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The following editorial contains views that are the opinion of the author and not necessarily the views of Allakhazam.com
If anyone’s been keeping an eye on Blizzard’s changes within World of Warcraft, they would have noted that there has been a consistent push towards getting casual players more gear. In particular, arena rating has become easier to achieve, and therefore arena gear has been easier to acquire. Now, the moment cool gear becomes easier to get, you don’t need to be bulimic to predict the myriad of responses that would come. Bad Zoolander references aside, should Blizzard have done this?
World of Warcraft PVP has often been considered one of the few places where rewards do not correlate directly with the amount of time one has to spare (except in the era of the Grand Marshall and High Warlord). Rather, when an individual is seen sporting full Season 5 Deadly Gladiator gear, the general populace assumes that this is a player who really knows how to play the game. The general disagreement with easier arena ratings can be summed up in one colloquial phrase: “baddies getting free gear.” Straw man arguments aside, the quarrel stems from the belief that skill and dedication are pre-requisites when it comes to rewarding individuals.
Even in the context of video games and enjoyment, there still remains the belief that “if you’re bad, you should not prosper.” If you’ve got no legs, nobody will pick you for their dodge ball team – this is the nature of competition and competitive people. World of Warcraft arena is really the exact same thing: it’s competition. When people get competitive, they don’t take particularly kind to someone receiving the same rewards that they got, but with less work. It’s undeniable to say that World of Warcraft is an MMORPG first and a competitive video game second. In an RPG, progression is gained through all avenues. As well, an MMORPG is really a competition for progression; players compete to get the best gear first, and they compete for the rare gear so that they can be envied and admired for having it. In this way, in a competition for tangible things, if everyone gains access to everything, then the competitive aspect of World of Warcraft as an MMORPG fails. If Blizzard thinks that players shouldn’t care what kind of gear other players have, they’re absolutely wrong. People always enjoy working hard and achieving things that normal individuals do not have: if someone worked hard all their life for five million dollars, and then someone else, who sat around drunk for the entire time, inherits eight million dollars, who would you respect more? Moreover, do you think that the hard worker would be OK with someone gaining the same rewards, but for less work? At the moment, there are very few noticeable items that players can only get by skill and dedication alone: things like the traveling mammoth are really only a matter of time, thanks to daily quests. In short, competition is what makes things fun; the problem is that in an MMORPG, the score is kept in gear and progression, and Blizzard appears to be making it far too easy to get points.
The biggest counter-argument to the above is the idea that if it is easier to get gear, then this, in turn, will lead to more competition. Blizzard has not been subtle about their desire to transform World of Warcraft into a viable e-sport, potentially even the biggest e-sport since Counter-Strike. If arena gear, and by extension arena participation, became more prevalent amongst the casual community, then this would add an incredibly fertile demographic to the backing of competitive WoW. Colloquially speaking, ‘baddies’ constitute a large number of World of Warcraft; from a business sense, getting them involved ends up benefiting everyone else. I believe that this was a smart effort by Blizzard to get a vaguely indifferent demographic interested in competitive World of Warcraft. Even top players should realize that without an audience to participate, there is simply no reason for them to try as hard as they do. If anything, Blizzard should implement more avenues by which casual players can participate in competitive WoW; allow players with 2200+ ratings the opportunity to ‘substitute’ in a team that has less than 1600 rating; that way they can bring in newer teams while still maintaining their own personal ratings.
In retrospect, however, the only real problem I have with making a lot of rare gear accessible (or easier to access) is that many dedicated players feel as though Blizzard is catering entirely to the casual player base; top players are losing out on the feeling of individuality and exclusiveness that they previously enjoyed. Feel free to throw a “cry more” into the debate, but players will work just as hard (if not harder) for things that allow them to feel unique, or allow them to separate themselves from the crowd, especially if these unique things are very difficult to obtain. Implementing more aesthetic (or only slight upgrade) opportunities, and offering them to the really dedicated player base will at least allow them to retain their ‘wow’ factor, even if it doesn’t come with the ‘why does his weapon do 2x the damage of my weapon’ feeling. Rare titles were a good start, but there needs to be more titles, more tabards, more mounts and more things that allow the really skilled and dedicated players to feel like they’re appreciated by Blizzard, and not simply a shrinking niche market. World of Warcraft may be aiming to become a competitive e-sport, but they cannot hope to keep both the MMORPG style of competition in tandem with the PVP form of competition; the two need to be kept separate. As well, there should be small, tangible little rewards for players who still want to play this game with as much dedication as they did a few years ago; even if it’s just a different coloured mount, or a neat looking hat (that shoots lasers!).
Christopher "Pwyff" Tom
Editor
Allakhazam.com







Edited, Feb 10th 2009 7:14am by Mitchness
I think people have forgotten how hard this game used to be, how weak level sixty really was. A level sixty party in greens could easily wipe in BRD from one false move, and that was not even a raid. That was when it really was disaster if there was a noob in the party, and noobish people almost could not play the game. A lot of things had to be done exactly right. Healers died in about three seconds if the tank lost agro. It was a different game.
On the DK thing, it is fun to play a toon that is insanely overpowered. At level seventy one I killed a level seventy six mob and emerged with almost full life. I killed six mobs at once two levels higher than me. I topped the damage meter with a mage two levels higher than me in the party. But after about level 74, you just don't get anything else and everyone else catches up. There are no skills at all at level seventy six and seven. Even so it's nice to have a toon who can tank or DPS, and blizzard has made tanking gear really easy to get. Neither my warrior nor my paladin tank are really good for much else.
Someone once said something interesting, and it really stuck in my mind. "No big MMO is ever going to be the WoW killer; WoW is ultimately going to kill itself." At least for me, that's certainly been the case.
1 if i cant earn the rewards without having to be in a 40 man, 20 man or hell even 10 man raid why would i want to play that part of the game. Its hard enough putting together effective 5 man guilds and yes some of us are anti-social (no wonder we play 24-7). we are not asians with hundreds of buddies who all grew up understanding that working together gets us all ahead. We are dumb westerners that all want MINE NOW.
2 By not providing the CASUAL player with rewards that the low lifes get you force people who might like the game enough to keep shelling out money to buy gold from the black market and risk buying characters already decked out in order to be able to play the game and compete.
3. I see this game in 3 parts - part 1 is pvp if you dont have gear forget about pvp. they made pvp easier to deal with but still it aint fun to be one shotted by players showing off cause they are decked out in all purples. part 2 is pve this is where the casual player plays most of the time and rarely if ever gets a drop of an epic item. That player has a job a family and other things in his life but it is THAT player that pays the most money for the least gratification. if he stopped playing blizzard wouldnt be able to continue to support the habit of the rest of us. Part 3 is the raiding and dungeons. without groups to do these they are impossible for the casual player. and they make up ALOT of the game content.
So to sum up....
Blizzard making changes that allow the casual player to have cool stuff and compete with hard core idiots makes good business sense. If you dont like it get your competitive fix on some other game. RPG means roleplaying not bragging and calling people names. Grow up get some sense and show maturity for gods sake oh and be a better role-model for the kids (thats right i am talking to the 22+ year olds that play not the teens).
I enjoy the game. But I too am starting to feel that I shelled out alot of money for this game and have yet to see any of the cool stuff because i dont like PVP/Arena, i dont know 80 people to be able to raid and there is no way to get any of the cool items without one of those two categories. So sooner would be better for the changes or people like me will stop paying stop playing and the game will die.
Maybe you should see the world from a different location then under your bridge
Why does Blizzard not have epic level quests? Epic gear could be made avail by extreme quest chains that would require collecting, as just a minimum list:
Multiple quest items that only drop from ultra rare spawns
Crafted items from multiple professions (at least 3+) that have multi day cooldowns
Multiple quest items from different instances
Items that can only be gathered deep in cross faction territory/cities.
Items that can only be purchased after faction rep grinds
This would require a similar dedication to the game as PVPers but would appeal to a RPG player. It would also require a player to experience all aspects of play, including PVP and instance runs, and interactivity with other players, but not with the repetition of building arena points or badge runs. It would also finally reward a players dedication to their chosen professions. (I have never understood why crafted items, even BoP ones, is not even close to the quality of at level instance blues) Scarcity of mats would make it as difficult to obtain as high numbers of points/badges.
In then end I think it comes down to the fact that it is easier to make us do 50 instance runs or have us build arena ratings, than it is for Blizzard to program quest NPCs, quest mobs and add quest items and content.
Just my 2cents, don't blast me too hard
While this may be true and fair in an ideal and logical sense of the words, as a lot, but not all of us know life is not fair.
Also in response to the "guy with no legs dodge-ball" portion of this post, thats what makes wow a great place. It's make-believe. Finally that guy with no legs can play dodge-ball with everyone else.
And to, "Feel free to throw a “cry more” into the debate, but players will work just as hard (if not harder) for things that allow them to feel unique, or allow them to separate themselves from the crowd, especially if these unique things are very difficult to obtain." there are other avenues of approach to the solution for this problem. Such as unique customizable items. Super rare to get, naming of the items monitored to prevent any inappropriate naming. Stats boundaries, to limit the potential power of said weaponry / gear. Etc.
The point is, even if the above idea sucks, it took me 5 seconds to think of it. Probably 3 mins for another idea to pop out then 5 for the next.
Personally, I think if you choose to play a game that you know is more dependent on gear than skill then you just have to understand that there are most likely going to be far more casual players than hardcore players in that game and the devs are going to probably cater to their largest base more often than not. That means making it easier for casual players to acquire the best gear. The hardcore players will just have to suck it up and deal with it. If it's really that big of a deal to them then maybe WoW is the wrong game for them. Maybe they should switch to a game that's purely dependent on skill.
reactions are like a box of chocolates... you never know what you are going to get. If you can't handle that, don't open the box!!
There are always going to be people at the bottom of the rankings, there will always be the worst member of the top ranked team, there will always be someone who was the last DPS in a raid. Just like real life, having friends who can help you out will do as much for you as your own skill. Maybe those people put in a lot of work in their relationships rather than on other things. Maybe you don't like that, or respect it, but it's a method that works.
Even as a casual player I see that there's room at the top for more challenges. There's room for more challenges at the casual level! Harder challenges should net greater rewards, but let's not get too melodramatic here. It's a simple problem, not a grand conspiracy. When has Blizzard ever not changed the game?
Blizzard has made most instances now just AoE pulls with no strategy and if there is any it's very minimal. We don't even need CC anymore, so Rogues, Mages, Shamans, and Ret pallies no longer need to worry about making sure Target C is off the tank and group while A and B are being tanked and downed. This makes instances faster yes, but gear isn't as worth it because the only strategy seems to be in the bosses now. (i.e. Loken) I know casual gamers are growing and Blizz wants to tap that market too it's good business sense, but they need to seriously remember that most of the hardcore players were the ones who paid for a good portion of their subscription fees. Should we start a petition to see some changes made to suit us hardcore, semi-hardcore players. It's not fair we have to share the spotlight with noobs decked out in t7 just because 9/10 or 24/25 of their raid, arena team, pvp team etc did 99% of the work and they just ran around doing maybe the bottom margin of DPS or heals, or couldn't take a hit as a tank.
Main - Viceyl
Pirate: Warding off ninjas since Columbus got lost at sea.
What the HELL are you talking about! Casual gamers are gamers who do not devote 10 hours a day to playing a game. Not NOOBS. I have been playing since 2006. I consider myself a casual gamer, because I play less than 10 hours a week. I'm pretty sure I paid my share of subscription fees!!!
Get it straight!
Too many people choose DKs because they're super cool, with skeletons and runeblades and plate armor and stuff..... I can't wait for the next expansion to come out so all the kiddies can reroll the new hero class and stop taking my gear.
Onto Death Knights, when I first heard about this class I was impressed with it. Now as a healer I completely loathe this class and the morons who claim they can "do-it-all". All my healing gear is from Heroic Naxx, and Im a pretty decent healer but when some unholy DK takes three hits and dies in a Heroic and starts screaming at me because they're trying to tank in level 74 greens without Frost Presence...yeah Ive had enough. Now I'm not claiming all Death Knights are retards, but as HOUZ said its the flavor of the week class and at the moment incredibly overpowered. Like Ret Paladins, Hunters, and Fury Warriors its just a matter of time before they end up with their own nerf....Bone Shield/Anti-Magic Shell forebearance anyone?
Evil Deeds Inc.
Level 80 Human Holy Paladin
Aggramar-US
I dont understand how that helped his situation >_<
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