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In this screenshot, the path directs the player towards a certain direction. The lights also act as a guide and restrict the player from deviating away from the path. In the real world we do not have a map to see if a path will continue, however, in WoW a mini-map is provided for the player so they never get lost. In WoW, the path has a symbolic meaning for the player that represent a finding/challenge, whereas in the real world, people take paths for individual and general interest.
This screenshot uses the gestalt principle of closure in order to limit a player's navigation strategy. Due to the fact that individuals use their real life experiences to navigate in the virtual world the design principle here limits the player's wayfinding abilities. The red line shows where closure is apparent and this element of design creates the impresssion that the player must got through the arch in order to continue on with successfully playing the game.
The text above the character in this screenshot establishes a visual hierarchy. In World of Warcarft, the character names are placed strictly above a character to represent an order of significance being a name/label attached and giving identity to a figure. In addition to names identifying characters, they can be used as place markers, images to associate a landmark, setting in the game and also serve to guide the character to a specific place setting. Also, the bright neon color highlighting of the name signifies that the non-player character is friendly to the player, but attackable by enemy players. According to a discussion board outlining WoW game concepts, if other player’s highlight circle and name is green then the player is friendly to you, but hostile to the opposite fanction, “a group of racial, but sometimes ideological, allies” (WoWwiki, 2009). It also indicates that their PVP flag is on and the character can engage in PVP combat, Player VS. Player combat. There are many types of PVP combat (e.g. Dueling, random PVP) that have detailed instructions outlining the nature of the combat. The nature of the PVP flag on the non-player character in this screenshots poses many restrictions on the main player actions and behaviors. It is evident that the character’s interactions with other non-player characters and as well as Deputy Willem’s actions are also controlled in the game.
In this image, the visualization design of highlighting important information is used to lead the player to avoid the books and explore the room. Books in the real world are meant to be read and by using similarity and sensory representations, WoW wishes to create a 3D perception and real-life experiences. However, the player is unable to read the books limiting the options a player has in the interacting with objects. The idea of removing the original use of objects works towards highlighting other information in the game.
In this screenshot, a player's quest is displayed on the screen to constantly remind them of the quest they have to complete. In this case, many information is highlighted to portray the significance of completing a quest. The player is knelt down on one knee in front of the thistle boar to show appreciation of an accomplishment. The items box is also significant in that it rewards the player for killing creatures. The emotions evoke gratitutude and pride in the player, sending him to kill more boars and complete the quest. In the real world, the process of killing animals are not dealt in the same manner, in that the main purpose is not to improve character strength and skills.
In the Game of WoW, unlike in real life, the player's opposing side is defined for them regardless of their opinion and acceptance. The framing lets the player know right away that coming into contact with the opposing side could be dangerous and could affect the player’s outcome in the game. The framing therefore helps the player to differentiate between the good and the bad. The above screenshot also shows that unlike in the real world, choices are strictly limited and characters in WoW have the choice to learn new skills, change jobs, and of course their clothing. Depending on the role the player chooses for their character, a specific set of skills are assigned to that character, as well as a specific outfit to symbolize the character’s role and make their task/job unquestionable. The approximate age of the character is also defined by how young that character’s race is. This means that World of Warcraft actually does not want the player of the game to wander off and explore the possibilities, but rather understand that they have a specific role to play and a task to accomplish once they select a specific character.
This screenshot shows the effective technique of framing through the trees, as they seem to be placed around the path in a manner that allows the player to see the shape of the path. This framing also emphasizes the fact that there is a path, even if it seems to be turning around the corner and disappearing from visibility. The map above the avatar also helps the player see that the path does go on. This kind of framing seems to be more natural within the persistent online world, because it seems that the path is placed in respect to the trees, whereas in real life, paths are created by humans regardless of natural life. Thus, although the trees create a sense of the real world, they are there to frame the players view by making sure that they continue to follow the path and don't side track. The player cooperates because they understand that straying away from the path leads to a possibility of sidetracking from the quest by getting lost and tacking extra time to find the path once again.