The 'achievement culture': gaming as work in Diablo III

AuthorMihai Burlacu
PositionTransilvania University of Brasov
Pages59-64
Bulletin of the Transilvania University of Braşov
Series VII: Social Sciences • Law • Vol. 9 (58) No. 2 - 2016
THE “ACHIEVEMENT CULTURE”:
GAMING AS WORK IN DIABLO III
Mihai BURLACU1
Abstract: The dynamics involved in the development of Role Playing
Games (i.e. RPGs) were previously associated in digital anthropology with
the economic goals of the developers and producers (Rettberg, 2007, p. 24).
In this article, I reconsider the attraction that Diablo III is meant to engender
among players. I also review the features that transform this game from an
entertainment platform into a simulacrum that entails countless hours of
repetitive work. I conclude that Diablo III represents an elaborate metaphor
of achievement through work.
Key words: digital anthropology, digital culture, achievement system, webs
of significance.
1. Introduction
The dynamics involved in the development of Role Playing Games (i.e. RPGs) were
previously associated in digital anthropology with the economic goals of digital games
developers and producers (Rettberg, 2007, p. 24). In this article, I reconsider from a
cultural standpoint the attraction that Diablo III is meant to engender among players.
Blizzard offers players the illusion of becoming successful in ways similar to those
promoted in Western cultures. One of the results of this attraction is the provision of a
source of steady income for game developers. This became particularly apparent after
Blizzard had introduced seasons to the game in the patch 2.1. Each season lasts for
approximately three months and is comparable to the ladder system from Diablo II.
Overall, the game developers’ purpose is to introduce players into a world in which they
stay as long as possible, without being distracted by other virtual worlds.
The economic goals of game developers generally determine the way players engage with
computer games. As a result, games “are primarily entertainment products, not forms of
art” (Rettberg, 2007, p. 20). Diablo III was developed by Blizzard with a specific idea of
how to extract money from players and to encourage the development of a dedicated
community. In turn, the Diablo III community provides a reliable source of income for
the game’s producers.
As the business models of computer games have changed, the nature of reward systems
grew in complexity in order to further motivate players. Unlike the first ro le-playing games,
in Diablo III the quantifiable dimension of a player’s achievements includ es several
measurements that define his/her avatar: agility, armour, dexterity, intelligence, power,
mana, stamina etc. Furthermore, the completion of complex, often repetitive and time-
1 Transilvania University of Braşov, mihai.burlacu@unitbv.ro

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