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Blizzard Officially Files Against WoW Glider

Marcus Eikenberry writes "Blizzard and Vivendi today filed against MDY Industries, the makers of the 'WoW Glider' software. Glider allows World of Warcraft players to 'play' while away from the keyboard; the software moves the player's avatar along a set path, following a complex set of instructions dictated in advance. Blizzard is seeking injunctive relief and money damages against MDY. What that means is they want him to stop the production of WoW Glider and they want him to pay them damages. Blizzard believes that Glider infringes on their intellectual property. They believe Glider allows players to cheat, giving them an unfair advantage and that they believe Glider encourages Blizzard customers to breach their contracts for playing the game. Last they claim that Glider is designed to circumvent copyright protections."

4 of 179 comments (clear)

  1. Re:Circumventing Copyright is a bit of a stretch by Dan+Slotman · · Score: 4, Informative

    I think the issue is that Blizzard has effectively created two games. The first game is the quests and missions performed while leveling up—unfortunately, they didn't provide enough quests to actually level all the way, so people are forced to kill random monsters to make up the difference. The second game they've created is the item-farming game. A "naked" character without gear is only a fraction as effective as a character with good gear. Blizzard did the same thing with Diablo II, but the difference between the playstyles of the two games was less pronounced.

    The problem is that some people only like one of the two games. Unfortunately, if you like the item game, you are forced to play the leveling game first.

  2. Re:Circumventing Copyright is a bit of a stretch by MeanderingMind · · Score: 4, Informative

    It takes about 20 minutes to learn how to play any class in WoW. WoW isn't exactly challenging and in general there are only 5-6 skills that are regularly used by each class. I quit playing WoW a little while ago, but the guild I was in had all of Naxx on farm status and we'd regularly play each others characters, with little or no experience with that class, in an attempt to make the end game more enjoyable. I've seen people who've never played a warrior before tank Kel'Thuzad without any problems.


    If by "learn" you mean in the same sense as Othello.

    There's a difference between learning what does what and learning how to use every skill you have effectively. A lot of players fail at the first step, only learning what 5-6 skills they'll use the most and ignoring the rest. The result is Paladins who don't heal others, Warriors who tank in Berzerker Stance with a 2H, and Druids who aren't aware they're different from Rogues.

    It's true that there are typically 5-6 skills each class will use far more than the others. However, the difference between your average player and a good one is the use of the dozen or so others. You may not use Blessing of Protection, Intimidating Shout or Remove Lesser Curse constantly, but knowing you have them and also when to use them makes as big difference.

    Some people are capable of getting the basics and some intermediate concepts of a class down in a very short time. More often than not, there are factors which separate these people from others.

    1) Experience. These people may not have played the class, but their general game experience is vast.
    2) Observation. These people have had the opportunity to observe the class at work whether in game or in videos, and have the sense to remember this information.
    3) Adaptation. Even with the previous two, the ability to adapt and fill in knowledge gaps quickly is a notable contributor.

    The vast majority of players are lacking in one or more of these categories. For them, it is entirely imperative that they have 60+ levels where skills are slowly added into their repertoire and dungeons slowly progress in role difficulty. Even veteran players can benefit, as extensive exposure to a class allows insights that a 20 minute glance does not typically afford.

    I learn quickly, but I remember when I seredipitously discovered my typical opener as a hunter was less efficient than one that was somewhat less intuitive. Even after 30 levels worth of play, there are still things to learn.
    --
    Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
  3. Re:HOW is it illegal, exactly? by crabpeople · · Score: 3, Informative

    Well it's UNATTENDED macroing. Obviously, no one can make macros illegal as they can perfectly rplicate user input as to be indistinguishable. The issue is probably that a GM comes on, sends you some sort of private message, then another one in like 10 minutes. If you dont respond then they kick/ban.

    Its a sensible restriction in most games to ban unnattended macroing. I am against banning tools as well, but it would be different if they were watching the screen while running this app.

    --
    I'll just use my special getting high powers one more time...
  4. Why the EULA is vital for an MMORPG by Velops · · Score: 3, Informative

    The social aspect is one of the most important things for an MMORPG to be successful. It is one of the driving factors that keep people playing the games. Without a strong community, many players would quickly stop playing the game. As a result, developers like Blizzard need to keep the community happy. Nobody cares if people cheat or use 3rd party tools on single player games. That's because the only person affected is a single player. It matters a lot in an MMO because the characters don't exist in a vacuum. They exist in a world populated by other characters that interact with each other. Cheaters can cause serious damage to a game economy by flooding the market with rare items causing rampant inflation. This directly hurts any players who did not cheat. When these problems arise, the community gets unhappy and the devloper must take action or risk having the entire game fall apart.