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World of Warcraft Teaches the Wrong Things?

Gamasutra has a 'Soap Box' editorial up discussing the bad lessons World of Warcraft teaches. From the article: "1. Investing a lot of time in something is worth more than actual skill. If you invest more time than someone else, you "deserve" rewards. People who invest less time "do not deserve" rewards. This is an absurd lesson that has no connection to anything I do in the real world. The user interface artist we have at work can create 10 times more value than an artist of average skill, even if the lesser artist works way, way more hours. The same is true of our star programmer. The very idea that time > skill is alien."

75 of 577 comments (clear)

  1. Well... by Senzei · · Score: 2, Insightful

    Good thing it is a video game, otherwise I would be upset at the useless life lessons being promoted here.

    --
    Slashdot: Where anecdotes and generalizations can be freely substituted for facts, logic, or intelligence
    1. Re:Well... by Coryoth · · Score: 3, Interesting

      Funny, I always thought that time *is* what gives you rewards. What percentage of your typical slashdot geeks are paid by the hour?

      I think you'll find that "skill at the job" is, ultimately, what determines the size of that pay check. If you're highly skilled you will probably be paid a lot more for your time than someone who is just starting out. The main reason that time is used is that time is a lot easier to measure than skill - unless the job has a lot of very clearly defined tasks and milestones it is far more effort for the payroll staff to try and measure the results of your work and pay you accordingly than it is to set an hourly rate based on a general assessment of your skill and assume that the results of your labours are roughly equal to their initial estimation of the amount of value you can produce in an hour multiplied by the number of hours you worked. It is that estimation of "amount of value you can produce in an hour" that really determines how much you get paid, and that is solely determined on their best estimates of your skill.

      Jedidiah.

  2. Perhaps it's just me ... by eldavojohn · · Score: 5, Insightful

    ... but I've never transferred any skill I've learned in video games to real life.

    At an early age, my demon hunting skills were top notch in Doom but I never took the extra step to transfer those to the playground.

    Probably because video games are a virtual reality meaning that different laws apply there. I have learned never to use the same strategy when different rules are in effect. That's been pretty useful.

    --
    My work here is dung.
    1. Re:Perhaps it's just me ... by iGN97 · · Score: 2, Funny

      Playing Ninja Gaiden Black on the XBOX has definitely improved my real life Flying Swallow technique.

    2. Re:Perhaps it's just me ... by __aaclcg7560 · · Score: 2, Funny

      So you never pretended that your fist was a rocket and the school bully was a Hellknight?

      When I was a little squirt, I pretended to be BATMAN!!! and everyone else was a villian. The playground monitor wasn't too crazy about the villians going to see the nurse and my cape was taken away.

    3. Re:Perhaps it's just me ... by Pantero+Blanco · · Score: 2, Funny

      I got that ability after playing a few games of GTA. ;)

    4. Re:Perhaps it's just me ... by Neoprofin · · Score: 5, Funny

      I'm sure fighting the cyberdemons tought you that sometimes gung-ho brute force looses out to finesse and patience.

      Pitting cacodemons against hellnights shows you that if two people hate you but hate eachother more there's no reason that you need to deal with either of them.

      And the game as a whole teaches you to always stock up on any and all valuable supplies because you never know when shit might get rocky.

    5. Re:Perhaps it's just me ... by Scarblac · · Score: 4, Interesting

      ... but I've never transferred any skill I've learned in video games to real life.

      That was one of the coolest things of MUDs (for youngster, the text-based MMORPGs of days gone by, though some still exist): in most of them, once you reached a high enough level, you could join the programming team and create your own new areas for the game. I learned more practical coding skills from nights of hacking LPC than from my computer science study.

      Designing new areas would be quite the cool endgame for WoW lvl 60s. Unfortunately, I'm afraid that it takes too much skill and training these days to create good enough content for games like that.

      --
      I believe posters are recognized by their sig. So I made one.
    6. Re:Perhaps it's just me ... by Rei · · Score: 4, Funny

      Ah, LPC, one of the most fun languages ever when combined with the interface. Being able to go up to someone and call functions on their player object (or your own) was great. I loved doing things like impersonating a message board.

      Coding wars upped the ante quite a bit. So, another wizard has a habit of desting (destroying your player object - kicking you off, usually with fanfare) me? I dest them back when I see their dest start. So, they modify their dester to create an object in my inventory that eats my keyboard commands as soon as they start their dest. So, I create a "counterdest" object that immediately dests them whenever it sees their message and destroys any unknown objects in my inventory or my room (this was later expanded into an "AT-field" object). So they make one-line dests, where the player gets kicked off first thing. On and on it goes -- it was such great fun :)

      Even when not "combatting" each other (or actually being productive), there were so many fun things you could do. An alchemical "bread shop" that performed alchemy based on hashes of the objects put into the bread and picked a result for the bread from a large table. A chat analyzer which would pick the most frequently used words on the wizard chat line and compiled statistics on them (net result: wizards became fond of inserting their own names in inappropriate places all throughout conversation ;) ). Oh, and the ever-so-fun and overly elaborate soul commands. :)

      Letting players ultimately code is a nice reward indeed.

      --
      "He's a liar whose lawyer is lying about his lying lawyer's lies."
    7. Re:Perhaps it's just me ... by Max+Threshold · · Score: 2, Insightful
      That's what you think, but it's probably not true. In a sitation where you are forced to react without thinking, you will rely on your conditioned responses -- which includes those learned from video games.

      You should read the book On Killing by LtCol. Dave Grossman.

    8. Re:Perhaps it's just me ... by Scarblac · · Score: 4, Interesting

      Yes, that sort of thing. :-) And we couldn't resist trying to cheat...

      We were players, we used to also have an "illegal" wizard character, but it got banned. We knew someone else from our uni had one, and hadn't used it for a year... login as Guest, send one mail saying "Hi, I'm Cobra, I want to code again but forgot my password, could you set it to 'sven'?" was all it took... then we went to a meeting in England, and while we were in a taxi with some admins who had picked us up from the station, they asked something like "Do you know if the Cobra who's logged in recently is the real one? Because we've got someone else claiming that _he_ is Cobra and his wizard was stolen..." Managed to bluff our way out. Years later we gave the account to someone else, who didn't know the history, and it happened some months later that the real Cobra was on the computer next to his when he logged in, and went ballistic... Fun times.

      Or make an item that you can move into someone's inventory; it did something like 'add_action("", "funcname", 1)', which meant that each and every command that person did (and wasn't handled by the room object) would be passed through funcname() (executing with his permissions), and if that function returned false, the MUD would look at the next item in the inventory to see if that item perhaps implemented the command, so the person would never notice anything odd. So we'd move an item into an admin's inventory that added a line to the serialized savefile of another admin (changing his password), then destructed itself. We didn't login as the admin (too obvious), but we did have ftp access to absolutely everything... we changed the then Law admin (who annoyed a lot of people) into a lvl 16 playerkiller _player_ (attackable by almost everyone) and removed all traces of what we did. Admin died rather quickly after he logged in, utterly confused.

      But it does make the code I write today more secure than most people's :-)

      --
      I believe posters are recognized by their sig. So I made one.
    9. Re:Perhaps it's just me ... by kfg · · Score: 2, Funny

      Probably because video games are a virtual reality meaning that different laws apply there. I have learned never to use the same strategy when different rules are in effect. That's been pretty useful.

      Chess taught me that it's very, very important to kill the women. Do you mean to say this rule doesn't apply to real life?

      Damn. I guess that would explain the way things have turned out for me.

      KFG

    10. Re:Perhaps it's just me ... by HardCase · · Score: 2, Interesting

      David Sirlin (www.sirlin.net) is currently a Producer / Game Designer at Backbone Entertainment. He's a multiple-time national Street Fighter tournament champion, author of the book Playing to Win, co-organizer of the Evolution Fighting Game Championships national tournament series, past member of Street Fighter Team USA (representing America at an annual international tournament held in Japan), and one of the main subjects of Bang the Machine (a documentary film about the competitive Street Fighter scene). He also did a two-year stint in the World of Warcraft.

      Somehow I think that Mr. Silin's competitive accolades have blinded him to the fact that WoW is only...a game. And perhaps it's just me, but the best life lessons that I've received have been from, well, life.

      -h-

    11. Re:Perhaps it's just me ... by geekoid · · Score: 2, Funny

      "Pitting cacodemons against hellnights shows you that if two people hate you but hate eachother more there's no reason that you need to deal with either of them."

      my how times of changes. In my day, we learned that lesson by watching the build up along the Russian and Chinese border.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    12. Re:Perhaps it's just me ... by AgentDib · · Score: 2, Funny

      I'll grant that most shooters carry little applicable value for the average 21st century human... so far.

      When the alien invaders/mutated humans/zombies show up, however, you'll be glad for a few lessons.

      1) Constant movement around the map is the primary key to avoiding a grisly death at the hands of a particularly ugly creature that otherwise would have snuck up behind you and torn out your spine.

      2) Scrounging up *every possible* health pack isn't just life saving, it will also enable you to become rich selling them to those who didn't have your videogame inspired foresight.

      3) All doors you need to open will be color coded and have a corresponding colored key hidden somewhere in the vicinity of the door.

      4) When you come to a dark hallway always send somebody else ahead to scout it out first. After the alien tentacle has burst through the floor and dashed them to pieces against a wall, you can then usually simply sneak by quietly on the opposite side.

  3. Dear article writer by Morinaga · · Score: 5, Insightful

    World of Warcraft wasn't designed to teach you anything. It was designed to entertain you.

    1. Re:Dear article writer by Yahweh+Doesn't+Exist · · Score: 4, Funny

      Computer games aren't supposed to teach values!?

      fuck! I bought my kid GTA a few years ago and haven't bothered to check back since! I thought it would be okay!!

    2. Re:Dear article writer by Total_Wimp · · Score: 4, Informative

      World of Warcraft wasn't designed to teach you anything. It was designed to entertain you.

      True, but for the exact same reasons as TFA, I don't feel very entertained by the values in WOW. I've avoided MMOGs like the plague because I so thouroughly dislike the fact that someone who spends more time on the game can whip my butt even though we both have the same skill.

      When I play Unreal Tournament or Counter Strike, we all start the same. Though it's true that most players who've played alot will be more skillful, the fact is that their skill is in their own head and reflexes, not stored up in some 60th level ass-kicker of a character.

      Imagine if were playing sand-lot baseball and one of the neighborhood kids showed up with his baseball-playing robot that has all the skills of Barry Bonds. Personally, I'd tell the kid to fuck off. But what if I couldn't get rid fo the kid because baseball was structured so that everyone got to bring their kick-ass robots any time they want? Well I'd say that the people who claim to be "playing baseball" aren't really playing baseball at all. They may, in fact, be competing at building robots or growing robots or earning money until they can buy the best robot, but they are not playing baseball.

      When I show up to PLAY video GAMES, I want to play the game that's on the screan and I want to be playing against the skill of the other player. When I get in a sword fight, I don't want to lose to someones "skill" at buying a great character on e-bay. That, to me, is not "fun"

      Life lessons be damned. I just want to play a real game. To me, WOW doesn't count.

      TW

    3. Re:Dear article writer by Total_Wimp · · Score: 3, Informative

      Computer games aren't supposed to teach values!?

      fuck! I bought my kid GTA a few years ago and haven't bothered to check back since! I thought it would be okay!!


      The other day I heard my 16 year old daughter telling a friend that you can sleep with the proffessor to get a good grade in the Sims 2 University expansion pack. To the best of my knowledge, the thought of this had never occured to her before playing this game. She's got very good morals and a strong sense of ethics, so I don't worry about her, but it sure made me think twice about how video games might affect them.

      TW

      To the Slashdot crowd: I know there's a humor potential here, but I'd appreciate your respect for my very real daughter. Thanks much

    4. Re:Dear article writer by dhakbar · · Score: 2, Funny

      Um, so that's great, dude. You have an opinion about what kind of games you like.

      So do most of us - congratulations.

    5. Re:Dear article writer by ameoba · · Score: 4, Funny

      Ifby the age of 16, your daughter hasn't been exposed to the idea of manipulating men with sex, she's led a painfully sheltered life.

      --
      my sig's at the bottom of the page.
    6. Re:Dear article writer by xero314 · · Score: 2, Interesting

      The problem with MMORPGS is not that it benefits those that put in more time, but that there is no detriment to failing. People keep talking about how everyone has the same opportunity and those that put in more time deserve better things, and then the loosely equat it to reality. The classic example is that a good "drop" will happen every so often, so those that play more are more likely to get that good "drop". The problem with this, and how it deviates from reality is that there is no draw back to failure. You could say that given enough tries even I can knock out Mike Tyson (yes it is possible). Problem is I would probably die, or be irreversably damaged in my first fight with him. In an MMORPG you just fail and get up again, probably even keeping all your expereince and property. If there were perma-death or a significant loss in experience or property then those with skill and patients would be able to catch up with less skilled players who happen to have more time.

    7. Re:Dear article writer by youshoulduseunix · · Score: 2, Interesting

      Well, the fact that your daughter was playing a game with sexual innuendo and even nude (or near-nude) images is completely the fault of the ESRB for applying the rating "Teen" (13+?) to the game rather than the "Mature" (17+) rating. This is *not* the fault of the game designers or yourself. While it could be argued that every parent should be responsible for what their children are watching/playing, it is not truly feasible for most employed parents to test everything prior to allowing their children to use/view it. The same goes for R-rated movies.

      On the other hand, most (if not all) 16 year-olds are either involved in sexual activity or have friends who are. The idea that sleeping with a professor can raise your grades is not new among 16 year-olds. While it may be the case that your particular daughter was unaware of this kind of thing at the time in discussion, it is very likely that she would have been introduced to the idea by her friends or any of a number of TV shows either during the week prior or during the week following. It is impossible to shelter a child from all forms of potentially harmful knowledge. But it is our job as parents to help guide our children through those times when they are confronted by such knowledge.

    8. Re:Dear article writer by iocat · · Score: 2, Insightful
      The problem isn't that the game rewards unethical behavior and real life doesn't -- if someone were to sleep with a professor in real life and get a better grade for it, they were rewarded as well. The problem is that in the Sims, it can't be some time later and the character suddenly feels a crushing sense of guilt about what a horrible person she's been, and you lose the game.

      To be sure, some people successfully whore their way to the top (and not just with sex) without ever feeling guilt, but generally those people are spotted and despised by others, and don't have good long term prospects. The Sims doesn't model things to that degree (yet, anyway). Although it would be cool if it worked say 70% of the time, but 30% of the time you got expelled and had to settle for a worse career in the game.

      --

      Dude, I think I can see my house from here.

  4. Too specific by faloi · · Score: 2, Interesting

    If they were to say that, as a whole, MMORPGs teach that time > skill, I'd be willing to agree with them 100%. Trying to say that WoW teaches it is sort of unfair. I learned that time > skill back in EQ, and nothing's happened to change that lesson.

    --
    "It is a miracle that curiosity survives formal education." -Albert Einstein
  5. Formulae by daeley · · Score: 5, Funny

    The very idea that time > skill is alien.

    Ah, but time = money, therefore, in what is quickly becoming the "Formulae of WoW," money > skill, which I think everyone will agree is a lesson modern America teaches pretty much every day. ;)

    This is also substantiated by the original axiom, WoW = Golf.

    --
    I watched C-beams glitter in the dark near the Tannhauser gate.
    1. Re:Formulae by ShawnMcCool42 · · Score: 3, Insightful

      Actually America teaches that skill = freedom. The skill to analyze opportunities, and the skills to take them. If you are a serious person who can identify the opportunites around you, you can live your life by doing things you enjoy. Over and over you see talented people applying themselves making a living off doing things they enjoy while the less opportunity wise folk will grudge through doing things the only way they've had the imagination to.

      There's opportunities to be had all over the place, and if you don't see them you may want to consider brainstorming ways to build that analytical skill. Find someone who has it and study their algorithms.

    2. Re:Formulae by Rimbo · · Score: 4, Interesting

      You're making your comment in jest, I know. You actually have a good counterpoint to his article: His claim is that the life skills WoW teaches are bunk, and you point out that "making money" is a life skill in the USA.

      Why not look at his points one by one? He repeats himself twice, so he really just has 3 objections:

      Time > Skill

      He's right that a great talent can do as much in less time as a mediocre talent. That's just to get the same quality of work.

      My best friend is in a band. He and I both admit that I have more musical talent in my left arm than he has in his whole body. The difference is that I'm a slacker, and he's constantly working at it. The result is that he has more and better CDs than I will ever make. His Ability far exceeds anything I've ever accomplished in any context.

      And that's how it goes: Ability is a combination of effort and talent, and the coefficients favor effort: The mediocre talents who put in great effort always get ahead of the great talents who put in a mediocre effort in the real world.

      I also feel that this is more fair; God has not seen fit to distribute all talents evenly, so claiming that talent is the most valuable thing (moreso than effort or ability) is tantamount to saying that blond hair and blue eyes are more valuable than black hair and brown eyes.

      So here, I have to agree with what WoW teaches.

      group > solo

      I'm an introvert, just like the author. I am not a hermit. A few years back, I took the Dale Carnegie course -- you know, that Dale Carnegie?

      The knowledge I gained changed my life. Learning the skills of how to get along with others didn't mean abandoning the introverted lifestyle. The main thing to realize is that people skills are learned skills, not inherent abilities. Even if you're an introvert, that doesn't mean you want to be a hermit or die alone -- and it also doesn't mean you can't learn how to deal with people effectively.

      Your so-called "superior" may be an idiot jerk to you, but he got his position because he isn't a jerk to the right people. And if you look at the superiors who are great managers, they aren't great because they know more about your field than you. They're great because they are easy to get along with and know how to let you do your job well.

      Take a look at the great bands that were great together, but when they split apart the solo acts all seemed wanting. Or how your family is not just a number of people, but seems to have a life of its own. Very few people really want to be completely alone, but some of us are just not very good at it; it would be a problem, except that anyone can get better at it. I know that I did -- or at the very least, I recognize my mistakes when I make them now. :)

      So once again I find that WoW is teaching the right things with real life.

      Terms of Service

      I don't really have an opinion on this, because I am not a subscriber. :)

      Work, in the real world, is more valuable than skill, and it also seems more fair that it should be that way. And well-made groups are more valuable than the sum of their parts -- especially families. In the end, I'd say the top two lessons he says WoW teaches are very important lessons and are the right things to teach.

    3. Re:Formulae by Rimbo · · Score: 4, Insightful
      The point is that there is no way for a single player to get as good equipment as one playing in 40 man raids will get. And that's because blizzard has put all good drops on bosses which you cannot manage yourself.


      I quite caught that point, and this is pretty much how things are in real life: The person who goes it alone is not going to have the success of people working in groups. Even if you're talking about (say) a solo recording artist, you're talking about a huge support network surrounding that person, including the producer, studio musicians, promoters, the works. If you're talking about a pro tennis player, the big successes have their entourages including family, coach, trainer, someone to manage the money to make sure they don't go broke, a business manager to deal with the licensing, and for women's tennis, a tutor so they don't miss out on the 9th grade. If you're talking about a hacker, you've got the folks who wrote the compiler, editor, libraries...

      In real life, you'll be locked out of the best things trying to do it all yourself, and justly so. The ability to work with a group is more valuable than gold, and you don't have to become an extrovert to learn how.
  6. seniority? by gEvil+(beta) · · Score: 3, Interesting

    I've worked at a few places where seniority trumped skill. Thankfully, I've also worked at several where it didn't. The sad truth is that the "lesson" that WoW teaches is in fact real in many places.

    --
    This guy's the limit!
  7. Oh jesus by Anonymous+Crowhead · · Score: 4, Funny

    Here are some other life lessons games teach us:

    - Killing cops and prostitues is funny
    - In war, once you die, you come right back to life (or maybe there is a slight delay)
    - etc

  8. On game enjoyment by JMZero · · Score: 2, Insightful

    A lot of the enjoyment I get out of a game is in progressing - in feeling like I'm becoming a more capable player. In some games (eg. Tetris), this is a big part of why I play: I enjoy getting better and breaking that old high score.

    Levelling over time is a way of introducing this element of "getting better" artificially. It's not perfect, but it's very controllable. Developers who mete progress out in time-based levels can control how long it takes to reach the "flat", unsatisfying portion of the curve (where many will quit playing). When you get paid by the month, it's in your interest to have the most control possible of the progression curve (and thus how long you get paid) - and that's why pretty much all MMOs end up with time-locked progression.

    --
    Let's not stir that bag of worms...
    1. Re:On game enjoyment by happyemoticon · · Score: 2, Informative

      That was really insightful. I'm just going to add some supporting evidence to your argument.

      When you get paid by the month, it's in your interest to have the most control possible of the progression curve (and thus how long you get paid) - and that's why pretty much all MMOs end up with time-locked progression.

      Since it's on a weekly timer and anybody who wants to run it more than once a week should probably be institutionalized, Molten Core takes about six months to farm for everything you want. In the guilds that run it regularly, you need to have some pretty awesome gear to even be considered as a recruit (+160 fire resistance for warriors and rogues). Here's a sample (I get to cut some corners because I'm an armorsmith):

      • 2 drops from dungeon bosses
      • 1 drop from a miniboss
      • 3 questable items, including one that's insanely long and difficult
      • 2 craftable items (money)
      • 5 items which must be bought on the auction house, usually for about 100-200g a pop

      So, if you roll together the items that just require time, and the items that require cold, hard cash, you get 6 items that require time only and 7 that require cold, hard cash - like, 450ish. Half of an epic mount. Damn, I'm tempted to buy gold.

      Now, Molten Core is designed to gear you up for Blackwing Lair. In order to even attempt Blackwing Lair, everyone must be wearing a special cloak or they will die in one hit. And - get this - you can only make three of these cloaks per week, by killing a special dragon. 50 / 3 = 16 1/3, or about four months nonstop. And I wouldn't even attempt the next dungeon without a full set of gear from Blackwing Lair.

      As an addendum to this, I'd like to point out that everybody I know in an uber raiding guilds really and truly knows what they're doing. Time is what determines your gear, but you're never getting a shot without a brain. Skill probably isn't the right word. Extensive, in-depth knowledge and the ability to follow instructions and communicate come to mind. I don't think there's any other useful definition of skill in an MMO. Johnny Rogue may do 2% more damage than Billy because he hits buttons faster, but if everybody dies because Johnny doesn't follow directions, that's when people get mad.

  9. Huh? by voice_of_all_reason · · Score: 2, Interesting

    Why not look at it as the flip side of a coin? Up until recently, the only really popular multiplayer games were fighters and first person shooters. Now you can choose to build up skill over time (or have it innately), or plod the way of monotony in an RPG. More options is always gooder.

  10. Teaching? by 955301 · · Score: 4, Interesting

    Since when was the purpose of WoW to teach the fundamentals of life and fairness?

    Look, it's a video game. It's not a job interview, a checkout line in a grocery store, a pay-scale within a company. It's a video game. Act accordingly.

    And if you still insist on trying to learn lessons from it, at least consider all of the lessons. For example, getting used to and interacting with a variety of classes and races without discriminating based on each characters appearance. And that a womans appearance does effect how you treat her. And that age doesn't matter, maturity of mind does.

    --
    You are checking your backups, aren't you?
  11. Author's complaint unfounded by rainbowfyre · · Score: 2, Insightful

    The author's main complaint seems to be that everyone doesn't enjoyed playing games the same way he does.

    He is an introvert, so he disapproves of needing to play with groups. He doesn't want to play too many hours a day, so he disapproves of any rewards that encourage excess time.

    So? Some people want to get a reward for time. Some people want to play with their friends without getting lower quality loot.

    The amazing power of Wow is that you _can_ play any way you want. Solo, group, 24/7, infrequently. Do whatever you want, and the game will remain fun. Just don't be annoyed if not everyone wants to play the same way you do.

    -Cassia

    --
    Vericon is coming!
  12. He doesn't really seem to get the "point" of by antifoidulus · · Score: 3, Insightful

    World of Warcraft(and by extension ALL MMORPGs). He compares them to games such as chess and street fighter(because we all know that Chun Li is a modern day Confucius, only hotter!) and saying that in those games you don't have any material advantages over your opponent so they make better games. What he neglects to take into consideration is that chess and Street Fighter have very clearly defined goals: checkmate in the former, and beating the crap out of your opponent in the latter. However, a lot of games such as MMORPGs don't have such clearly defined goals. Yeah, you can build your character up to level 60 and be the mightiest warrior of all time if you want, but you don't have to do that in order to enjoy the game. There are many other goals you can take on which don't require that you "beat" your nemesi so to speak.

    Me thinks this guy doth protest too much...

    1. Re:He doesn't really seem to get the "point" of by ph4s3 · · Score: 5, Funny
      antifoidulus wrote on Wednesday February 22, @01:10PM
      What he neglects to take into consideration is that chess and Street Fighter have very clearly defined goals: checkmate in the former, and beating the crap out of your opponent in the latter.
      No wonder no one ever wants to play chess with me. I had that backwards. Oops.
    2. Re:He doesn't really seem to get the "point" of by sanjacguy · · Score: 2, Insightful

      Obviously the article writer is suffering from "Smoka too much cracka!"

      My problems with the article consist of the following:

      1) Apples and Oranges - the writer is comparing Chess to WoW and saying that Time > Skill. Specifically, he's right but he misuses his logic: I've played Chess against kids that could beat me like a red headed step child, and I've played against older players who I could easily defeat. In PvP, ALL THINGS BEING EQUAL, the person with the most time playing the game will most likely win. I'm a relative new person to WoW - and I know people ten years younger who have level 60s. You think I'm going to play chess with no queen, no rook, and only one bishop? I think not. Unless my opponent also has no queen, no rook, and only one bishop. The problem he's failing to see, is the greater the number of variables, the more complicated the game. The choices you make before the duel matter just as much as the choices during the duel.

      2) Forced sociability? - the writer whines about not wanting to play with other people. OK, that's cool, good for him. But Warcraft wasn't a game of heroes - it's a game about units of individuals with a heroic leader. World of Warcraft comes from a strategic game! And it still will always have roots in the strategic. WoW is called WoW because it isn't LOTR - the group play matters more because in the real world, numbers matter. Patton would have been a weirdo if he hadn't had an army to command; Martin Luther King Jr would have been another complainer if the civil rights movement hadn't emerged. We call Christopher Columbus the guy who discovered America - but we don't call him that because he did it first - he's more important than the other people who discovered America earlier because his 'discovery' had a lasting impact.

      This guy wrote an article without thinking his viewpoints through. He needs to take more time actually being introspective as opposed to just claiming it.
  13. It's Not Supposed to be Street Fighter by bateleur · · Score: 2, Insightful

    The article misses the point in a big way by comparing WoW with Street Fighter. The latter is indeed supposed to be all about a contest of skill. But in fact the huge popularity of RPG-style games with many gamers lies precisely with the fact that they can gain a feeling of progress from simply playing the game.

    It's not about hardcore vs casual either - some very serious gamers play only RPGs and absolutely do not want their "skill" tested too much.

  14. Other way around? by vitaflo · · Score: 3, Interesting

    How much time did your star programmer spend learning his skills? I'd assume quite a bit. In WoW you spend massive amounts of time getting gear so you can kill off mobs quickly and effectively. In the real world you spend massive amounts of time learning a skill so you can tackle your job quickly and effectively. In my opinion the OP is looking at it from the wrong way.

    1. Re:Other way around? by Coryoth · · Score: 4, Insightful

      I think the article is, in a sense, objecting to where that skill is stored. The author of the article wants the joy of learning and improving himself - the skill is stored in him, in his mind and his relfexes. WoW externalises skill acquisition and a lot of the "skill" is stored in the character in the form of levels and bonuses and items etc. In this sense the individual playing need not learn or acquire skill, instead they can simply let their character do so. As a side effect of this externalisation "skill" is acquired at a uniform rate for everyone because "skill" is administered largely by a server and divorced from the individuals playing. This means that time directly correlates to skill and effort at gaining skill is almost purely a function of time - not of thought, nor effort to learn, nor natural talent, or anything else. The game does the learning for you and absolves you of a certain amount of responsibility for thinking. Moreover "skill" is now something that individuals no lonmger possess - it is something that "game characters" possess and can be bought and sold as a commodity; it is no longer something unique and special to you that you can always retain. This is, I feel, the real reasons for his objections. Whether you agree with them or not you should at least realise that there is something significant at work here.

      Jedidiah.

  15. I beg to differ by B0red+At+W0rk · · Score: 2, Insightful

    Ask any talented musician and they will tell you that talent/skill comes with a lot of work.

  16. Re:It's the World of Warcraft that teaches that? by Zatar · · Score: 3, Insightful

    I think it is. It's called being paid by the hour (or by the year, if you are salary, but it's the same thing). It's vastly more popular than paying by measuring the quality or quantity of the actual work done which would be more fair but much more difficult to implement; skill is very hard to measure objectively.

    I can write a program in 2 hours. Joe in the next cubical would take 10 hours to write the same program while Frank might only take 1 hour. Guess what, we all get paid nearly the same amount. Maybe the more skilled people get 10% or 20% more per year but there's no way Frank gets paid 10x what Joe makes. Only in some very specialized jobs (pro sports, lawyers, doctors) subject to direct control of the free market does skill frequently have any reasonable correlation to pay and then usually only for the top few percent.

    The Street Fighter lessons might be all warm and fuzzy and represent the world you'd like to have but the WoW lessons reflect reality, sad as that may be.

  17. Lessons Learned by kbonapart · · Score: 2, Insightful

    I've learned that pretending to be a girl gets me free money, and can pay for my mount.

    I've learned that sometimes killing your friends can be hilarious.

    I've learned that Alliance are whiny bitches, and are Kill On Sight, and don't pull thier weight to open those damn gates.

    I've learned that living in a more colorful world then reality is very comforting. A world where my physical limitations don't apply. Where I'm a giant on the field, instead of an ant under the magnifying glass of real life.

    I've learned that it someone does something you don't like or hurts your feelings, you can /ignore them, and never have to deal with them again.

    I've learned that people like me more in this fictional world, and people like me less in reality.

    I've learned that I am a WoW Addict, and that maybe I should get some help. I've spent all my money buying gold in this fictional world, and that maybe it's time I....

    Hang on, my MC raid is starting...

    --
    There are no gods but ourselves.
  18. Lessons I've learned from Video Games by Austerity+Empowers · · Score: 2, Insightful

    It's a long list, here's a snippet:

    1. It's always ok to Kill The Bad Guys (*almost* every game ever made)
    2. I'll get the girl in the end, by just being myself, regardless of my deficiencies [most every JRPG]
    3. I can't kill certain bears, they will give me bad druid faction [Everquest]
    4. Stealing cars & beating hookers is OK, because the government is out to get us [GTA]
    5. It's better to be part of a gang, because they can protect me from urban violence [UO]
    6. The only important factor in building a great plane, is being a great pilot and having a dream [Grandia 3]. Oh yeah, also something nebulous about being able to cut out portions of wing "if it weighs too much"
    7. Befriend your enemies, so that you can subjugte them militarily or culturally when you are resource starved, but not have to defend yourself in the mean time. Other people are my pawns, move them with skill. [Civilization 4]
    8. Working Harder >> Working Smarter. I will eventually obtain all my goals if I spend a long time at it, while using my brain is always cheating. [Every MMOG ever made]
    9. High twitch skills designate me a superior person who Gets Laid Often [FPSs, and a few MMOGers who don't get it yet]
    10. Ancient relics are always of higher quality and provide better AC/DMG/Mana than new goods bought from modern vendors [Most RPGs] ....

    Lesson Infinity +1 - Perhaps video games are not exactly a good place to learn life skills after all

  19. Re:Er... so what? by demeteloaf · · Score: 3, Informative
    I think what he's complaining about is that the fact that someone has put more time into something is what makes them a better character, and there are notable things in the real world that don't fit into this view on things.

    Personally, i know that i have almost no artistic talent at all, and my attempts at art throughout high school usually prompted ridicule. According to the WoW (or more genreally, ORPG view) If i keep drawing crap for a long time, suddenly i'll be a better artist than someone who may have had no lessons or anything, but turns out to be the next monet.

    If i'm awful at sports, yet i've played a lot, will that make me better than a natural athlete?

    Sure, practice at a skill can make one better, but the amount of practice doesn't completely overwhelm natural ability, like the WoW model seems to say it does. That's what the author seems to have the most problems with. If I were to play someone in another game like starcraft, warcraft, street fighter, counter-strike, etc. Yes, it's probably the person who has practiced the most who is going to be better, and going to win. But the reason they win is because they are the better player, and both people go into the game on an equal footing, and it's not the practice itself that determines the winner, but the skill that develops as the result of the practice. Compare this to WoW, where if you have played longer, you have a "better" character.

    Sure, for a lot of jobs, if you put enough time into something you can do it well, but only the people with natural gifts are going to become famous athletes, musicians, artists, etc. and the way WoW works is the oppposite of that, it's not the people with the most skill who become the best at what they do, it's people with the most time.

    --
    If there's anything more important than my ego around, i want it caught and shot now.
  20. I think I speak for WOW players when I say... by ameoba · · Score: 3, Funny

    Cry more, noob.

    --
    my sig's at the bottom of the page.
  21. Missing the point by UES · · Score: 5, Insightful

    I think there is a lot of missing the point in this thread.

    The objection is not that someone who works hard gets rewards. The objection is that there IS NO WORK involved in advancing in MMO games beyond the timesink.

    And that's why it isn't fun.

    If I want to get good at Street Fighter, I can practice because the rules do not change. If the person playing against me has been practicing more, he does not get Super Chun Li. He has to use his skill. There is a chance that I can advance due to effort and luck.

    Now imagine if every time you wanted to play Street Fighter, someone playing Super Chun Li and another person playing Super Guile could come in at any time and not only kick your ass, but steal your special moves so you couldn't use them any more AND they could block off access to Bosses like Bison. In fact, only huge 'guilds' would even have a chance at getting good moves or winning the game.

    Fun, right?

    Oh, and all they would have to do to get the Super Status would be to drop out of school and press "Fierce" 6000 times a day. Just playing so much would be enough to get the 'gold' and 'experience' they needed to get upgrades to Super status. They wouldn't really have to use any skill- 40 hours a week of crappy play would be enough to do it. Even better, they could go on eBay and BUY Super status from someone in Malaysia hired to get 'gold' for them.

    Wow! Sign me up!

    Anyone want to sign up for a Counterstrike game where I get Nuclear Weapons, Phasers, and Invisibility Cloaks because I am a Level 60, and you have to play in teams of 40 or you can't advance beyond Private First Class otherwise?

    Or, let's play Mario Kart. I get a much better car and a 5 minute head start because I put a lot of time in, and you didn't. Wheeee! Fun!

    1. Re:Missing the point by geekoid · · Score: 2, Insightful

      "Now imagine if every time you wanted to play Street Fighter, someone playing Super Chun Li and another person playing Super Guile could come in at any time and not only kick your ass, but steal your special moves so you couldn't use them any more AND they could block off access to Bosses like Bison. In fact, only huge 'guilds' would even have a chance at getting good moves or winning the game."

      Your comment would be relevant if that applied to WoW.

      Sorry, but you can't block off access to important bosses in WoW. There all instanced so any one group can get to them at anytime.

      "Anyone want to sign up for a Counterstrike game where I get Nuclear Weapons, Phasers, and Invisibility Cloaks because I am a Level 60,"

      Sure, assuming that if I play the same ammout as you dio we both have an equal chance of aquiring comparable gear.
      There is no gain for a lelvel 60 to fight another player of a lower level.
      I know this next part will come as a shocker:
      You can play WoW, and Never Ever need to fight another player if you don't want to.

      "
      Oh, and all they would have to do to get the Super Status would be to drop out of school and press "Fierce" 6000 times a day. Just playing so much would be enough to get the 'gold' and 'experience' they needed to get upgrades to Super status. They wouldn't really have to use any skill- 40 hours a week of crappy play would be enough to do it."

      Put another way:
      "
      Oh, and all they would have to do to get the Super Status would be to drop out of school and go to 'work' 6000 times. Just working so much would be enough to get the 'gold' and 'experience' they needed to get upgrades to Super status. They wouldn't really have to use any skill- 40 hours a week of crappy 'work' would be enough to do it."

      " Even better, they could go on eBay and BUY Super status from someone in Malaysia hired to get 'gold' for them."
      You mean like paying to join a 'prestegous' club? Or paying to get an expensive car? Stsus means nothing to those who don't give it meaning.

      "Or, let's play Mario Kart. I get a much better car and a 5 minute head start because I put a lot of time in, and you didn't. Wheeee! Fun!"
      once again, you use an invalid comparison becasue in WoW there is no need to cmopete against other peiople if you don't want to. It does not have to be a contest.
      Why can't people understand that? why care if Uberjoe bought some really nice items(although the best items can not be bought) if you never play against him. If anything that is an assset to you if you get hime in a group. His better gear will help you get better gear without buying.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Missing the point by fferreres · · Score: 2, Insightful

      That's why I stopped playing any kind of artificial simulating games. Or mostly any games at all (except things like Chess, Go and some other abstract games). I really liked playing games (all of them, Adventure, FPSs, Sports, Combat Simulators, RPGs, etc), but at some point I found out that I could't apply most of what was learned (although something must have permeated) to real life, and that I like real life more...I sometimes play some RPGs when not very happy with life in general, but it lasts like 2 or 3 days a year (mostly games like Monkey Iland, or Zelda kind of games) ...

      It's kind of obvious, but one day I literally assumed a "let's play in real life" position, and started dating a lot (maybe too much), traveling a lot (I am living in Mexico for the moment :-), playing sports (squash), martial arts, learning...yes...social skills, and understanding people (insted of judging, to name some examples.

      It's been very rewarding...I don't miss any computer game at all. After all, it's the riches games of all...and I want master it before it's too late :-)

      --
      unfinished: (adj.)
  22. Re:Tradecraft... by ameoba · · Score: 2, Insightful

    It's been covered before but there are plenty of reasons to argue against this. One is that, if you allow the sale of in-game items the in-game items aquire value. If the items are of value, you open the possibility of getting sued every time you nerf an item or rollback a server.

    --
    my sig's at the bottom of the page.
  23. Re:Er... so what? by geekoid · · Score: 2, Insightful

    "2. Good raid-quality gear *should* be better than easily obtainable gear you can get while soloing"

    why?
    There is exactly no logical reason for this.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  24. Re:It's the World of Warcraft that teaches that? by Kuros_overkill · · Score: 2, Insightful

    Or it could be worse. You would get paid for 2 hours work, while Joe would get paid for 10 hours work. So in the long run you and Frank get penilized for being better. (Don't laugh, I've seen it happen.)

  25. I think I speak for quite a few ex--WOW players... by Oswald · · Score: 2, Insightful

    when I say, "yeah, that's why I quit, too." It's one thing to be stuck in the slow lane because you "only" play 25 - 30 hours per week; it's another to know that many of the in-game rewards are completely out of reach, forever and ever, no matter how smart you play or how skilled you become. After about 10 months, I just gave it up.

  26. Re:It's the World of Warcraft that teaches that? by Havenwar · · Score: 2

    Actually, one of the first things I learned in WoW was that the /ignore-list never has enough room... there is always another bastard.

    Translates perfectly to real life.

  27. Set aside your idea of fun for a moment ... by brokeninside · · Score: 3, Insightful
    Consider that the premise of TFA is that fun is really just a way to learn things. Then consider imagining that every time you wanted to play Street Fighter, someone playing Super Chun Li and another person playing Super Guile could come in at any time and not only kick your ass, but steal your special moves so you couldn't use them any more AND they could block off access to Bosses like Bison.

    How is this not like real life? One guy can learn some impressive martial arts skills. However, that person will always fall to to the one with superior time, technology, or numbers. It is for this reason that police forces are comprised of mostly normal individuals and yet are able to maintain order for the most part. It is also for this reason that warfare has become a matter of who can build the most planes and bombs. Certainly, WWI era fighting aces may have been more skilled, but that ace will always lose to a guided missle.

    In fact, all of the key points in TFA seem to be rejections of the world we live in:

    1. Perserverence in the real world is superior to technical skill. Machiavelli wrote an entire book centered around this idea, it is called The Prince and is considered to be the beginning of modern political philosophy. Virtue, for Machivelli, is not a matter of technical skill but entirely of being wise enough to capitalize on good fortune when it occurrs and perservering through bad fortune.
    2. Large groups can easily overpower small groups or individuals. This is the premise of political philosophy since the time of Aristotle. The most modern incarnation is called `social contract' theory. You may have heard of it as it gained some level of popularity through the writings of John Locke and Thomas Hobbes.
    3. Ruling powers often arbitrarily enforce illy defined laws. Even in a liberal republic like the US, one only needs to look at the tax code to see that this is the case. In illiberal nations where the law is the whim of a despot, this truth is even more clear.

    My conclusion is that the author of TFA has a problem with the way the world actually is. While I've never played WoW, from the description it sounds to me as if WoW teaches truths far more universal than Street Fighter and it's ilk. The world of Street Fighter is the world of the action movie where The Hero can overcome All Adversity and Live Happily Ever After. Games that teach that sentiment seems to me to be far more dangerous to their players than WoW.

    1. Re:Set aside your idea of fun for a moment ... by UES · · Score: 2, Insightful

      You have an excellent perspective that I would like to respond to.

      How is this not like real life? One guy can learn some impressive martial arts skills. However, that person will always fall to to the one with superior time, technology, or numbers. It is for this reason that police forces are comprised of mostly normal individuals and yet are able to maintain order for the most part. It is also for this reason that warfare has become a matter of who can build the most planes and bombs. Certainly, WWI era fighting aces may have been more skilled, but that ace will always lose to a guided missle.

      As TFA states, Games are fun because they are not like real life. For example, there is a reason that in the Olympic games, it is not acceptable to 'take out' competitors in order to win. The nature of Sport or Games is to voluntarily accept arbitrary rules in order to gain entertainment. WoW violates this rule by allowing rule changes on a whim as well as offering in-game advantages based on non-game actions.

      Perserverence in the real world is superior to technical skill. Machiavelli wrote an entire book centered around this idea, it is called The Prince and is considered to be the beginning of modern political philosophy. Virtue, for Machivelli, is not a matter of technical skill but entirely of being wise enough to capitalize on good fortune when it occurrs and perservering through bad fortune.

      I am familiar with this work. Machiavelli would probably think it strange to exert such effort for a Game rather than for real-world influence and power. Good fortune in WoW is not random, as TFA states. Thus, capitalizing on it is not a matter of skill OR perseverence. Good fortune is only gained by brute repetition. That is neither real-world nor sport.

      Large groups can easily overpower small groups or individuals. This is the premise of political philosophy since the time of Aristotle. The most modern incarnation is called `social contract' theory. You may have heard of it as it gained some level of popularity through the writings of John Locke and Thomas Hobbes


      I am familiar with these gentlemen. True, but notice that in Football/Soccer, one team is not permitted to place extra men on the field when they wish. Everyone must obey the same rules. In the world of politics, the Majority party in most Democracies must obey written and unwritten rules about how they gain or yield power. Not in WoW- since they rules can change at any time for any reason.

      Ruling powers often arbitrarily enforce illy defined laws. Even in a liberal republic like the US, one only needs to look at the tax code to see that this is the case. In illiberal nations where the law is the whim of a despot, this truth is even more clear.

      A Republic is 'imperfect' because humans are imperfect. In a computer world, Avatars ARE Perfect since we can code them to be unable to violate the rules. Again, in TFA, WoW DOES NOT make it impossible to "sin", even though it is well within their ability to do so. The lesson? "God" is cruel to the computer avatar. They want you to pay them on a monthly basis for this.

      My conclusion is that the author of TFA has a problem with the way the world actually is. While I've never played WoW, from the description it sounds to me as if WoW teaches truths far more universal than Street Fighter and it's ilk.

      Yes, the lesson is "ha ha we got your money and you are not having fun".

      The world of Street Fighter is the world of the action movie where The Hero can overcome All Adversity and Live Happily Ever After. Games that teach that sentiment seems to me to be far more dangerous to their players than WoW.

      Since we do not live inside the electronic world, I disagree.

      The lesson of Street Fighter is that if you practice, you can win.

      The lesson of WoW is that the world is cruel and you can't win, BY DESIGN. And when you petition to have it changed, even though it is possible, people having fun are valued less than Gold Farmers and Cheaters. That'll be $20 a month, please.

  28. Street Fighter Champion says "WoW not twitchy" by jamie(really) · · Score: 2, Insightful

    From the author's bio:

    He's a multiple-time national Street Fighter tournament champion, author of the book Playing to Win, co-organizer of the Evolution Fighting Game Championships national tournament series, past member of Street Fighter Team USA

    So this guy has twitch skills, but no time. And he's written an article complaining that WoW rewards time more than skill. I can't help but feel that the complaint is really only a valid complaint for the author. So then the question is, is the author raising a valid flaw in WoW's game balance and to answer that we have to ask "How many of WoW's players feel the same way as a multiple-time national Street Fighter champion?" Pretty few I'd imagine.

    I haven't played WoW, but I've played DAoC and Raph Koster's Star Wars Galaxies. I had a lot of "fun". I'm glad that my progression was not linked to my ability to compete in joystick twitching contests against Street Fighter Champions.

    At some level the author seems to be suggesting that in the real world, skill is more valuable than time. If we ignore the fact that the author is ignoring the many skills of WoW players, e.g. social skills, marketing skills, leadership skills, and accept his premise, do we find agreement in the real world? Honda makes many more cars than TVR. Honda's are assembled by people with less skill than the TVR engineers. Is an individual Honda worth more than an individual TVR? No. Is Honda as an entity worth more than TVR? Oh boy yes.

    To teach anyone that maximizing one's personal skill is the way forward in life would be to fail to acknowledge that humans achieve much more in groups.

  29. The trolls hath entered gamasutra by Achoi77 · · Score: 4, Insightful
    This must be one of the more weaker stories of this week.

    As much to the dismay of gamers, Blizzard and every other major game developer out there exist to fulfill their primary goal: to MAKE MONEY.

    While it would be nice to have more of skill based element in WoW, they are constrained by a few variables:

    1: Technical limitations, for example: Latency. I've been playing WoW for quite some time now, and I remember when they released the pvp honor system patch. The first day I loaded up the game, it was a lag nightmare. I was at the fort in Stranglethorn Vale, along with roughly 80 fellow horde members. My chat log start spamming with ppl yelling "THEY ARE COMING!!", and I roughly 200 alliance started to steam roll us. It was beyond laggy. We crashed the server. Several times. The server was Mannoroth. Massive pvp raids are not that massive in WoW, which is a shame.

    2: Appeal to a wide audience. This generally means the Lowest Common Denominator, as in your average run of the mill gamer. If you cater too much to the hardcore gamer, guess what: someone else will create a game that WON'T and will take your subscribing members away. You wanna tell that to their investors?

    3: Appeal to the narrow audience. I.E. the hardcore gamer. Or in this case, the hardcore group of gamers. You know who they are: the ones that got to Onyxia the first 2 weeks of release. The ones that killed Nefarious the day Blizzard released the 'cockblock.' These are the ones that generate the most noise in the gaming community, the ones that make the game alive. These are the players that average players look at in awe at the type of gear they are wearing (2nd tier epics), the title they hold (High Warlord Someandsuch) and the mounts they ride ("What the hell is that? That doesn't look like a wolf at all!"). They are what the average player looks up to and goes "Wow, I wanna be just like that someday.." and drives them keep playing (and keep paying). What do you think will happen when the hardcore group 'beats' WoW the first two weeks of playing? What's their incentive to continue paying the monthly fee? It's not called the Treadmill (or the Grind) for nothing.

    The World of Warcraft did not create the beast, it was created by it.

  30. Re:It's the World of Warcraft that teaches that? by Alex+P+Keaton+in+da · · Score: 2, Insightful

    Hmmm. You haven't discovered anything new... I think it is. It's called being paid by the hour (or by the year, if you are salary, but it's the same thing). It's vastly more popular than paying by measuring the quality or quantity of the actual work done which would be more fair but much more difficult to implement; skill is very hard to measure objectively.
    I know Slashdot hates MBAs, but let you share with you something called piece work. Many people are paid by the job (or "piece") Think of flat rate vs. hourly mechanics. Piece tes used to be fairly common. It is just that with a service economy it is tough. With fungible goods, if you make 10 and I make 1, it is fairly simple to say that you should be paid 10 times as much. But with a service economy it is different For example, if I write ten buggy programs, and you write 5 flawless ones, how would you pay?

    --
    And All I Ask is a Tall Ship And a Star to Steer Her By
  31. Re:It's the World of Warcraft that teaches that? by JWW · · Score: 2, Funny

    No, Frank just gets to read /. for 9 hours and the GP poster gets to for 8. However, no /. for Joe!!

    ;-)

  32. Servers for "light players" ? by file-exists-p · · Score: 2, Insightful

    Why don't blizzard and others create servers for players who prefere to play less than 1h a day ? Since they don't make money on the actual number of hours you play, they shouldn't care.

    Knowing that I'd have to compete against hard-core players is definitely one reason I do not even try MMPORPG ...

    1. Re:Servers for "light players" ? by decepty · · Score: 2, Insightful

      As a 'casual' player, the game is just as fun. You just need to detach from the 'OMG UBER PURPZ LOL LEARN2PLAY NOOB' mindset. My wife and I both have accounts and between work, university and all the other 'life stuff' out time to play is really limited. But we still have a blast when we do! We've just taken our time and play for fun, exploring and adventuring together.... not for 'PURPZ'. It all has to do with what's important for *you* in a game.

      --
      Be careful! Bears shouldn't consume large furry dogs.
    2. Re:Servers for "light players" ? by AragornSonOfArathorn · · Score: 2, Informative

      You should take a look at Eve Online. It's a space-based MMOG, completly differnt than WoW. But it's a blast. There's no skill-grinding like in other games. Skills are learned in real time, whether you're online or not. Going from Level 0 to Level 1 in a skill usually takes abuot 15 mins, but going from 4 to 5 (the highest level) often takes days, up to 2 weeks for some skills. So, you can start learning some powerful skill, go on vacation, and your character keeps learning while you're gone. Being online playing does not affect skill development in any way. You just need to log in to start learning a new skill when one is finished.
      And, of course, to actually play ;)

      Also, the game has a smaller, more mature player-base than the more popular MMOGs. You rarely see 14-yr-old "l33t n00bs" like in WoW or EQ. Check it out: http://www.eve-online.com/ The game universe is huge. There's over 5000 solar systems, and they keep expanding it. I've been playing for a few months and have only scratched the surface (granted, I don't play every day).

      --
      sudo eat my shorts
  33. Re:Er... so what? by Coryoth · · Score: 2, Interesting

    "2. Good raid-quality gear *should* be better than easily obtainable gear you can get while soloing"

    why?
    There is exactly no logical reason for this.


    My emphasis added, which answers your question. Really the OP is just dodging the point though. There is some sort of implicit acceptance of the idea that anything that can be done soloing must necessarily be easy in comparison to the difficulty of doing something in a group. Certainly there is no reason that "gear you can get while soloing" need be "easily obtainable". As it happens in WoW that is the case, but Blizzard could quite conceivably create tasks that must be done alone but are exceptionally difficult.

    I think the real issue here is that for a difficult soloing task to be fair it needs to be restricted to a soloing task - otherwise a group will simply come and, with their combined might, pick up easy loot. Certainly that can be done, but it means tasks that only one player at a time can engage in. To manage to get the sort of throughput required to keep large numbers of players happy you either need to be creative in designing soloing tasks so they can suitably parallelised, or you simply make tasks group based to up throughput. Apparently Blizzard chose the latter.

    Jedidiah.

  34. This is a core tenant of marketing strategy by b0r0din · · Score: 2, Interesting

    For everyone who argues that WoW, or any other MMORPG, is a game only for hardcore gamers, and that they alienate the casual fanbase, which has been argued over and over, I can only say that while I feel their pain, the people at Blizzard are not stupid. This is just standard marketing strategy.

    I can tell you that the core base of WoW, from a marketing perspective, will always be for the hardcore segment of the population. This is because they are the ones who will always pay, month after month, for the service, and who will continue to remain loyal to the game for years. This is their core profit center, like it or not. If you look at customers of any industry there are four types of customers:

    1. short term, high paying customers - These are casual gamers. They play maybe several months but don't stay on. They lose interest or are alienated by the hardcore players. This is me, btw.

    2. short term, low paying customers (they try the trials but never pay for the service)

    3. long term, low paying customers Also casual gamers who might start and stop, or decide to play some time later when a trial comes along.

    4. long term, high paying customers (hardcore gamers). These guys generate the most profit for the company. They will be around for years after the casual players have decided they don't want to play.

    Marketing strategy dictates you make the game most enjoyable for the hardcore gamers, because they will stay on long after the casual gamers have left, and they pay the most. They make the most money for the company, so they will be the ones that are cared for the most. Once the hardcore segment has left, you might as well put a dagger in the project. This is one of the reasons MMORPGs, which unlike most games, require a monthly subscription, will remain the boring levelling treadmill many people detest. Subscription models state that hardcore clients are the best center of profit. Hence the continuance of levelling treadmills. End of story.

  35. Long list... by Vo0k · · Score: 2, Informative

    Starting in the ancient Atari times...
    Silent Service (submarine simulator): Patience and careful approach. If you gave full-ahead, you had the destroyers with depth bombs on your head in matter of seconds. Lie in wait on the route of the convoy, or approach at 1/4 the power. And don't fuckin' move when the destroyers approach! (helped me a lot with handling horses. They require the same approach even if you don't launch torpedos at them afterwards...)

    The Last V8: Gradual increasing of difficulty will be more efficient in teaching than maxing out and trying to get further with each try on max difficulty. (you had to drive the car to the goal within a time limit. The car was very fast but very easy to crash. The way to finish the game was to drive slowly without crashing till time ran out and then trying slightly faster until you finally reached the goal, instead of driving at full speed at once and trying to crash further from start than at the previous try. You were bound to fail while driving slowly, but you learned where you can't drive any faster and where you can speed up that way, instead of just blaming crashing on not braking fast enough). That way I learned programming. Don't dig up the heavyweight techniques unless you mastered the easy ones.

    Gunship 2000 (helicopter simulator): Being a good manager can take you further than being a skilled worker. If you can't do it yourself, you can still manage well. (when you get wingmen, set difficulty to maximum, way over the top, something just impossible for you to beat. Then don't even start the engine, let the wingmen do all the work, they will do just fine. And you're likely to get a medal you'd never get on lower difficulty and you won't get yourself killed the moment the wheels rise off the ground. Of course wingmen get killed all the time, too bad. You're alive and fine though.)

    Eye of Beholder 2: Versatility beats specialization. Nuff said.

    Body Blows Galactic: Once you've mastered the rules, you find out that great most of them don't make sense at all, some of them make sense only little of the time and there are maybe very few rules total that when properly applied allow you to retain your master level. (I kept playing the game with lots of people. One character, three or so moves, and I was totally unbeatable. Defense at all times, a very fast attack when the enemy drops their defense.)

    Ufo: Enemy Unknown (or XCOM: Defense): If you can afford over-the-top solutions, they tend to be cheaper in the long run than cautious resource management. Invest more to earn more. (my favourite weapon: Blaster Launcher, HUGE blast. If the enemy -may- be in given area, I don't check if they are there, I just make sure they aren't there anymore. No wounded/killed soldiers, always enough alien remains to sell and restock, any collateral damage is not -my- damage.) - was helping me at school, preparing to difficult exams by covering -all- the bases, preparing both for passing by learnt knowledge and by cheating, to always have a fallback solution when the other one fails.

    UT2000: If you're too weak, RUN! You can always get back later when you're stronger. Not so, if you're dead.

    Tetris: Stay cool. Strong emotions dull your senses.

    --
    Anagram("United States of America") == "Dine out, taste a Mac, fries"
  36. Re:It's the World of Warcraft that teaches that? by Kelson · · Score: 4, Insightful

    Funny, I've seen that attitude (time invested > skill/talent) from people most of my life -- long before WoW existed.

    Consider two people, let's call them Alice and Bob. Alice picks things up quickly, and is able to get an A in a certain class with a minimum of studying. Bob has to go to more effort, and while he can pull off an A in the same class, he has to do several hours of studying each night to get there.

    Which is more valuable? Alice's facility with the subject, or Bob's ability to invest time? Both got to the same place -- mastering the subject to the extent needed for the exam. As far as the school is concerned, both are commendable.

    But I've never heard someone like Alice disparage Bob's achievement as being worthless because all he did was study, while I certainly remember hearing people like Bob disparage Alice as being lazy, because "I worked for that A, and what did she do?"

    The attitude is out there, and it's hardly new.

  37. Skills from games by Aggrav8d · · Score: 2, Funny

    A friend was working on a crossword puzzle and asked me what the name of the fleshy thing that hangs in the back of the throat was called.

    In my minds eye I was instantly transported back to the interior of a giant, hercules colored whale wherein, armed only with a giant feather, I was trying to tickle said fleshy thing to get out.

    So: I did learn something useful from a video game. The uvula.

  38. This is actually a very bright observation by lokedhs · · Score: 2, Informative
    By the time I'm writing this, there are already a lot of replies, most of them saying the same thing: "that's what real life is, it's entertainment not teaching, yadda yadda", so I doubt that many will bother to read this.

    In any case, this is one of the reasons why I stopped playing WoW after about a week.

    You can't become good.

    You can become experienced, you can invest a lot of time and thus get a higher experience level, you can build a large network of people to chat with... But you can't become a skilled WoW player.

    Just about the only skill you can obtain is learning all the maps and the missions. The rest of the time is being spent doing the same thing over and over again in order to raise your XP. Even games that I utterly dislike, such as CS, allows you to become skilled. Actually, most glames do, but not the MMORPGs. I honestly don't understand why. Perhaps it's because most people are not prepared to practice something? Perhaps WoW is just an alternative to planting oneself in front of the TV, watching MTV? (i.e. no intelligence required). I don't know, and by now I don't really think I care.

    Now that I'm writing a post about WoW, I have to add my pet peeve as wel:

    Playing WoW, it feels like I'm trapped in the Twilight Zone. I walk around in a living world, things happen all around me, but no one can really see me. I'm like a walking shadow, somehow being able to touch things, but still not. Anything I do have absolutely zero effect on the world. It really kills the immersion for me when an NPC tells me that I need to save the village by killing this or that monster. I do it, I arrive in a triumphant return... but... No... Wait... Nothing changed! The village is apparently still held in the grasp of this monster, since the very same person is still handing out the same quest to other players. I'm still the same no-one I was before, altough with a couple of more experience points, and the world laughts in my face saying: "Don't think you can be someone special. You're always doomed to be a boring no-one, and you'll never affect the world".

    I think that's the real problem with WoW.

  39. Re:It's the World of Warcraft that teaches that? by Impy+the+Impiuos+Imp · · Score: 5, Insightful

    It's almost impossible to come up with legitimate puzzle-solving missions that won't be listed on websites with full, step-by-step solutions 20 minutes after they go live.

    Yes, you can decide to forego the web sites, but you're back to the original article's thesis: You'll still be standing there with less quality items than those with the time and magical ability to avoid bed sores on their @$$.

    And he's right. There was that study last year where top programmers are 4x as productive as the average ones, and there were problems they could solve that average ones could not no matter how much time they were given.

    Yes, an RPG is the exact opposite of reality in that respect. Yet you cannot put in intellectual challenges because people will just go to Allakazham and get the answers.

    The only intellectual challenge that was never solved in an RPG of which I'm aware was the original way for a paladin in EQ to gain the Fiery Avenger supersword. After six months in which the company swore it was in the game and that the quest was tested to work, but nobody on any server had gotten it, they changed the quest to make it easier.

    Of course, whether the quest was due to intellectual difficulty or only partly that, and partly that someone, somewhere on some server would stumble across something at some stage (or multiple stages) remains to be seen.

    There used to be rumours of a giant clockwork dragon in or under the gnome city, and a gnome-donated tower in one of the human cities. Nothing. And what's up with those various strange alters and whatnot all over the EQ planet (one, for example, is where the two named beetles in Mountains of whatver hang out, others in NRO.) Nothing.

    And people are cleverer than the game designers could possibly imagine. The "clockwork dragon" theory was shot down when someone figured out how to load up all the zones in the tutorial application and you could go exploring. Nothing, not even in any of the normally unvisitable god zones.

    Still, one can get a good feeling of accomplishment, say, beating all 125 levels of the original Lemmings without looking up solutions. Yeah, that guy with a giant L on his forehead finished first because he looked up the answers. Woo. Hoo.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  40. Re:Er... so what? by geekoid · · Score: 2, Insightful

    "My emphasis added, which answers your question."
    no, it does not.

    The premise is based that the game is competitive, which is does not have to be.
    You want special gear thats just for PVP cmobat, swell; But there is no reason someone who only plays a few hours a week can't have an orange item, since we will not be in competition with the people that raid.
    If you are raiding for the sole purpose of getting rare stuff, then you are Blizzard's bitch.
    Persoanlly, when I raid I get the same thrill finding a rare item that I do when I solo,but the number one reason I raid is to have a good time with other people online. I don't raid much, but I have had some great times in a raid and not getting any item of significant value.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  41. Re:It's the World of Warcraft that teaches that? by Anonymous Coward · · Score: 5, Insightful

    In real life, I am alice or was like alice.

    Being like alice is great, until you hit the wall. The wall being the subject, or as in my case several, you can't quite grasp at once. Up until this point I had never studied a subject at home for more than an hour.
    Hitting the wall happened to me a couple of years into college, pretty much the worst time possible. Suddenly I didn't get it and then there I was without a tool to get past the wall.

    Now years later, I have got that tool. The ability to sit down and study something.
    When things get hard enough we all become Bob...

    I just wish school would have given me the tool of a Bob sooner...

  42. Re:It's the World of Warcraft that teaches that? by Xtravar · · Score: 2, Insightful

    People like Alice don't know what to do when they actually ARE challenged. I certainly didn't. Thank god I glided through college with minimal turbulance. But there were times when I thought, "this is hopeless," rather than, "well, if I study, I can do this."

    I can't set my own goals. I let others set goals for me, and then I achieve them or fail them, but I never struggle as hard as anyone else. If I set my own goals, I let them slide.

    All in school, I would (unconsciously, almost naturally) detect how much work a course needed within a couple weeks. Then, I would set cruise control to that altitude which satisfied my academic success.

    People who aren't naturally intelligent learn to set goals, to complete tasks through hard, annoying work... you'd have to restructure the school system so that each student gave their maximum potential.

    The question is - do we want a society where everyone is constantly working harder and harder, until everyone has either burned out or given up?

    I think over-achievers are a necessary evil, otherwise nothing would get done in a timely fashion. And under-achievers are necessary as well, for they keep everyone chill and don't end up setting the bar too high.

    Or something like that. Just thinking out loud and nobody will read this post.

    --
    Buckle your ROFL belt, we're in for some LOLs.