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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."

31 of 577 comments (clear)

  1. 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 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.

    2. 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.
    3. 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."
    4. 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.
  2. 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 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.
  3. 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.
  4. 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!
  5. 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

  6. 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?
  7. 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.
  8. 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.

  9. 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.

  10. 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.
  11. 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.
  12. 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!

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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.
  18. 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...