Rettberg 13
There is a complex in-game economy in World of Warcraft. The work the player does
in World of Warcraft quests, instances, and PvP battlegrounds has its rewards. Most enemies
that a player kills will drop items and often in-game currency as well: copper, silver, and gold
pieces. The player can use this currency to purchase necessities, such as food, drink,
weapons, ammunition, potions, and armor from vendors. Money is also necessary for players
to continue their educations. After completing every second level, players can learn new
skills or spells from their class trainers
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. Education is not subsidized in World of Warcraft.
To learn these skills, players must both have leveled up, and have the gold to pay for the
training. Typically, players will have earned enough by grinding up to the level that they can
afford their training. In addition to killing enemies and animals that drop gold, players can
sell other items that these creatures drop to vendors, or on the open market via the auction
house. In addition, each player can choose two primary professions and three secondary
skills, such as fishing, cooking, and first aid. The practice of each of these professions and
skills can result in the production of marketable commodities. Thus, in addition to their
primary duties of slaughtering enemies for the glory of the Alliance or the Horde, World of
Warcraft avatars earn their keep picking herbs, skinning dead animals, mining thorium,
games have come to demand that we work for them” (2006, 70).
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Each skill learned adds another layer of complexity to gameplay, as it gives the player
another action to choose during a combat situation. At level fifty-seven, there are about forty
different actions I can initiate. In addition, my hunter carries about forty different objects
(potions, food and drink, herbs, bandages, etc.) each of which has a purpose. While the actual
manual dexterity of the player is of little importance in comparison to arcade-style joystick-
and-button games, the array of choices available to the player at any given time is several
orders of magnitude greater in current MMORPGs. My hunter, for instance, can fire a
weapon in twelve different ways, each with particular effects. Gameplay in MMORPGs is
less about how deftly the player moves, and more about how quickly and how well he or she
makes strategic choices from available options.