the use of dynamic difficulty adjustment system enhanced flow experience in world of warcraft
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The Use of Dynamic Difficulty Adjustment System Enhanced Flow Experience in World of Warcraft: The Burning CrusadeTRANSCRIPT
The Use of Dynamic Difficulty Adjustment System Enhanced Flow Experience in
World of Warcraft: The Burning Crusade
There are too many factors which made WOW extraordinary and we have to admit that the
hypes before releasing, good reputation of Blizzard and that epic Official History of Azeroth
all contributed immeasurably to its success. However, here I have to point out one reason and
this reason played an indispensable role in the success of WOW. That is Dynamic Difficulty
Adjustment, known as DDA. According to Csikszentmihalyi’s Flow, in order to maintain a
person’s flow experience, the activity needs to reach a balance between the challenges of the
activity and the abilities of the participant. And DDA system is a significant part of the core
elements of Flow.
At the beginning of 2006, before TBC released, the speed of player growth of WOW was
slowing down and lots of flaws was revealed. Because of the rigid ranking system, it was
bloody difficult for players to get high PVP (Player Versus Player) tier sets, The Field
Marshal’s set and The Warlord’s set for instance. And the ROI (Return on Investment) for
PVP gear was extremely low compared with those for PVE (Person Versus Environment)
gear. As a result, the PVP system turned out to be hierarchical and only a few top class
players could enjoy fun from it even though the honor system has been developed. Moreover,
along with the emergence of more epic dungeons, it was getting harder for players to play
through them. From MC to BWL, from TAQ to NAXX, the qualitative leap in difficulty
between each two dungeons made it impossible for every player to engage in. Guilds could
barely gather enough members for raids and as a result, people cannot get better equipment
and cannot get fulfilled mentally. Finally most of them chose to leave this virtual world
except for a few elites. It is this vicious circle that reduced the population of WOW.
According to the analysis of Jenova Chen, there are two types of DDA system: Passive Flow
Adjustment (PFA) and Active Flow Adjustment (AFA). PFA is a system-oriented DDA which
could maintain player’s Flow by reacting to the feedback collected from player. [Bailey &
Katchabaw 2005]. In order to rescue WOW, Blizzard took some measures and this action
itself, was a systematic procedure of PFA. They analyzed the data from a Monitor System – a
system chooses critical data reflecting player’s flow state – to get feedbacks from players.
This analysis system helped to understand which settings need to be changed in gameplay in
order to get a better game experience. And Blizzard integrated these changes into several
patches. After that, these patches were released, the game was revised from many
perspectives and eventually, there came the most exclusive version of WOW: The Burning
Crusade.
These changes in gameplay were core elements of AFA and made it possible for players to
feel a sense of control over game activity. In TBC, dynamic adjustments made it possible for
players to play in their paces. Blizzard put a lot of choices for us to make in the process of
enjoying the game and the most important thing is, we can never feel the existence of those
adjustments. In PVP system, military ranking was removed and arena system was added.
Arena system was with a function of matching contestants at almost same level. Players at
different levels could enjoy an impartial battle there and get more generous rewards. In PVE
system, dungeon mechanism was redesigned. The capacity for old 40-man dungeons was
redesigned into 25 players while capacity for 20-man dungeons was 10 players in TBC.
What’s more, there also added the heroic 5-man raid, which provided better equipment than
non-heroic 5-man dungeons but comparatively worse than 10-man ones. These measures are
taken for one same purpose: the coordination between equipment and challenge difficulty.
This pyramid-shaped distribution is very like Maslow’s hierarchy of needs. This “pyramid”
made large-scale guilds survive, made medium-scale and small-scale ones thrive. Different
individuals could position themselves according to their needs and enjoy fun at different
levels. They could make well-balanced choices between challenges and difficulties
themselves so that those choices would be the most suitable ones for players. The most
fascinating thing is that they have made numerous choices subconsciously and every single
choice would be regarded as a valuable data for designers to improve a better game
experience for players.
The reason why players see these changes as “game settings” rather than “choices” in game is
that these choices have been embedded into the gameplay and were treated as part of the play.
Eventually, players ignore them and get into the immersion stage. It built a system far more
efficient than the Monitor System in PFA. Blizzard successfully enhanced players’ flow
experience naturally only by releasing several patches, but these patches polished WOW very
well and salvaged it from the cliff edge.