How Pro Gaming Will Change World of Warcraft
1up has a piece looking at the impact that commercial support of WoW Arena teams might have on the game. There are already two teams backed with corporate money, both pulled from prominent PvP guilds in the Bloodlust battlegroup. "It's a challenge to pick teams to sponsor in WoW's PvP: 'The same team that may be ranked #2 or #3 in one Battlegroup may be ranked #1 in another," said Stephen Schoder of Check Six. "this makes the proposition of scouting out the right team more difficult than most other competitive eSports. The arena system in World of Warcraft is much more complicated than the simplistic FPS and RTS games in terms of being able to immediately pick up on what is going on.'"
In an RTS or FPS...Counterstrike, for example, the playing field is always even (or close to). Teams start out with the same cash, same basic pistols, and the same list of equipment options. Any advantage that one individual gains over another is pure skill, or blind dumb luck. And you can't really get rid of blind luck.
WoW, on the other hand, is an RPG, where victory often means having the right 'spec' (character build) or gear to beat your opponent. And this is not chosen at the start of the match, this is built up over months (or years!) of playing the game. You can be a better player than Jonny549, but he has that [Crown of Destruction] and full Teir 2 set while you don't, so the odds are atrificially stacked in his favor. Not because he's better, not because he's done better in previous rounds...but because he got lucky on a few loot drops or has more free time.
WoW is still an RPG, where gear and character builds can overcome skill. It's a horrible choice for competative play, especially with sponsors promoting the 'skill' of the victor.
Caffeine is my anti-drug!
Duranin - A NWN2 Roleplaying Persistent World
http://www.gamespot.com/news/6167808.html
Clearly, being a top 10 game two years after launch is indication that "it's population is dropping like flies".
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