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  • Skyweir
  • Member Since Feb 25th, 2009

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Know Your Lore: Story analysis and "lolore," page 2 {WoW}

Aug 23rd 2010 11:43AM Well written, indeed.

I don't buy all of it though.
Class selection is one of the main ways of defining lore through gameplay. It may be rationalized as much as you like, but the fact is that making Night Elf Mages removes a story hook from that society. Just as the design of the night elf dialog removed a lot of the "ferocious and wild" feeling they had in the original lore (War3).
What now seperates the Night Elves from other elves in every other fantasy setting? That Night Elf society was intolerant of arcane and demonic magic was a great and defining characteristic. Regardless of the reasons that Blizzard may give for this in the story, it will still weaken the Night Elf race as a fantasy construct.

The other class changes are less "cataclysmic", if you will, but still for every new option the races become more the same. Racials have never been very defining in this game, so it is left to race selection to give new players a "feel" of the race, not through ingame text, but through acctual gameplay. Lore heavily integrated into the core gameplay mechanics are exceptionaly important for any RPG, and Blizzard are weakening this with each expansion it seems.

Also, while I agree that an author may do what he likes with a story, this does not mean that what he does will be good. Just try to read some of the books of CS Goto set in the Warhammer 40k universe, and then tell me that warping established lore is a good idea.

Guest Post: The death of in-game interaction {WoW}

Aug 23rd 2010 10:22AM A lot of people are saying that WoW caters to every player, you can play any way you want. This isn't really true, though.
Roleplay, for instance, has been heavily cutrailed by things like the Dungeon Finder, which makes RP dungeons on RP-realms nearly unexcistant, since you will be grouped with non-RP realm players that kick you if you so much as talk to them.
It is impossible to get groups outside a guild that is not through the the Finder, and the random roleplay group has ceased to exist. Roleplay is more and more confined to the cities, if at all.

Things that break immersion, like Dungeon Finder, does infact hugely impact the feel of the game. You no longer need to even venture out into the game world at all, the cities are glorified chatrooms before each "match" or "dungeon" begins. This in turn weakens the roleplay ascpect of the game immensley. Even on RP-realms, this takes it's toll pretty severly, and weakens the game for everyone that wants to roleplay.

I also have to say that more options is not always good. A lot of people here seem to assume that WoW players are rational people that do what is best for themselves and the game, but this is of course not the case. Most people will always take the road of least resistance, even if the outcome is terrible. If you offered a vendor in every capital of the game gave out hugely overpowered gear that one-shoots bosses,90% of the playerbase would take it, play around a bit, then quit and blame Blizzard for destroying the game.

Limitations in Wow are a good thing,it gives us something to strive for. Sometimes, communication should be essential, not everyone should be able to do everything whenever they want to, and the game world should sometimes trumph convenience and gameplay because that makes it "real". Without it, it might as well be speardsheet and a random number generator.

Patch 3.1 Dual Spec walkthrough gallery {WoW}

Feb 25th 2009 6:20PM You got to wonder what the point of having talents is at all, if the choice means nothing and can be changed so easily as this....

Why not give everyone all abilites baseline? Then we could remove class distinctions too, and noone would need to chose anything at all anymore. Hurray!