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In "Co-Creative Game Design in MMORPGs," Patrick Prax proposes a model for understanding co-creation in massively multiplayer online games, using World of Warcraft as its central case. The paper argues that co-creation is distinct from ordinary play: it requires a creative activity that modifies the game for a considerable group of players and has the potential to subvert the designer's original intent. Because routine play automatically generates content and culture, the author holds that it cannot alone qualify as co-creation, whereas modding, interface add-ons, and similar player-built tools can.
The analysis frames game design as "second-order design," in which developers shape the environment while players produce the experiences that unfold within it. Prax illustrates this with WoW examples such as damage-meter add-ons, the World of Logs platform, and theorycrafting, which player-generated mathematical analysis of game mechanics. A central finding is that such tools substantially alter play and have, at times, prompted designers to respond; the built-in hit-rating calculation is cited as an example. On this basis, the paper contends that the boundary of co-creative design should not hinge on whether a tool resides inside the software artifact.
The work critiques two prevailing views: "corollary design," which treats player activity as merely following from designer intent, and "institutional authorship," which treats designers as the sole owners of their games. Prax notes that companies such as Blizzard enforce ownership through legal mechanisms, leaving players in an unequal position. The author concludes that co-creation occurs when players, acting as a group, produce texts or infrastructure that modify how others play and carry the potential to subvert the original design. The framework carries implications for questions of ownership, player activism, and cultural production.
The scope is focused on a single MMORPG, WoW, and draws on game studies, digital labor, and player-community research. The paper offers conceptual argument rather than quantitative data, and it provides no figures on the game's player base or add-on adoption.
Game Developers Conference · 2018