
Myriam Davidovici-Nora is a researcher at Telecom Paristech engineer school in Paris. She studies online consumption, production and new business models to supply digital contents. In her latest paper The Dynamics of Co-Creation in the Video Game Industry: The Case of World of Warcraft she explores the dynamics of co-creation in the construction of video games, using World of Warcraft as a case study.
For the neophytes, World of Warcraft is a Mass Multiplayer Online Role Playing Game (MMPORG) created by Blizzard in 2004. Currently it has 11.5 million subscribers, and owns 62% of the MMORPG market. The great innovation Blizzard introduced when releasing World of Warcraft (WoW) was the ability for its users to improve the game.
WoW In a nutshell: When players subscribe (and agree to pay a monthly fee) they create a character and join an entirely online world. They then evolve in this environment by either, completing quests and killing computer-controlled monsters (Player versus Environment or PvE), or they can fight against each other (Player versus Player or PvP). They gain experience, money and objects (looted from the kills’ drops) and they can improve their character, trading and gearing up. Players can also join groups; these groups are composed of a very precise set of players with different skills and roles (tank, healer or Damage per seconds).

Christmas is Celebrated in the Game
WoW’s main point of difference and strength is the large after-game life with the community on and offline, the adaptability of the game allows players to constantly adapt the interface with third-party built add-ons.
Blizzard’s strategy involved players from the very beginning of the WoW adventure, inviting users to test the game on closed Beta. They also outsourced specific design and innovation tasks to consumers: they provide players with toolkits to build and test their add-ons directly in the game, thus enhancing user experience and loyalty to the game.
This innovation process has a dual benefit: it helps WoW to ascertain a great understanding of its consumers and plan the right upgrades, as well as offering a very segmented gaming experience that meets every gamers’ need, from casual to hardcore.
To facilitate the innovation process, WoW is built on a double-layered organisation mixing private and collective incentives. The first layer is a community of add-on developers, under an open source software (OSS) development model, and the second layer is the private firm, Blizzard, that privately develops the gameplay under copyright terms.
Why do player develop add-ons for WoW?
The motivation is collective-centred: killing the final boss (that ugly big monster at the end of a mission) requires in-game information management (life, mana, aggressiveness or aggro, hit rate etc..) both at individual and group level, and the use of adequate and common tools, provided by add-ons… developed by the users themselves.
Two major communities are sharing the add-on market: Curse and WowAce. These communities help developers and users to share add-ons, information, feedback and screenshot in a virtuous circle of innovation. To increase the network, the two sites are sharing a common library of commands. These add-ons are downloaded for free from the community website, thus by peer-to-peer (P2P) which considerably increase both downloading efficiency and awareness of the brand (word of mouth).

Some Potential Co-Creators at Blizzcon
Blizzard’s model is based on a constant innovation of gameplay to maintain the attractiveness for WoW’s high-level players. Across the last upgrades and patches, Blizzard deployed several bug fixes, added new festivities (special days such as Halloween or Christmas are celebrated in WoW), or new features like the Achievement System (“horizontal” rewarding system across all the “vertical” activities such as missons). Another important leverage tool to keep high-level players engaged is the opening of new realms. These types of changes are implemented according to the players’ feedback, either through the online community directly linked to the Blizzard offices or during the Blizzcon – a massive annual convention for the fans.
However, Blizzard actively controls actions and monitors the site with Game Moderators and employees involved in the game. The company focuses on any artificial increase in the economy of the game, server instability and access of a third party player to one’s account. Add-ons like bots (automated programs) or script like one-click actions are forbidden. The transaction of WoW content for real money via eBay or a personal website is prohibited (even though common practice unfortunately) and Blizzard reserves the rights to close account of unscrupulous players with no warning.
In her paper, Myriam Davidovici-Nora gives an incredible insight into this new hybrid innovation model that developed the world most famous video game. It’s not only a great read for any WoW lover who wants to understand the conception of the game, but also an amazing case-study of the innovation and co-creation process.