Slashdot Mirror


The Lameness of Warcraft

Slate is running an article lamenting the fact that, despite World of Warcraft's popularity, it is a deeply flawed game. Author Chris Dahlen makes the statement that Blizzard's MMOG should take its cues from single-player RPGs by offering further customization, morality based choices, and dynamic events. From the article: "Blizzard has written new storylines before. Last winter, it challenged players to team up and fuel a worldwide war effort. As a payoff, it unlocked new territory. This was a good example of letting the users drive a story, but Warcraft needs more of them. New wars should break out, cities should rise and fall, and all hell should break loose at least once a month--and the players should be the ones to make it happen. After all, in a world that never changes, you can never make your mark." I want to be snarky and point out that this guy obviously has no idea how these games are designed, but I think he pretty much nails what every MMOG player really wants out of a game. Now, if only it were feasible within the bounds of money, time, and talent.

21 of 354 comments (clear)

  1. It's that bad... by __aaclcg7560 · · Score: 3, Insightful

    Warcraft 2 was probably the last best game in the series and the greatest game Blizzard ever made.

    1. Re:It's that bad... by Anonymous Coward · · Score: 5, Insightful

      I know a horde of Starcraft fans who'd disagree.

    2. Re:It's that bad... by brkello · · Score: 4, Insightful

      WoW is not years of quality gaming. After the few months of leveling to max (which was fun and interesting to me), you just grind the same places over and over again. It's like reading the same storyline every time you log in. It becomes a competition with a group of other people for items. The only thing enjoyable is spending time with the friends you make. End game is very shallow. You can get involved in just about any MMO community and have years of the same level of quality game play.

      --
      Support a great indie game: http://www.abaddon360.com
  2. sheer genius by theStorminMormon · · Score: 5, Insightful

    You're a rat, and the game keeps sending you to look for bigger pellets.

    People never tire of making that analogy, do they? But it's probably about the most worthless analogy you could make. Reducing an activity to stimulus/response may seem clever, but the trouble is that it works for pretty much every human behavior imaginable. And it certainly works for every leisure activity.

    The problem is that games are supposed to be fun. You're going to have to work really hard to come up with an alternative criteria. And since fun is pretty subjective, there's really not much room for criticism.

    Art, literature, poetry, drama and film all have associate bodies of academic criticism and pop-derivatives. So there's a semi-objective framework from which you can criticize these works even if they are popular. Everyone rushes out to see "Titanic", but it still had some really, really lame dialog.

    Unless you're going to make a similar attack on gaming (e.g. lame dialog, bad graphics, etc.) it's really hard to make any criticism that doesn't reduce to petulant whining. There simple is no cohesive theory of gaming criticism (outside of technical elements), and so before you start slinging criticisms you need to build the framework. I don't see that happening in this article.

    So basically, it's just whining.

    -stormin

    --
    The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    1. Re:sheer genius by vertinox · · Score: 4, Insightful

      People never tire of making that analogy, do they?

      Actually, I don't like that analogy... Personally I like to call WoW and EQ the games they are...

      "Kill things over and over again so you can kill bigger things over and over again."

      That is the problem I have with WoW, EQ, and various other Diki mud derivatives. Its solely focused on killing AI Mobs.

      Ultima Online was more fun even though it was dated until they removed player interaction (Player killing and thieving). Sure many of you can't stand PvP, but in truth static quests, bad scripting, and poor AI will never beat playing against a human mind.

      Even if you took the PVP away from UO, it still had crafting, housing, and plenty of non-combat activities that WoW and EQ lacks.

      And the fact you only had to spend 3 months to generate a character with casual play rather than 6 months of hard core grinding.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    2. Re:sheer genius by theStorminMormon · · Score: 4, Insightful

      Old pet peeve: compare games to the old rat-and-the-pill analogy

      New pet peeve: my style of game play is better than yours

      I suppose I shouldn't be to harsh. This is just a public message board, not a peer-reviewed academic journal. But it's still annoying when people try to pass off personal preference as some kind of objective value statement. in this case you say "Sure many of you can't stand PvP, but in truth static quests, bad scripting, and poor AI will never beat playing against a human mind".

      Aside the question-begging (does non-PvP have to involve bad scripting?) what I found truly obnoxious is the false idea that you can either play against an AI, or against a human. Believe it or not, some people don't see that question purely as picking your opponent, but they turn your dichotomy on its head and ask "who can I play with ?"

      I get that you like PvP. And I'm not going to try and tell you that you shouldn't. But your myopically conflict-oriented viewpoint isn't the only one out there, you know. A lot of people like WoW because they enjoy cooperation. I love to shoot my buddies with a rocket launcher in the original Halo, but I also got intense satisfaction out of playing cooperatively with them against hordes of AI. Now you could play team vs. team, but A - some people don't enjoy "killing" each other, especially in an RPG where you actually do some type of damage to the person you "kill" and B - it's (so far) impossible to wrap massive PvP into a story line with any kind of script.

      So in the end, you're no better off than the original article. You're trying to pass off personal preference as objective criticism.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
  3. Let's cry about it... by FreeRadicalX · · Score: 4, Insightful

    So basically, he's saying that WoW is a deeply flawed game because it's not absolutely perfect? Can anyone think of a game that features all of the aspects he claims WoW lacks, plus the ones it already has? While we're at it, does anybody have the waaaaambulance on speed dail? Let's face it, WoW is the best MMO out there right now. It's also *arguably* the best ever. If you can manage to complain about it, at the risk of being labeled a troll I'm gonna assume you're a wanker.

    1. Re:Let's cry about it... by AP2k · · Score: 3, Insightful

      Anarchy Online. Deep customization and events that do change the environment on the outcome of player response. The only thing that it lacks is elves and updated graphics. Then again, WoW graphics really arent all that great anyway.

  4. Money? by AetherGoth · · Score: 4, Insightful

    Seeing as how the entire Vivendi company's profits rose by 190% mainly on the "higher margin of the World of Warcraft business," I think Blizzard's standard response about money being a problem in the creation of dynamic events rings a little hollow.

  5. Enough of the generalizations. by Shivetya · · Score: 4, Insightful

    No, sorry to burst your bubble, but not every game, by far, wants a world which is torn asunder monthly.

    Warcraft succeeds because blizzard realizes something the pundits don't, people still play games for fun.

    Logging into an unknown situation isn't what most gamers want, if so many other games would have done well that haven't. For the most part players cannot be trusted, especially those who want anarchy and the like. Oh yeah they will repackage it as something other than anarchy but that is all they really want. Fun at someone else's expense drives that other off.

    His ideas for character customization are fine, many would like that. Housing can wait, if ever. The game doesn't need it. As for the morals section, most players still wouldn't care. They will do the task presented. While it might be interesting to have the choice to cheat a NPC what real point is there? A lot of his ideas are best suited to PvP aspects of the game.

    For the most part he seems to be lamenting that WOW does not have features he found interesting in another game. It goes without saying that that other game obviously is lacking in the rest of the department that he'd rather play WOW - just with some things added. WOW is a very good game. That people want to add features to it only proves that point. Unpopular games rarely get lauded and have recommendations placed to them as much as WOW does.

    Look at it this way, there are games that do offer what he wants, and some are coming that will also. Will they succeed? Well it really comes down to one important factor : Is it fun? WOW still passes that test more than any other game for a majority of MMORPG players.

    For everyone claim of WOW being lame I just have to ask, with population numbers like it has what does that make the other games?

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  6. Bicycle Repair Man! Thank goodness you're here! by Channard · · Score: 4, Insightful

    The reason I never really got into MMORPGs, despite trying several including WOW was that you're living in a world where every real person is a hero. It reminded me of nothing so much as that Monty Python sketch where there's a world full of supermen. An offline RPG, on the other hand, lets you be the only hero or at least one of a small band of heroes, the fate of the world in your hands. Online, you're not really making any difference at all. No matter how many orcs you slay there'll always be more and more.

  7. Tough to say by static0verdrive · · Score: 3, Insightful

    The problem with this type of dynamic world alteration is that newer characters are subject to the mercy or malice of the majority of the top-level characters. While this may not seem like huge deal, it would suck really bad if you could no longer get your whatever-thingamajig because punks destroyed the place to get it. Also, on most servers, there is a huge imbalance between the number of alliance characters vs. horde characters, so the world (in most cases) would tip toward the alliance's favor time and time again.

    --
    ========
    77 77 77 2e 6d 65 6c 76 69 6e 73 2e 63 6f 6d
  8. All Games Are Lame by DJ_Adequate · · Score: 5, Insightful

    Indeed. How lame is chess--all you do is move the same pieces the same way over and over again. Obviously the game would be better if there were more options. If people didn't find the game fun, they probably wouldn't play it. While there are things it could have done better, it's hard to think of WOW as a failure. And there is no guarantee that a more complicated game, like the author desires, would actually attract a bigger audience. In fact, I would argue it would do less. If you make it more possible for people to "Leave Their Mark" you are, in the process, going to create a lot of users who fail to make their mark and are frustrated.

    1. Re:All Games Are Lame by ClamIAm · · Score: 3, Insightful

      If you make it more possible for people to "Leave Their Mark" you are, in the process, going to create a lot of users who fail to make their mark and are frustrated.

      You'll also have a lot of users who leave their mark by creating giant penis statues. Enjoy.

  9. Motivation??? by tprime · · Score: 3, Insightful

    What is the motivation for this kind of change??? In other words, why should Blizzard care? They are making money hand over fist with the current model, why change? Yes, some people are getting tired and leaving, but it seems like they are being replaced with new people just as fast. http://www.tomandemily.com/

    --
    http://www.tomandemily.com
  10. People don't always want what they say. by Lemmy+Caution · · Score: 5, Insightful

    I don't think Dahlen has any idea how "grinds" are created. They aren't part of the designs of the game: they are emergent phenomena that occur when players seek to isolate the most efficient method of achieving a goal, and then repeat that method.

    By their very nature as rule-constituted software systems, games will tend to instrumental play. There is already one exception: Second Life, which is already available. My question is: why hasn't the world flocked there? Could it be that, despite protests to the contrary, we like a well-defined achievement path, and enjoy finding efficient methods for progressing on them? Could the grind be part of the pleasure, even if it doesn't "feel" like it is?

  11. Wow is about raiding/PVP. This guy is a retard. by oompaNerd · · Score: 4, Insightful

    Clearly this guy has barely played world of warcraft at all and doesn't understand what keeps people playing once they hit the level cap.

    1. 90% of the people who play this game don't give a rats ass about the story and when presented with a quest, skip the text and just try to finish it as fast as possible as the means to level up or get an item that they need.

    2. The real appeal of the game is the challenging raid encounters and the social environment that has evolved around beating said encounters. People end up in every social guilds that all work together to defeat very difficult content. It's like the same reason people play team sports, there is no story around the sport that makes it interesting, it's the strategy, the socializing, the working together that makes people keep playing team sports. Also, imagine a team sport where once you have mastered one level of the sport you are presented with new and even more difficult challenges. If your "team" is good enough and cohesive enough, there is even the thrill of being able to spend months working on encounters and being the first group of people in the world to beat them. This teamplay/challenge comes into play in both PVE and PVP aspects of the game. This is what bridges the gap between the FPS/RTS type players and the RPG type players out there (being able to fullfil a class based roll in a highly strategy scenario and evolve your class/gear over time).

    He clearly has misconceptions about WoW and would like to play a game that involves more role playing gayness and less strategy/teamwork/progression.

    I don't want an f'n house. I want to be challenged 100% of the time.

  12. You've never had a good DM, have you? by spun · · Score: 5, Insightful

    Item finding isn't even one of the major categories of play in an RPG. There are three types of players: Dice Rollers, Problem Solvers, and Role Players. A good DM knows his players and can juggle the desires of everyone in a group. When someone looks bored, the DM can throw in a challenge suited to that player.

    Dice Rollers are numbers wranglers who want a good game of chance. The most common sub-species is the Hack-n-Slasher, but that's just because most rule sets lend themselves to that kind of dice rolling. In games that have skill rolls, you'll find these guys rolling for damn near every feat up to and including getting up in the morning. "An 18?!? I spring from my bed and land in my shoes in one smooth motion! Hurrah!"

    Problem Solvers like puzzles and planning. These are the guys who calculate exactly how many miles your party will average per day trekking across the Great Arid Waste and know exactly how much food and water to pack. When the party stumbles across a series of levers and switches in the dungeon, these are the guys to call. "Gruntmore the Dwarf pulls the red lever, goes through the blue door, pushes the star shaped switch, coems back out, pushes the green lever to a 45 degree angle disabling the secret blade trap and we all go merrily on our way!"

    Role Players like to have long, drawn out in-character conversations with every shopkeeper and passing peasant they encounter. Whereas Dice Rollers will do whatever it takes to win, and Problem Solvers playing stupid characters will still come up with genius plans, these guys are apt to do utterly stupid things if they think that's what their character would do. They also tend to talk about their characters in the first person. "I leap from behind the tree and run screaming at the horde of orcs- What? Yes, I know the plan was to sneak up on them, but I'm overconfident with anger management issues. But you should really say that in character..."

    But perhaps I missed your point, were you saying RPGs are about item finding or RTSs are? In any case, I think the real trick to either is actually basing it on a good simulation of some sort, but having story telling hooks that can effect the sim in the scripting interface, and have those hooks have flexible triggers and random details so that the same basic plotline can be activated from many different starting points using characters and locations tailored to the individual players. But I understand how hard it would be to scale a system like that up to WoW levels.

    The real problem with WoW is that it isn't an RPG and it isn't for people who traditionally like RPGs so the players who would bring real quality to the game are driven away by all the Azkiker4921s and l33tWariers in the game.

    --
    - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    1. Re:You've never had a good DM, have you? by TheJorge · · Score: 4, Insightful

      This is a great breakdown of player types. You miss one understressed type in RPGs that gets overinflated in online RPGs. I don't have a good name for them, but they're essentially Builders.

      These players tend to spend more time on character creation than playing. They plan out all their stats, profession changes, skills to practice, etc (depending on the game of course) long before they begin their first mission. Often perfectionists, but nearly always they want to create something-- to build something that wasn't there before, usually different than anything else and customized to their liking.

      I think there's a little of this trait in everyone you mentioned, but nearly every hardcore MMORPG player falls into this category. Levelling and more often finding good items fuels this player type. Diablo II did (imho) a better job of feeding this kind of player, with ever stronger items and more varied builds. WoW does it by having a pretty well-defined "best" gear, but making sure to continually add new, better, gear over time.

      As I think about it, this player probably fits pretty well into your Problem-Solver type, but it removes a lot of the roleplaying aspect of it. Rather than finding ingenious solutions to in-game problems, players now compare DPS in offline calculators.

  13. Re:Article autor has it very wrong. Explanation: by Swift(void) · · Score: 3, Insightful
    While it could be considered a world event, the term "event" Is the wrong term to use for what was little more than massive grinding and farming by the more hardcore players.
    That you failed to take advantage of the situation doesn't lessen that it did involve much of the community to achieve. Sure, it could have been better, but like everything thats happened in WoW since it began, Blizzard are new to it. Molten Core is so pathetically boring mainly due to the fact that its the first raid they ever designed. BWL is better, as is AQ and Naxx (even if many wont get that far). The world even for the opening of Naxx was an improvement, though still needed work. I am personally very interested in seeing how they do the event that will open the Dark Portal just before BC is released.

    Back when my server had this event (Proudmoore US, 10th to open the gates) i was not in a raiding guild, but i quickly realised that the people that desperately wanted these 2 instances opened were the raiders, and they would pay to do it. I spent alot of time grinding for cloth and leather and selling it for the inflated prices all the required commodities jumped up to. Also considering i was on alliance, even a level 20 could capitalise since Alliance had Copper Bars (lowest kind) Light Leather (Lowest kind) and linen bandages (lowest kind). I basically paid for my characters epic mount by level 40 due to how i chose to get involved with the event.

    Also, had your server community wanted to do it, it could have become quite a large social event. Medivh US, the first server to complete the event, went about it as a coordinated server wide community event. While some of their methods may have gone against the whole "War" part of the game (ie the large alliance population funnelling what the horde required through the neutral AH for cheap) it brought their entire community together,and most were damn proud when they came out on top.

    Yes, it could have been better, much much better really, but i wouldn't call it pointless simply because you or your server chose not to participate in the ways that were open to you.
  14. Re:Article autor has it very wrong. Explanation: by elhedran · · Score: 3, Insightful

    I'm not even sure the gates of Ahn'Qiraj was about creating a player generated event.

    Look at the materials that need gathering. Then look up some of the research on economies on games like World-of-Warcraft. Ahn'Qiraj may have been merely a sink to pull crafting resources out of the economy until there was a player base to support the crafted item economy, or at least provide partial value to selling crafted items.

    After all, crafted items to work well need a large player base to sell the items to. However on a new server the population is small and most people are in a tight level band. So rather than flooding the market with worthless skill up crafted items, it pulls the mats to make them into the war effort. Then when there is a population 0-60, ensured because even the top level items have been collected, the gates open and the sink disapears.

    Doesn't make much sence when the population was in place, but the event remains for every new server which leads me to believe it is about creating an artificual sink during a specific period of server population pattern, and the requirements are nothing more than a self-regulated test to determine when to plug the sink.