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WoW Technical Report. Introduction According to the World of Warcraft Community
Site, World of Warcraft is “a massively multiplayer ...
... This report evaluates one of the new market companies ... knowledge is important for
perceptions of technical service quality ... When looking at Cd-Wow.com, a consumer ...
... Henry INDEXER Eric Schroeder TECHNICAL EDITOR Boyd ... and Examine the Upgrade Report
.....183 Fix Any ... a feeling familiar to all VB programmers: “Wow! ...
... He needs someone with more current technical skills and ... Wow, my first “real” job
in an absolute bureaucracy ... the incoming Executives that he may report to in ...
... If the output report doesn’t tell management that it ... Wow, you say, that’sa pretty
good improvement ... behavioral issues as well as technical issues surrounding ...
Submitted by Knave on May 17, 2005
Category: Technology
Words: 2388 | Pages: 10
Views: 208
Popularity Rank: 50,173
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Introduction
According to the World of Warcraft Community Site, World of Warcraft is “a massively multiplayer online game…enabling thousands of players to come together online and battle against the world and each other. Players from across the globe can leave the real world behind and undertake grand quests and heroic exploits in a land of fantastic adventure” (“World of Warcraft Guide“). Although the origins of MMORPGs can be traced to the 1970’s, the release of Ultima Online and Everquest, commonly called UO and EQ respectively, in the late 1990’s brought MMORPGs to a broader PC gaming audience. Since the release of UO and EQ, MMORPGs have become a multi-billion dollar market. World of Warcraft went live in November of 2004, and its community has since grown to over 1.5 million players. Effective community management was made a staple in the industry by its two most notable pioneers. Community management is vital to the success of a MMORPG, and WoW is no exception.
Need for Player Representation in MMORPGs
A system of communication between the players and developers has the potential to directly influence customer satisfaction. Jeremy Kelly points out “it is assumed that developers seek to maximize profits” (Kelly). From a developer’s standpoint, knowing the thoughts and feelings of the player base is one of the most important parts of the ongoing development MMORPGs are known for. Joshua Hong states that the key difference between a MMORPG and other online or offline videogames is the existence of a persistent world (6). Creating a MMORPG costs upwards of 15 million dollars, and this figure does not even include the cost of continued support after the game launches (Hong 8). “These games demand virtual worlds, significant hardware requirements from the developer (e.g., servers and bandwidth), and dedicated support staff” (“MMORPG”). Due to the unusually large investment needed to develop a MMORPG compared to normal...
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