This article is written in an attempt to navigate the reward structure in World of Warcraft (WoW). Alongside its analysis of the reward structure in WoW, this article draws upon the paradoxical design of desire itself. In doing so, it takes a binocular perspective that addresses both the interplay between WoW's reward structure and a player-centric approach that seeks to explain the transcendent design of desire itself. The interplay between game structure and the design of desire is approached by means of a narrated scene from a personal experience of WoW dating back from the time of classical WoW, where the level cap was 60 and the guild raids in the high-end instances demanded the participation of 40 players. The scene is intended to provide the reader with insights both of the reward structure of WoW and of player's experience of the game world.
Eludamos Journal of Computer Game Culture, 2012, Vol 6, Issue 1, p. 15-24