3 comments on “The Roaring Plenties and the Great Depravation

  1. TJ writes:

    I'm still there, though.

    But maybe I just see it differently than you. For me WoW is just an outlet to beat the crap out of someone on "the other team". My day-to-day here at Pete AFB is all nice and dandy, I have yet to see someone act in a way that's even close to being identified as "hostile". My violenct outlet through WoW prevents me from getting into barfights when some punk looks at or says something to one of my friends wrong.

    I read that article by Sirlin and the first thing that came to mind is that I totally don't see things the way he does. The forming of guilds and groups is just us adapting to the encounter. Sure, bliz says "soandso encounter requires X number of people to complete", but I think it's just bypassing the process of me stumbling into some place by myself, realizing that to explore this place solo would mean to die, calling for backup, then returning with an appropriate sized group. This "strength in numbers" is appropriate in alot of situations in the real world, such as class action lawsuits, petitions, letters to the legislature, military battles, bar confrontations… I don't see the whole "group > solo" thing as being a bad lesson to learn, it's just a lesson when groups have their advantage over the solo man. And also, to be quite honest, I think Sirlin's depiction of the solo warrior is a bit romantic. Just a bit. But it's still entirely possible. Maybe it's because I played FFIV through Xenogears and since then thought about how I could change the world for the better with my own two hands. A General who sees something that needs fixing can hand down an order throughout a major command, and everyone has to follow it. If it's a good order, then everyone instantly becomes better because they have guidance on what new thing to do to make the AF a better place, and hopefully the world after that.

    Anyway, WoW has changed alot since I left, and since I joined. I guess I'm just infinitely patient when I see progress, no matter how slow it is. But really, their progress isn't even that slow. They've only been up for over 1 year and the game has changed alot… I know some motherfuckers (Irving Sarreal comes to mind) that years and years can go by, but you talk to them and they're still doing the same old shit, acting the same shitty way that you remember. You might not want to hear me saying this, but just be careful not to get so focused on wanting change that you forget that a certain amount of time has to pass for change to happen. You know that whole thing about "Rome wasn't built in a day?" Shit I'm already 25 and I'm still not "finished", still evolving, and that's two point five decades worth of lessons learned and pain underwent and happiness experienced, and I'm still not finished. I'm still changing. I'm still improving. Blizz has only been around for a little less than half of that, so I'd say just give them a break.

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  2. Well, I completely understand where you're coming from, and it actually tells me that that article's intended audience isn't you at all. You have to keep in mind that Sirlin comes from the world of competitive gaming. I share his mindset coming from UT. Games in themselves are not fun to us, it's the interactivity they provide between players I dig. It's like in Texas Hold'em when they say you don't play the cards, you play the man.

    In that sense, what we're frustrated with isn't Blizzard per se, but the genre as a whole. If you read his article, you'll see that is the conclusion he makes. More importantly, we're asking if that is a problem inherent to the genre. Is it possible to make an MMORPG that balances skill, time spent, soloing, and grouping? Some have tried, Guild Wars namely.

    So you have to see where we're coming from. We're a different type of player, one that unfortunately can't enjoy a game that rewards people arbitrarily. I actually didn't want change, as in beta they had things right. Over time, to serve their own inabilities, rules were changed and gameplay was artificially slowed. Skillfullness dwindled to being inconsequential. They had a chance to be better than other MMORPGs, but ended up so only nominally. At upper level 60s, you literally cannot participate in anything interesting without a clan of similar folks with critical mass. You can't PvE, you can't PvP. Period.

    Normally, I would give Blizzard a break. But the lies, cover-ups, tyranny, and sheer impulsiveness of their "fixes," often with disastrous results, does not befit a company who says things are done when they're done. They do not befit the company who gave us WC3 and SC. This new Blizzard is Vivendi's whore (just look at the release), and if the exodus of top Blizzard talent into five newly formed companies doesn't reflect that, I don't know what does.

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  3. WheresMyRailgun writes:

    So are we just agreeing that we just enjoy different genre's of games?

    I don't think there's anything inherently wrong with either types, but be prepared to expect a different community. Some people want to build a character from ground up, spending hours and hours training or looking for the best equipment in order to gain an advantage in the game. Others just want to play games, on equal footing with their friends, and they could care less about finding the best equipment or having the best skills. And still, others want the heightened sense of awareness and intensity of popcorn games, and don't really care with whom they're playing. It's their skill against the world.

    I'm sure you guys agree that there is no perfect genre and there is no perfect game and there is no cow level. Okay, I just threw that last one in there for kicks. People play for different reasons so it's hard to accommodate all types of play into a single world. Everybody focuses on different aspects of the same game, and they'll continue to play, or not, depending on whether that's their type of game.

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