities of raiding guilds support player participation in raids in high level instances.  Whatever the content, the guild provides partners to play with and materials (such as food, potions, gold, quest items, and gear) that make it easier and more fun to play.

The goal of most community sports clubs is to progress within a sports league. Teams are organized into competitive flights and regular matches are held until a single team emerges as the best. The goal of most guilds is progression, whether it’s higher PvP rankings, completing progressively more difficult raids, or leveling a character from 1 to 80.  Whether the progression is in PvP, leveling, or raiding, the guild helps the team through tougher and tougher activities until team members are well geared and the most difficult challenges have been encountered and overcome.

How Guilds Operate

Some guilds are run like very serious semi-pro sports clubs.  They expect players to participate regularly and reliably and to put guild activities ahead of non-guild and even non-WoW activities.  Most serious youth sports clubs expect players to show up for practice and games, to be well rested and properly geared when they play, and to work hard at developing their skills.  Athletes that miss practice or games are benched and if the skill level isn’t high enough they get replaced by other athletes who play better and with more commitment.  The serious guilds in WoW are no different in this respect.  Players who don’t show up for events hurt the team as a whole and they lose their privileges and their rights to participate in guild activities.  Members of really serious guilds closely monitor their rankings, which are based on progression, on web sites such as WowJustsu.

Serious guilds generally differ from serious sports teams in one key respect: leadership.  WoW is a relatively new game and there are few players who have deep leadership experience in the sense of allocating resources, delegating responsibilities, distributing resources, and setting complex group objectives.  Serious youth sports teams are generally led by coaches and trainers who are past their peak playing years but have deep experience in the sport.  They may never have been particular skillful as a player, but they know and understand the strategies of the sport.  They know how to find and assign complementary skill sets to create strong teams and how to develop and motivate both individuals and a team as a whole.  These are advanced social skills that are important to success in the modern world.  Serious WoW guilds, however, tend to be led by strong individuals who are, in essence, player-coaches.  They are often young and lack many organizational skills but they are strong willed and they are “experts” in the minuta of the game.

Guild leaders in WoW deserve great admiration because they are often “figuring it out on the fly.” Whether or not the guild leaders have leadership experience, they have to deal with guild issues and they get first hand experience in dealing with personality conflicts, setting and enforcing reasonable rules, and motivating and developing peers.  Any junior high, high school, or college student who takes on a leadership role in a WoW guild will learn leadership skills or the consequences of not having them.  In WoW, guilds fall apart far more often than youth sports teams.  We would venture to guess that lack of leadership experience is a major contributing factor.  However, young people, being naturally inclined towards learning, take their experiences with successful and unsuccessful guilds and share these experiences with each other.  In the end, a majority of players, as they mature, can learn from WoW the social skills needed to live, play, and work in structured social groups such as businesses and neighborhoods in the “real world.”

Starting a Guild

Guildmaster

The authors of WoW Parents Guide met because our sons both play WoW and go to the same school.  The boys formed their own guild to speed progression and pool resources.  WoW players from all around the area joined the guild and it became a large neighborhood guild of WoW players.  The boys occasionally throw “LANs,” essentially WoW parties at each others houses, to which they would bring computers, food, sodas, and other party essentials to play together in the same place, not just together online.  Eventually the guild was disbanded as the boys moved into larger, more advanced guilds, but the experience was a valuable one and the boys still get together for “LANs.”

Whether casual or serious, almost all guilds have the following characteristics: leadership, ranks, a name, members, and, eventually, a reputation.  Most guilds also have a guild bank, a tabard, a repair allowance, and a website.

Starting a guild is easy.  Any WoW player can start a guild. It simply costs 10 gold and 10 “signatures” of other players. Whether or not the guild succeeds, it’s good experience for your child to try to start one with his/her friends or as away to make friends. Just be cautiously optimistic. Kids might not realize that building a guild takes a lot of time and organizational skills, but that’s part of the learning experience. Most youthful guild entrepreneurs loose their enthusiasm and go back to questing but, if nothing else, they may have gained a bit of respect for the time, energy, and skill that go into leading a group.  Every once in while serious leadership skills are awakened and the new guild survives and progresses. For that to happen your child will need friends he can depend on to be guild officers, who help with the tasks of recruiting, scheduling, resolving disputes, leading activities, and keeping an eye on the contents of the guild bank.

Usually, the members of a guild are divided into ranks. A good system of ranks increases the privileges as a player proves more trustworthy and loyal to the guild. Ranks can have colorful names (like “Noob” for a low level and “Master of the Universe” for a high level).  Each guild can have up to eight ranks, but generally four ranks are required for smooth guild operation:

  • New Member: An unproven player who has just joined the guild. New members usually have no access to the guild bank and take a back seat to more established members when it comes to participating in guild activities.
  • General Member: A proven player who respects guild rules and therefore has earned the right to make withdrawals from the guild bank and may even access a daily repair allowance. There may be several ranks of general members depending on length of membership, degree of participation, and other practical or qualitative measures.
  • Officer: A senior member of the guild that helps organize events and raids, resolves disputes, and recruits for the guild. There are usually a few officer ranks based on function.
  • Guild Leader: The only guild member who has control over key guild privileges such as who in the guild can invite new members, how much access each rank has to the guild bank or to guild sponsored repairs, or who in the guild can promote or demote (separate privileges) other members.  Usually, the guild leader is the person who founded the guild and it is his responsibility to define what type of guild it will be (raiding vs PvP vs leveling, and serious vs casual).

Guild Bank Tab

The guild bank is the economic center of a guild. An officer might be allowed to take as many items as he wants out of the bank while a general member might be limited to just a few per day. The guild bank can contain items and gold. Blizzard just supplies the empty slots. It’s up to the guild members to deposit loot, supplies, and spare gold into the bank. The guild master can purchase additional space, called tabs.  He sets access privileges for each tab and defines what items are supposed to into them.  Unfortunately, Blizzard does not pay interest on gold deposited in the guild bank.

Each guild on a server must have a unique name. Blizzard screens these names and it seems a PG rating on language is the general rule. Naming a guild can be serious business but many guild masters go for laughs: A guild of gnomes called their guild Gnomeland Security.  Our personal favorite guild name is Don’t Shoot I’m Human.

tabard

Along with the name guild members can identify themselves with a guild tabard. Its the only in-game item that a player can actually design: The player gets to choose an image and a color scheme. There isn’t a lot of creative control allowed, which is a good thing considering what 11 million or so teenagers might draw on the tabard, but color and good image choices can go a long way in expressing the unique identity of a guild.

Guild Communication

Blizzard does not supply a website for each guild but serious raider need a place to communicate and arrange schedules. There are many free guild website providers like Guildomatic.com and GuildLaunch.com who provide helpful templates and applications to ease the pain of managing a group of fantasy-oriented fun-loving players and support themselves through Internet ads. A good alternative to specialized providers is Ning.com which has great social networking tools, none specific to WoW, and is also advertising supported. One of the best guild websites is http://elitistjerks.com/. Elitist Jerks is a top ranked guild (#1 on their server and #51 over all servers according to http://www.wowprogress.com/pve/us/mal-ganis). Their site contains a wealth of information on how to play WoW that is a real resource for every player.

Joining a guild can be as simple as asking someone you enjoy playing with to invite you to his or her guild.  Highly competitive guilds like Ensidla, Inner Sanctum, Deus Voz, and Irae AoD that have great reputations and take their playing very seriously make it much harder to join them.  Getting into one of these guilds is like getting into Harvard or Yale or applying for a job with Google.  Prospective members are expected to fill out an application and go through a series of interviews.  Only those applicants with adequate skills and experience are allowed to join, assuming that a good “personality fit” is also found.  After joining the guild, new members will go through a trial period, during which, once again, fit and contribution are assessed.  New members who fall short are let go.

Eleven of the top 15 guilds are based in Europe. Perhaps European guilds are successful because players in the old country take their fantasy seriously, or maybe its because they work a 30 hour week.  Wowprocess.com does not rank guilds based in Asia, so we don’t know how the Chinese and Koreans stack up against the western world.

Handling Guild Issues

For parents of a child who raids with one of the serious guilds there can be serious problems.  Suddenly their child has important commitments with other people counting on them to show up on a daily basis. These commitments may be a real source of stress for the child, as poor performance can subject the child to ridicule or demotion within the guild. Children may not realize when they have over committed, causing homework and family activities can suffer. For this reason the best raiding guilds have strict age requirements. A child may only join and raid with parental permission or only during summer vacation.

The most famous guild phenomenon of all is “guild drama.” Since the majority of WoW players are teenagers and young adults, they do a lot of growing up in guild chat. This process includes ranting and raving about trivial events and vigorous “he said-she-said” dialogs. Sometimes there is actual drama when an officer raids the guild bank and quits the guild to sell his spoils on the auction house. Blizzard ties to remain as neutral as possible about guild drama and will intervene only if their terms of service are violated.

If you want learn more about guild drama the best way (besides joining a guild) is to watch the web show “The Guild” which has won awards for its acting and writing.

Guild Leaders: Future CEOs in Training?

Anytime a child has an opportunity to learn organizational and managment skills it’s a very good opportunity. A WoW player can be given significant responsibility without significant risk (to the real world). Steven Gillet, CIO Starbucks, has a blog (The Guild CIO) devoted to applying WoW playing and guild experiences to management and leadership problems.

Instances: The Basics of Group Play

Posted in Parent's Guide on February 23rd, 2009 by Polestar – Be the first to comment

WoW is a very social game and many activities are designed to bring players together.  WoW compels players not only to interact, but to cooperate.  Instances, also known as dungeons, are the best example of cooperation in WoW.  To successfully complete an instance and gain the most possible progress, players must create a team of characters with a balance of strengths and weaknesses.  If the balance is completely wrong, the group will have trouble even starting the instance.  If the balance is close but not quite right, the group might work its way through most of the instance but fail to finish the last and hardest part.  Just as winning in sports such as soccer or lacross, completing an instance successfully is rewarding to players in part because of the team effort involved.  In some cases, WoW even rewards teams that complete instances in a particularly skillful manner.

What are Instances and Why Do Players Do Them?

A Portal is a Magical Door that Separates an Instance from the Rest of Azeroth

A Portal is a Magical Door that Separates an Instance from the Rest of Azeroth

An instance is a unique place separated from the rest of Azeroth by a barrier, called a portal, that isolates the group in the instance from other players. While many groups can challenge an instance at the same time, each group will have a private version of the instance, so, unlike the rest of Azeroth, they are not competing with each other to complete their task.  Moving in and out between the rest of Azeroth and an instance is called “zoning”.

Instances are a good excuse to get together and play with friends (real life friends or online friends).  Players chat, joke around, get mad at each other, and do all the other things in instances that they do with their friends in real life.  Also, instances often contain highly desirable objects for their WoW characters, such as particularly good gear, unique mounts, and gold.  Generally speaking, the more difficult the instance, the higher the quality of the rewards for doing all or part of it.

In addition, characters that participate in groups that kill mobs and bosses in instances gain reputation (known as rep) with factions.  Characters with high levels of reputation with a given faction can buy gear, pets, mounts, and other items from that faction.

Finally, instances are a good way to progress.  Many quests start or end in instances and playing in an instance is a good way to get experience to help a character progress.  Friends will often team up to help each other complete an instance, or they will help an individual friend go through an instance repeatedly so he can get a particular gear item or complete a quest.  As in real life, in WoW friends help friends.

Fighting Powerful Bosses Requires Teamwork and Skill

Fighting Powerful Bosses Requires Skill and Teamwork

Challenging an instance requires fighting a series of bosses, each of which is preceded by mobs in groups.  Bosses are particularly strong NPCs with special powers and strengths.  Defeating a boss, also known as “downing” a boss, takes much more planning, group coordination, and individual skill and power than fighting a group of mobs.  Bosses vary in their powers, so each time the group comes up against one, the group must change its fight strategy slightly.  Most groups coming up against a boss for the first time will use the internet to read (or watch) strategy guides.  Quite often, if there are members of the group who have already fought the boss with a different group, the less experienced players will learn from the more experienced players.

Because each group is slightly different, strategies have to be modified to accommodate the strengths and weaknesses of the group.  Also, because players often run the same instance a number of times and, therefore, fight the same bosses with different groups, players will learn several strategies for battling any given boss.  With experience, players learn to form groups with particular classes and abilities suitable to the strategy they prefer in an instance.

Social Skills: Putting Together an Effective, Balanced Group

As explained in an earlier post, WoW characters come with a range of strengths and weaknesses.  When it comes to running instances, however, these strengths are divided into three broad categories: tanks, healers, and dpsers.  A well-formed group for a typical instance will include at least one tank, one healer, and three dpsers.  The tank’s primary job is to attract the attention of the mobs and bosses so the healers and dpsers can do their jobs without being killed.  The healer’s job is to restore health to the tanks and any other character that incurs damage during a fight.  The dpsers’ job is to do damage to the mobs and bosses and eventually kill them.

Tanks are particularly durable.  They wear heavy plate armor and have high levels of health.  Because their job is to keep the mobs and bosses away from the other players, tanks have to be very durable and absorb the damage caused by the bosses and mobs.  Tanks also have abilities that generate high levels of threat, sometimes called hate, in the mobs and bosses.  When the mobs and bosses feel threat from the tank, they stay focused on the tank.  Tanking an instance requires skill and concentration, especially if there are multiple mobs because if a mob stops attacking the tank and attacks one of the other characters instead, that character will very likely die.  Sometimes tanks also do a high level of damage during the fight, but that is not their primary responsibility.  The tank’s job is to generate threat so the mobs and bosses attack them and not the other members of the party and then to absorb the damage that the mobs and bosses cause.  Tanks have gear and skills that allow them to generate threat, avoid damage as much as possible, and absorb damage when necessary.

Healers keep everyone alive.  Healers have abilities that allow them to give health back to other characters, especially the tank, who sustain damage during a fight.  Without a healer, most characters, even tanks with all their extra armor and health, would quickly die in a fight with an ordinary mob found in an instance.  Healers, too, have to concentrate carefully during a fight so they know which players need to be healed and what kind of healing spells they should use.  The process of healing, unfortunately for the healer, also causes threat and the healer has to be careful to heal and to time his healing spells so his own threat does not overpower the threat generated by the tank.  Just as tanks have gear that absorbs damage and helps them generate threat, healers have gear that helps them heal.  The tradeoff is generally that healers are susceptible to damage, especially from bosses.  They also tend to not do as much damage as dpsers.

Dpsers, the third category of character needed to run an instance, are principally responsible for damaging and eventually killing the mobs and bosses in the instance.  Dpsers generally lack the talents to resist damage, generate threat, or heal others.  They may have some small abilities in any or all of those areas, but their primary job is to do damage.  Dpsers, like healers, generate threat in the normal course of doing their job of dealing damage, and they have to be very careful not to exceed the threat from the tank.  Dpsers, like healers, wear gear and have talents that increase their ability to do damage to mobs but make them generally susceptible to damage.

Clearly, the roles of characters in an instance are interdependent.  If a healer is distracted during a fight and the tank dies, it is virtually certain that the whole group will die.  If the tank does his job poorly or is distracted and the boss or one of the mobs breaks loose and attacks the healer, the group will almost certainly die.  Similarly, dpsers have to deal out damage to the boss or mob faster than the mobs or bosses deal it out to the group.  They must also balance their damage generation with their threat levels.  It is often said, “If the tank dies, it’s the healer’s fault.  If the healer dies, it’s the tank’s fault.  If anyone else (dpsers) dies, it’s their own fault.”  The first two parts of this statement are generally true, but if the tank is simply unskillful, under geared, or too low a level, he will not be able to keep his threat higher than the DPSers or the healer.  Similarly, if the healer is unskillful, under geared, or too low level, he will not keep the tank alive.  The healer should also keep the other players alive if they get attacked or injured regardless of who is at fault because if the dpsers die, the boss or mobs will not be killed and eventually the rest of the group, the tank and the healer, will also die.

WoW includes a fourth category of skill that is essential to successfully running a difficult instance: crowd control, or CC.  CC abilities stop or significant slow the attacks of mobs.  If a group of mobs are so strong that they can kill the tank or too numerous and the tank cannot generate enough threat on all of them, CC abilities reduce the number of attacking mobs by freezing, stunning, or transforming one or more of the mobs and thereby reduce the burden on the tank and healer.  Groups rarely include characters that are in the group solely for CC.  CC is usually an additional ability in dps characters or the healer.  Again, a well-formed group will carefully include the right kinds of CC required by a given instance.

A Raid Group Has Multiple Tanks and Healers as Well as DPS for Challenging Difficult Instances

A Raid Group Has Multiple Tanks and Healers as Well as DPS for Challenging Difficult Instances

The vast majority of instances can only be played with groups of five or fewer characters.  Other instances, especially the more difficult ones, require groups of 10, 25 and even 40 characters because of the difficulty of the mobs and bosses.  Instances that require more than 5 characters are called raids.  Some instances have two levels of difficulty, normal and heroic.  Heroic mode is always more difficult and may require more characters.  Raids for the most advanced players are usually run with 10 players in normal mode and 25 players in heroic mode.  The quality of rewards rises in a more difficult instance, and raids, which are particularly difficult, provide particularly good gear.  Therefore, players are motivated to find other players with characters that complement the function of their own characters and who are of a high enough skill and gear level to assure successful completion of the instance.  If the group fails, the players do not get the rewards they want, and not only do they have to pay for repairs but the time they spent putting together the group and attempting to run the instance is wasted.

Social Lessons: Peer Pressure and Group Behavior

Once started in an instance, a group will generally stay together until the instance is completed or the group decides that the instance is simply too difficult for that particular group.  Players generally don’t like to leave a group before the instance is done because of the time it takes to put together a new group and re-run whatever part of the instance they have already done.  Also, no one likes it when another player leaves early, forcing the rest to find a replacement or even abandon the attempt because of the time it takes to get the replacement.  Players who have a reputation for leaving after an instance is started generally will not get invited into groups in the future.

Getting a bad reputation for leaving a group early creates peer pressure to play with consideration for others.  Players learn not to accept invitations into instance groups if they are not going to to stay long enough to finish the instance, or at least that part of the instance that the group is scheduled to run that day.  The time and effort it takes to find replacements or to switch groups also creates peer pressure to behave well within a group.  Rude players sometimes find themselves kicked out of a group that they have joined, even though that means the rest of the group has to invest time in finding a replacement.  WoW is a game and most people play WoW for fun.  If another player is taking the fun out of the game by being rude or offensive, the rest of the players can, and will, force him out of the group.

Instances and Time Commitments

Given all the requirements for a well formed group, finding the right mix of characters can take a good deal of time.  The game of WoW includes functionalities that help players find other players with characters that compliment the skills and abilities of their own character.  Players can look for someone with whom they have previously played, or they can simply search for other characters with the right functional abilities who happen to be playing at the same time.  Either way, it can take as little as two minutes or as long as two hours to put together a group, depending on whether friends are playing at the same time, the difficulty of the instance, and the needs of the individual group.

Instances themselves can take several hours to run, too.  A good group can finish the shortest instances in as little as half an hour, but this is unusual.  A few of the instances can take so many hours to run that groups will divide the instance so they can spend a few hours each day working on it, but instances have a “reset” schedule at which point all work completed by a group is erased and they start over at the beginning.  Characters in a good group don’t mind resets because they want to run the instance as many times as necessary to get the gear and other things that come from the instance.  However, if the group is struggling to complete the instance, resets can be frustrating because the group never gets to complete the instance and receive the associated rewards.

Tips for Parents

Parents often complain about how hard it is to tear their kids away from WoW.  Hopefully, it is now clear that a child’s reluctance to tear himself away from WoW is not simply a matter of addiction.  If a child is outside playing soccer or in his room studying and a parent calls him to dinner, there are few consequences to the child for stopping what he’s doing and rushing to the table.  The rest of the kids can continue playing soccer without him, and the books will wait until dinner is over.  Even a TV program can be paused and resumed later.  Stopping in the middle of an instance, however, to rush off to dinner has consequences to the child’s playmates.  They cannot easily continue the instance without him, and finding a replacement can take time.  Also, the child’s gameplay suffers because he may have to start the instance over again from the beginning and whatever time has already gone into doing the instance has been wasted.

Parents can minimize the impact of interruptions on their WoW-playing children by giving them plenty of advance notice regarding activities (such as dinner) that will require the child to stop playing.  Set the dinner time well in advance and tell the child, or get him into the habit of asking what time dinner will be before he starts an instance.  The child can then avoid starting an instance that won’t be finished by the appointed time.  In addition, the parent can assign a regular block of time for WoW during which the parent promises to not intrude on gameplay in return for the child’s commitment to stop gameplay at the prearranged end time.  Having a regularly scheduled game time makes it easier for the child to coordinate with friends to run an instance together.  Scheduling time this way, also teaches important organizational and prioritization skills.  The discussion around when and how long to make those blocks of scheduled game time are great opportunities to review priorities and show parental respect for the child and his interests.

Parents should understand that given the amount of time it takes to run an instance well, a minimum of two hours in a scheduled game time block is reasonable.  Compare that time requirement with activities the average American parent regularly pursued in his youth and continues to pursue now.  The average basketball game on TV lasts two hours.  If the child is running instances regularly, especially if he is running raids, he may need three to four hours in a block, which compares with the average baseball and football TV broadcast of three hours.  Keep in mind that this does not mean that the child needs to play WoW three to four hours per day.  Most groups that run raids, for example, will only run raids three or four times per week, just as many Americans will only watch three or four sports events on TV in a week.

Find out your child’s raid schedule and allow longer blocks on those days, restricting game play on other days to some time frame that is shorter than the time allocated for raids.  Your child will still need the additional non-raid time because of the preparations required for doing instances or raids.  Your child will need time to buy food and potions for the instances as well as run quests and level his character’s professions to make money to buy the things he needs.  The total number of hours in a week that a child plays WoW does not need to match, let alone exceed, the total number of hours in a week that the average American watches TV, which is over 28 hours according to Nielsen Media Research.*

Instances and raids are also a great conversational opportunity for parents and their children.  Kids love to talk about running an instance in much the way sports fans like to talk about a game they watched or played.  They grumble about someone who made a mistake and cost the team time and advantage, and they heap praise on a player who does particularly well.  At the end of well run instances, if the members of the group don’t already know each other, they usually say things like, “Thanks for the group.  That was fun!” “Great heals!”  ”Awesome tanking!” “Hey, friend me and let me know next time you need heals/a tank/dps.”  Running an instance well generates excitement.  Running it poorly generates disappointment.  Either way, kids like to talk about it.  As a parent, you should listen and ask questions.  Turn WoW into a communication opportunity rather than a fight.

Terms to Remember

Boss: A particularly powerful mob (or group of mobs) with unique abilities that requires more than the usual skill and coordination by the group to kill.  Bosses drop better than normal gear as well as bonuses to reputation and experience.

CC:  Stands for Crowd Control.  The ability to limit the damage caused by a mob by trapping it, changing it’s form, or slowing it in some way, thereby reducing the burden on the healer and the tank.

Down or Downing a Boss:  To defeat, usually kill, a boss.

DPS:  Stands for Damage Per Second.  The ability to quickly inflict large amounts of damage on an enemy target.

Hate:  See Threat

Healer:  A character in a group whose responsibility is to provide health to the other members of the group and himself.

Heroic:  An instance that is set to a mode that is harder to do than normal, but will provide higher quality rewards if completed.

Portal:  A magical door between two places in Azeroth, usually into and out of an instance.  It can also refer to a door that connects from one part of an instance to another.  A portal with a skull on it leads to an instance set for heroic mode.

Raid:  An instance that requires more than 5 players to complete.

Tank:  A character in a group whose responsibility is to attract and keep the attention of mobs so they don’t attack other members of the group.  The tank may also do significant damage, but this is not a requirement of the role.

Threat:  The power generated by each character fighting a mob that causes the mob to turn it’s attack on that character.  Mobs will generally attack whichever character in a group is generating the most threat against that mob.

Zoning:  Moving from one zone to another within the 3D Graphical universe in which WoW is played.  In particular, moving in and out of an instance.

References

* Nielsen Media Research, “Nielsen Media Research Reports Television Popularity is Still Growing,” September 21, 2006

Questing: The Basics of Game Play

Posted in Parent's Guide on February 22nd, 2009 by Yamantaka – Be the first to comment

Bridgekeeper: Hee hee heh. Stop. What… is your name? 

King Arthur: It is ‘Arthur’, King of the Britons. 

Bridgekeeper: What… is your quest? 

King Arthur: To seek the Holy Grail. 

Bridgekeeper: What… is the air-speed velocity of an unladen swallow? 

King Arthur: What do you mean? An African or European swallow? 

Bridgekeeper: Huh? I… I don’t know that. 

[Bridgekeeper is thrown off the bridge] 

Bridgekeeper: Auuuuuuuugh. 

Sir Bedevere: How do know so much about swallows? 

King Arthur: Well, you have to know these things when you’re a king, you know.

Monty Python and the Holy Grail

What you will learn

In this posting you’ll find what quests are and how they drive the WoW experience.  You’ll learn about the historical and mythological origin of quests and how questing skills can help a child learn to plan and execute his or her dreams.  If you are willing to give WoW a try, you will also learn how you can make questing more fun and less frustrating.

How it can help you parent

Some kids take to questing immediately. They find the rewards, the story lines, and the puzzles fun and engaging. Other kids view quests in the same way that they view household chores, homework, and piano lessons. No matter how your kids feel about quests they are absolutely required to unlock the higher levels of WoW. Sooner or later your child will run into a quest that stymies him or her. This is a perfect time for you to help out. Instead of rolling your eyes or asking your child to go outside and play you can spend a few minutes figuring it out together. At this point your child may begin to see that parents and “old people” are good for something after all.

The Keystone of WoW

The basic ideas behind World of Warcraft, and almost every other MMOG, come from a single source: The role-playing game Dungeons & Dragons (D&D). In many ways WoW is D&D’s computerized descendant. D&D in turn drew its inspiration of from many sources: The epic fantasy Lord of the Rings (LotR) by J.R.R. Tolken and the epic myths of the Greeks, Romans, and Europeans. Central to WoW, D&D, and LotR is the idea of the quest. It’s hard to find a story of any kind that doesn’t revolve around a heroic mission and a hero or heroin on a journey to save the day. In one way or another we are all on a quest. Sometimes the goal is money or recognition. Sometime the goal is to fix a problem or make the world just a little bit better. WoW is a 3D mirror that makes the quest a more obvious and literal endeavor.

Quest Givers Have an Exclamation Point Over Their Heads

Quest Givers Have an Exclamation Point Over Their Heads

In Wow a quest is a task, usually given by an NPC, which usually results in a reward and a gain in experience. Some quests are simple: Bring 4 Intact Makrura Eyes and 8 Vials of Crawler Mucus to Master Vornal in Sen’jin Village. Some quests are convoluted and complex: Smith Hauthaa needs you to produce 5 Cleansed Ata’mal Metal. Do so by breaking down Ata’mal Armaments on her anvil at the Sun’s Reach Armory on the Isle of Quel’Danas. Quests can even be chained together into epic stories that help convey a rich background story.

It is almost impossible for a player to avoid questing in WoW. At least not until his or her character reaches level 80 (the current level cap) and leveling is no longer a requirement. Even then questing brings gear, gold, reputation, and achievement points that the highest level players still require to get the most out of WoW.

Knowing how to quest well is the keystone of playing WoW. Questing sounds simple but Blizzard has raised questing to a sophisticated art form. Some quests are quick and easy, some are funny, some are tragic, some are really difficult, and some require team play. It’s not unusual for a child, or even adult players to get stuck when questing.

Questing Mechanics

When your child creates his or her first WoW character the game begins at a starter area where there is little danger and the task at hand is to learn the basic mechanics of how the controls and quests work. Generally a character starts out at level one and must quest its way out of the starter area. 

Getting and Completing Quests

Almost every quest works the same way. A quest giver, an NPC with an exclamation point over it’s head, provides the details of the quest and even tells the player which rewards he or she will receive upon completion. If the player accepts the quest it is listed in his quest log and the NPC’s exclamation point turns into a white question mark. To complete the quest the player has to do the task and, usually, return to the original quest giver. If the task has been completed the white question mark over the NPC’s head turns yellow and the quest name is marked with a check in the quest log.

There are thousands of quests in the game. Quests may have a level or faction requirement. Sometimes a player has to do a bit of exploring or outside research to find the right quests for his class, race, faction, or level. Usually quest givers are clustered together in a way to create a logical progression from level to level and area to area. Once a player completes all the important quests in an area and has leveled up, a quest giver tells the player where to go to find higher-level quests.

Higher-Level Quests

As a player advances the quests become more complex and the quest givers less helpful. Usually higher-level quests do not have a prescribed order and the player will have the option to ignore some quests altogether and only focus on the quests that help him acquire gear or return the most reputation or gold. Sometimes higher-level quests are grouped into chains in which one quest leads to another for a series of 8, 10, or even fifteen quests that end with powerful gear, cinematic cut scenes, or new areas unlocked.

Group quests are relatively high-level quests that require two or more players to accomplish. These quests usually grant exceptional rewards. Players who already have great gear and a strong understanding of the game can solo group quests and brag to their friends, but the majority of players must seek the assistance of other players, often friends whom they have met while doing other WoW quests or “real life” friends who also play WoW.

Daily Quests are especially important to characters that are level capped. “End Game” activities like raiding and PvP require gold for repairs and for supplies. Daily Quests can be repeated every day and represent a reliable source of income. Two of the most important Daily Quests are the Daily Heroic and the Daily Dungeon. These quests award a substantial amount of gold, gear (indirectly through tokens, called badges or emblems, that can be traded for high quality items), and reputation. If your child is level capped, he should try to do the Daily Dungeon or Daily Heroic as often as possible.  Since dungeons require a group to complete and lots of players want to do the daily dungeon quests for gold and reputation, it’s easier to find a group for daily dungeons than for other dungeons.

6 Best Quest Chains of All Time

The following quest chains represent the best that Blizzard has created in terms of fun and epic adventure. Kids who do not like to quest or simply don’t explore might miss these quests. Even quest haters will have a good time with these quests and unlock important parts of the game.

  • The Tirion Fordring Quest Chain: Known to players as one of the most fun and Lore-filled quest chains in the original version of WoW.
  • Petty Squabbles: Starts off a chain of 23 quests that leads to over 103,000 xp and some pretty amazing gear as your character levels.
  • Mission: The Abyssal Shelf: The last quest in a chain that starts when a player first steps foot in the Outland (Through the Dark Portal) that leads to great gear rewards, gold, xp, and the ability to dive bomb the burning legon.
  • The Ring of Blood Quest Chain: 6 quests that can earn a group of players 80000 xp and 90g in less than 30 minutes. A must for level 65 and over.
  • The Battle for Light’s Hope Chapel: The amazing conclusion of the Death Knight introduction quest chain that ends with 300 DK’s fighting thousands of undead scourge (WoW’s Homage to the Battle of Thermopylae made popular by the movie “300″)
  • Wrath Gate Event Quest Chain: A truly epic chain of 26 quests that end up with your character fighting side-by-side with WoW heroes Wrynn (Alliance)/Thrall (Horde) and Jaina (Alliance) /Sylvanas (Horde) for control of the Undercity from a band of rebel undead.

Real Life Benefits: Planning

Steve Jobs, the Founder of Apple Computer, was fond of saying “the Journey is the reward.” And this is certainly true of questing. But there are benefits to questing besides entertainment and WoW gold. These benefits include experience in making and executing plans, solving abstract problems, and the confidence gain from steady incremental success.

Some kids, and adults, hate to plan. They prefer to lead spontaneous, spur-of-the-moment lives. But success at WoW, and in real life, requires some degree of strategic thinking. Questing is just one of the areas of WoW where planning pays off.  To level up, get cool gear, and save gold for a mount, smart questing is required. There are so many quests that low level players can simply run from quest to quest. As the game progresses players must choose quests that reward them with the things they want. Players who want to level fast need to choose quests that give the most XP and find areas where two or three quests can be accomplished at the same time. On a PvP server players must figure out how to quest without attracting the attention of the opposing faction—who might simply kill them for being at the wrong place at the wrong time. The Achievement system awards points for completing a particular number of quests and gives titles and other awards for quest-like activities.

Writing up a quest plan is always a good idea. By talking to other players or researching quest chains on the various WoW-related websites your child can easily figure out which quest will help him achieve his goals. There is no difference between creating a quest plan and creating a study guide. If your child can unlock {WotLK reference} he can write a paper on the Oregon Trail.

Real Life Benefits: Problem Solving

Even though many quests are simple assignments such as Kill Six Cavern Crawlers or Find Bingles Blastenheimer, but the best quests are rich puzzles that will keep your child entertained and thinking. Sometimes the puzzle is about logic—how to accomplish a feat within a period of time or without being seen. At other times the puzzle requires knowledge gained from previous quests—a solution is found from the game lore (storyline). Complex quests require the same skills of inference and deduction that math word problems require. If WoW was taught in high school, questing would be called homework!  Indeed, schools could learn a thing or two about motivating young people to think and solve problems.

Real Life Benefits: Confidence

As your child completes quest after quest, starting with simple gathering quests and leading up to complex logic puzzles, he gains confidence in his ability to handle any problem that WoW throws at him. For each quest your child is rewarded with a small incremental prize: A new piece of gear or a small amount of gold.  This prize isn’t enough for him to declare victory over the game, but it is sufficient positive feedback to motivate him to continue to the next quest. This technique of building confidence in tiny steps is used by organizations as diverse as the Boy Scouts of America, weight loss programs, and corporate sales training. Confidence acquired in WoW can easily translate to real world situations that call for thoughtful problem solving.

Questing Issues & Getting Help

Quest Logs Color Code Quests by Difficulty and Show Quest Instructions

Quest Logs Color Code Quests by Difficulty and Show Quest Instructions

Sometimes questing doesn’t go well. Quests are graded in difficulty and marked with colors.

  • Gray quests are below the character’s current level and grant no experience and little reward.
  • Green quests should be easy to accomplish.
  • Yellow, Orange, and Red quests are above the character’s current level. Red quests are especially difficult!

As a character levels up the quest color-coding scales, so red quests become orange and orange quests become yellow and so forth.

Players sometimes create big problems for themselves by attempting orange or red quests before they know how to play their character’s class well or before they have adequate gear. If your child is having trouble with questing suggest he focuses on green quests before trying again when the quest is no longer red or orange.

If all else fails the Internet is full of websites with questing advice and comments from other players who have solved the puzzles. We recommend the following sites:

There are dozens of WoW-related sites, but these three represent the most reliable questing help online.

There are also many Addons (plug-in modules the extend WoW functionality) that help with questing. Addons can be downloaded from sites like www.curse.com or with tools like WowMatrix. But you have to choose addons carefully and make sure you get an addon from a reliable source. Using Curse.com and Wowmatrix (an application) ensures that you can download the most important addons free from viruses.

Two addons give critical questing assistance. QuestHelper points out the location of quest objectives on WoW’s pop-up map and the mini-map. Koordinator displays the current map coordinates of a character. Using QuestHelper and Koordinator in conjunction with a site like Wowhead.com can speed up questing.

Terms to Remember

» Addons: Enhancements to the WoW software that change or improve the functionality of gameplay.  

» Dailies: Quests players can complete once per day every day so they can accumulate gold and rep (reputation) with the quest giver’s faction.  When a character achieve’s enough rep with a faction, he can access high quality gear, gear enhancements, and high level skills for his professions.

» End Game: The activities that players pursue when their characters have reached the highest available level in the game (level 80 as of October 2008).

» Quest Log: A listing of quests on which a character is currently working.  The log includes vital information such as the name of the quest giver, the objective of the quest, basic instructions on how to complete the quest, and what to do once the quest is completed.  Quests in the quest log are also color coded according to how difficult the quest is likely to be based on the characters level.  Red quests are most difficult.  Orange, Yellow, and Green are progressively easier quests.  Grey quests are so easy that the character will get no experience reward for completing them.

» Quest Giver: Usually an NPC who assigns a quest to characters.  Sometimes the Quest Giver is an object found in given location or dropped by an NPC when it is killed.

» Reputation: The status of a character’s relationship with a given faction in WoW.  A character can be “At War” at the negative extreme of reputation, or “Hated”, “Neutral,” “Friendly,” “Honored,” “Revered,” or “Exalted” at the positive extreme of reputation.

What is WoW?

Posted in Parent's Guide on February 2nd, 2009 by Polestar – Be the first to comment

11.5 Million Subscribers and Still Counting

Explaining World of Warcraft, also known as WoW, is a huge undertaking.  There is a lot to cover, so be patient with us and our writing, be persistent in your reading, and by all means ask us questions.  Keep in mind that this first entry is an overview and we will elaborate on many points in subsequent postings.  By the time you finish reading this posting, you should have a basic understanding of what WoW is and how it motivates the people who play it.

Younger kids love to talk about the abilities and attributes of the characters that they create in WoW. Older kids may spend as much time planning how to play the game as actually playing it.  Our hope is that the basic understanding you get on this web site will help you relate to what your children are doing and even discuss it with them without them rolling their eyes and changing the subject.  Furthermore, we hope you will have a better understanding of the benefits and risks of playing WoW.  Finally, we expect that both the understanding and the tips you get from this web site will help you better manage your child’s use of the game and the experience it offers.

WoW is a massively multiplayer online game (MMOG), which means that many, many players (“massively multiplayer”) use the internet (“online”) to play WoW (“game”).  In a typical MMOG, the players interact with each other while they are interacting with the game.  In fact, interacting with each other is a big part of playing the game.  Game players can be (and are) anywhere on Earth, and players from the US frequently interact with players from other countries. 

WoW is the largest and most successful MMOG with over 11.5 million subscribers as of January 2008.  More people subscribe to WoW than currently live in the state of Ohio, the 7th most populous state in the United States.  Even though the company that produces WoW is an American company, roughly half of WoW players are in Asia.  A quarter of them are in the US and the other quarter are divided between Europe and the rest of the world.  

WoW is available for play 24 hours per day, 7 days per week, 52 weeks per year, with no holidays for Christmas, Chinese New Year, or Ramadan.  WoW is only unavailable during outages caused by technical failures or scheduled maintenance.  At any given time of the day or night, tens of thousands of WoW players are online playing the game with each other.

 The “World” in World of Warcraft

Azeroth: Three of the Four Continents of WoW

Azeroth: Three of the Four Continents of WoW

WoW is played in a virtual world, generally called Azeroth, which is displayed using 3D graphics on a computer.  Thvirtual world is massive, extending for thousands of virtual miles.  Its four continents include oceans, lakes, rivers, mountains, tropical forests, bleak deserts, and vast ice sheets.  Scattered across the world are towns and cities.  A network of roads, shipping routes, and air transport connect the various regions of Azeroth.

Azeroth is populated by computer generated and manipulated creatures—known to Wow players as “NPCs” (Non-Player Characters).  In some areas the creatures are animals you might expect to find at the zoo: lions, tigers, giraffes, penguins, and a wide range of birds and plants.  In addition, you can find fanciful creatures such as dragons, ghosts, and giants.  The towns and cities are generally populated by computer generated characters who interact with the players, giving them assignments, performing functions for them, selling them items they need (using in-game money, not real world money), and training their characters.

A Bridge in Ashenvale, one of 21 zones on the continent of Kalimdor

A Bridge in Ashenvale, one of 21 zones on the continent of Kalimdor

Players create characters or “toons” (known in some virtual worlds as “avatars,” but that word is not used in WoW) that move around in Azaroth and act out the players’ commands.  The characters are humanoid and belong to one of 10 different races.  Each race has slightly different attributes that enhance the character’s game play, so each race has slight advantages in one area or another over the other races.  In addition to having a race, each character has a “class,” which is also chosen by the player at the time he or she creates the character.  While race has a minor impact on ability, the character’s “class” has a dramatic impact on the character’s game play, both when played alone and when played in groups.  For example, some classes have magical powers, while other classes have great physical strength and health.

Characters also have gender: male and female.  Gender has no impact on ability.  Gender only affects appearance.

Characters are divided into two main factions, The Horde and The Alliance, based primarily on race.  Characters in opposing factions will, under certain circumstances, fight against each other.  Azeroth is divided into zones and each zone is either controlled by one of the factions or “contested,” which means both factions use the zone and may compete with each other within that zone.

Playing a Character

Playing WoW consists of creating a character and accomplishing tasks.  Most tasks are highly structured activites called quests.  There are also unstructured activities that include achievements, raiding, battlegrounds, and running dungeons.  If these terms have no meaning to you right now, do not be alarmed or discouraged; we will explain them in subsequent posts.  Some of the activities can and should be done alone; other activities require a group with other characters played by other people.  A few activities require competition with players in the opposing faction. 

In many ways WoW is an online theme park, a virtual Disneyland, where the player characters are the patrons, the non-player characters are the entertainers, and the quests and dungeons are the rides and attractions. WoW has the equivalent of park rangers, called “GMs” (for Game Masters), who help players who have trouble within the game.

Working on quests allows a character to “progress.”  Progression, also known as “leveling,” is central to playing WoW.  All characters start out at level 1 and they can progress as far as level 80 (as of October 2008).  By working on and accomplishing quests, the character gains “experience,” and, after gaining enough experience, the character will achieve a higher level.  At each level, the character can access new quests, which the character accomplishes to gain more experience and achieve even higher levels.  Azeroth’s zones are also divided according to character level.  Low level characters cannot access quests in high level areas and high level characters cannot gain experience by completing quests in low level areas.  

The process of leveling a character is rather like growing up in real life.  As you reach higher levels you lose interest in lower level activities, the character gains new abilities, and the player is expected to take on roles requiring greater responsibility and skill.  The analogy may be thin, but there are lessons to be learned in the leveling process and we will discuss this more in later posts.

Flying Mounts are Only Available at Level 70

Flying Mounts are Only Available at Level 70

In addition to gaining access to higher level quests in higher level zones, as a character progresses he or she can receive training that increases the effectiveness of an existing ability or teaches an entirely new ability.  For example, from levels 1 through 29, all characters must walk or run from place to place.  As mentioned earlier, Azeroth is a large virtual world and as a character gains access to more areas, running from place to place can get quite tedious.  Therefore, at level 30 a character can learn how to ride a mount, which is rather like learning how to ride a horse or drive a car.  Mobility is increased and game play achieves fresh momentum.  Note that it takes many hours of play to get to level 30 (the exact number of hours varies depending on character traits and the style of play) and a lot of gold (we will discuss the WoW economy later) to acquire a mount.

At each level a player can choose from among many quests for their characters.  A low level zone for Horde characters called The Barrens has 244 quests.  As mentioned some quests are done alone.  Some quests, however, must be done as a group.  These quests require the characters to enter a specific zone, called an instance (or dungeon), and fight against packs of mobs (monsters or monster-like NPCs) or very powerful individual mobs.  Instances require players to form groups of characters that have complementary skills.  In a subsequent posting, we will talk more about how these special groups are formed and how complementary skills determine the success or failure of the instance.

The “War” in World of Warcraft

Most popular games, especially MMOGs, have storylines that provide a context in which the game is played.  For some players the storyline is important and they get very caught up in the “lore” of the game.  Other players are indifferent to the lore.  However, lore underlies all activities within the game.  In the case of WoW, wars fought against and between players and NPCs underlies the game.  Many quests involve simulated fighting, and many of the abilities that are inherent in a character’s class and training are related to fighting.  For example, a relatively low level quest in The Barrens requires Horde players to kill NPC Thunder Lizards, which look rather like stegosauruses, and bring back blood samples.  Other quests take place in battlegrounds in which player characters fight each other.  A skillful player keeps his character alive, but sometimes a character “dies,” in which case its spirit must run back to its body from a graveyard, an annoying, time consuming task.  The “War” in World of Warcraft will come up repeatedly in future postings to this blog.

The “Craft” in World of Warcraft

WoW also requires that players participate in the Azeroth economy.  The WoW economy has no direct, authorized link to real money.  The WoW economy is based on a currency called, rather unimaginatively, gold. As in the real world, gold is used to purchase finished goods, raw materials, services, and supplies for day-to-day activities.  For example, as a character goes through the process of completing quests, its armor and weapons (also known as “gear”) gets worn or outdated and must be repaired and, ultimately, replaced.  Just as in the real world, repairing and replacing gear costs money: in this case, gold.   Characters earn gold primarily as rewards for quests and as income from professions.  We will talk more about the WoW economy in a subsequent post, but for now suffice it to say that it is hard to play the game successfully if a character does not have an adequate income to pay for its various purchases.

Summing Up

WoW can be thought of as a game that takes place in a large and varied virtual world that has many of the complexities of the real world.  WoW characters come in a broad variety of skills and attributes that are applied to tasks, or quests, each of which is somewhat like a game within the game of WoW.  Completing quests allows the character to gain higher level abilities and progress to higher level quests.  Because many other players are playing in the same virtual world at the same time, many quests are done in cooperation or in competition with other players, the vast majority of whom are strangers.  Violence in the form of simulated fighting is central to the game, and participation in a unique economy, requiring professions and the management of virtual money resources, are inescapable aspects of playing World of Warcraft well.

 WoW Words to Remember

  • WoW: World of Warcraft
  • MMOG: Massively Multiplayer Online Game
  • Azeroth: The virtual world in WoW
  • NPC: Non-Player Characters – computer animated characters that are not controlled by other players.
  • Characters or Toons: Fantasy humanoids that represent and are controlled by the player online.  Note that in conversation, the term character by itself refers specifically to a player controlled character, while NPC refers to a computer controlled character.
  • Race: A type of character that shares baseline abilities and appearance. Examples include Human, Troll, Orc, Blood Elf, Night Elf, Dwarf, Gnome, and Taruen.  In addition to looking slightly different from other races, each race has slight attribute enhancements that gives it an advantage over other races in those areas.
  • Class: A role a character can play independent of race.  Examples include Priest, Mage, Warrior, Hunter, Paladin, Death Knight, Warlock, and Druid.  Class determines key functional abilities and attributes in fighting.
  • Faction: The main group that a race belongs to. Humans, Night Elves, and Dwarves belong to the Alliance.  Orcs, Trolls, and Blood Elves belong to the Horde. (There are also sub-factions, which we’ll explain in a later post.)
  • Zone: An area control by either faction or contested by both.
  • Quest: A highly structured WoW activity.
  • GM: A Game Master—basically in-game support for players.
  • Progression or Leveling: The process of advancing from a lower level to a higher level.
  • Experience or “xp”: The principal measure of a character’s progress in the game.  Progression to a higher level requires accumulating experience through completion of quests or instances.
  • Mount: A creature that a character can ride to move quickly through Azeroth.
  • Dungeon or Instance: A maze-like area in which players have to battle NPCs to escape.
  • Battleground: An area where players can fight each other for prizes and honor.
  • Gold: The money in WoW.  Gold is used to pay for new gear and repair worn gear, buy services, purchase supplies including food and drink for characters, and many other purposes similar to the use of money in the real world.
  • Gear: Armor and weapons used by characters to improve their fighting abilities.