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7-26-2011 @ 3:33PM
I think this quote from the comments highlighted the article and the commentary debate the best:-------------"Trazken Jul 20th 2011 10:35PMPeople fail to realize that ganking is what initiates World PvP. I've never heard of 2 people from separate factions decide simultaneously to pvp each other outside of bg/arena's."-------------This kind of ganking is what happens when there is little imagination or effort put into PvP.Granted, in WoW, because of no common tongue, it's not as delicious as the old-school MUD days. Back in those games, we would kidnap NPCs (and/or enemy players), weave intricate political plots, start RTS wars, defile holy temples, or just heap roleplayed trash-talk at the enemy, all to incite foes into battles which were both exhilarating and immersive. Combat felt meaningful.That's harder to achieve in WoW. You can't communicate with the enemy and, let's face it, we have little impact on the game world. Our PvP isn't going to change any story arcs or have long-term impacts. No matter how many times you raid Stormwind, no matter how many Alliance you kill, business reverts back to normal as soon as your group gets bored and leaves (until the devs bring in a dragon). So, from that standpoint, I can see why people go with the ganking. It provokes others into conflict, even if that conflict is simply running away or /sighing as they die for the 5th time. Maybe there's a more malicious or immature motivation behind it, or maybe the gankers just aren't being creative enough. There are certainly ways to instigate conflict without creating a horridly negative experience for others. Look around on the WoW realm forums - you'll be surprised at the type of events and rivalries PvP servers have, none of which revolve around griefing others. My server, Dragonmaw, for example, has weekly Friday Night Fights - locations are announced, usually some sort of goal is set (control the flag in Twilight Highlands, loot the Gurubashi Chest) and people roll up ready for murder. People hold massive battles in Nagrand with choppers as prizes. Guilds claim villages are their "homes" so anyone spoiling for a fight merely needs to go mess with an NPC there to get some action.These are just examples. Sure, it takes a bit more work, but what would you prefer: hours-long battles that actually get your adrenalin pumping, or "fighting" people who die easier than NPCs?Plus, if you look at it from a rational standpoint, what happens in the end? If you grief people to no end, who will you have left to fight eventually?
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