Jan 19th 2012 6:58PM Rossi:
I just wanted to comment that I thought your analysis was excellent. Well-thought out and well articulated. For me, perceiving the casual\hard core distinction becomes easier when comparing WoW to other video games. How many other games *require* use of external websites and complex math simulation (i.e. EJ, Askmrrobot, other gear sites/simulators) to see all or most end-game content in a game on the normal difficulty? None. Sure, I can consult the web for info on how to play better for non-MMO games, but a person of average intelligence and video gaming competence can usually beat most games without resort to external resources.
And that's just gearing/reforging/enchanting/gemming. Add to the gearing curve: learning optimal rotations (that are frequently changing), memorizing encounters, spending lots of time researching (watching YouTube videos of) new encounters to not be incompetent, investing a serious amount of time (several hours at least) in customizing an optimal UI without any sort of documentation or help from Blizzard), not to mention the quite significant 2-3 day per week minimum time committment requested by most guilds, and it becomes obvious that the WoW raiding experience makes huge demands in terms of time commitment and learning curve. And these are just the basics to achieving competence in a normal-mode raid encounter.
Thus, anyone that does what the community would view as competent raiding is involved in pretty hard-core video gaming experience commitment-wise. Those who do hard modes and are the top performers among all raiders (i.e. the 5% like yourself) are even more hard core. They are rock-hard core.
All of this, of course, leads to the sweet sweet satisfying experience of working together with friends to overcome challenges for loot and profit (mostly loot). As you noted, there's nothing wrong with Blizzard making sure that those willing to overcome the already significant barriers to normal-mode raiding can enjoy that satisfaction.
Jan 11th 2012 5:22PM @shatnerstorm2
I agree, I think it might work better. When I first learned about tanking, the whole idea was foreign to me. In no other video game (that I had played) did you have the goal of having all enemies focus attacks on 1 target, while everyone else wailed on the enemies. Active mitigation makes quite a bit more sense than the whole threat via damage concept. Of course, the fact would have to remain that all mobs should be focused on the tank, while DPS burns them down.
I'm not sure it would be a tank-shortage panacea, though. I just started tanking after the 500% threat buff and there is still a lot to learn and do as a tank. Of particular note is the requirement to basically memorize every single boss encounter in order to queue for random heroic dungeons. No other game has as punishing of a learning curve that I can think of. Also, where most games will give you gameplay-related challenges of increasing difficulty throughout the life of a game to teach you basic and more advanced mechanics, WoW doesn't teach you tanking aren't taught to you by giving you tanking-like challenges as you level up your character.
Although rotations, threat generation, and gear acquisition can be simplified for tanks, Blizzard really could do a lot better at providing low risk tanking-learning situations where a mistake didn't cause a wipe and repair bill for a minimum of 4 other real live people.
Jan 10th 2012 1:23PM The correct answer is: both. But not in a way the article implies, at least with respect to graphics.
Graphics are not so much about the quality of the engine (although, that's important) but the quality of the art direction. WoW for me is like an awesome fantasy-themed Saturday morning cartoon that I longed for as a kid, but nobody ever made. The art direction of the game is awesome. The boss/enemy models and architecture may not have the highest polygon count, but they convey super cool ideas on a pretty epic huge scale.
Also, the game play seems to have the perfect blend of complexity, simplicity, and depth that has kept me playing since 2007. I can mash buttons and kill things, but I don't know math well enough to be a theory-crafter. The point being: if I wanted to use calculus to evaluate my ability rotation, I could.
Dec 6th 2011 4:23PM @MattKrotzer
Did you have a toon named Josin on the Cenarius realm for a while? There used to be one in my guild, and I'm wondering if it was you.
Dec 1st 2011 6:14PM QQFTQ (note, QQ would be the pluralized abbreviation for question, so my abbreviation means questions for The Queue):
I'm casual and never taken time to learn about group buff priorities. I also took a fairly significant break from the game and am just coming back. I play a warrior.
1. Does battle shout override any other buffs provided by other classes? It is a rage generator for warriors, so I'm assuming no.
2. Does the recent 4.3 10% increase of group-wide Melee AP buffs (from 10% to 20%) apply to battle shout? My guess is no, because it is a(n) STR. buff, not AP.
3. If I'm running a five-man, which paladin blessing is better, Might or Kings?
4. If the best blessing is Kings, where can I get some 20% AP buffs?
5. If some buffs are unavailable to me in 5 mans, does that mean that the melee buff in 4.3 was intended just for raiders?
6. Where is a good resource to learn about buffs? I can't find anything good online.
Nov 22nd 2011 7:24PM Re: the tanking threat buff. Is this the official documentation of the threat boost that already went live several weeks (months?) ago, or is it an additional threat boost? Because I'm learning to tank on my fresh 85 warrior and my aoe threat generation seems to be better than it ever has in the past.
Sep 19th 2011 11:07PM @JustinMcElroy
I thought you were a little harsh on the guy. I'm not defending his comment, but I'd reserve the insulting-invitation-to-leave comment for those who truly lack intelligence to know when they're wrong and/or the trolls. I fully admit, his original comment was not good and his post-ban comments were a little trollish. But then I went and looked up his profile. 260+ comments on the site and none of the ones I viewed appeared to be trollish. The guy just assumed that the rating system of other sites (IGN, Gamespot, etc) should apply here. He also didn't go about his criticism in the right way at all, dropping the f* bomb and all. I think it was accurately pointed out that he was misinterpreting the Joystiq 5-star rating.
I would have at least given him a chance nicely to correct his ways. He may have turned it around. Of course, damage already done, that bridge is already burned now.
Aug 5th 2011 2:38PM This is unrelated to the topic, but I don't want to wait for the editors to post a relevant topic. I think the user satisfaction gained from leveling, character building, and loot whoring of Diablo is similar to the user satisfaction gained doing the same thing in WOW. Given those similarities, if Diablo 3 is the out-of-the-park success I expect it to be, will it actually decrease the WOW player base? If I can get my loot whoring done with a cool new game sans monthly subscription fee, I'll do it with Diablo not WOW. In other words, is there a chance that Diablo's popularity will canabalize WOW subscriptions?
Nov 8th 2010 11:29PM Dear Mr. Rossi:
This was one of your best posts. Your selection of on topic GC posts was excellent and your own commentary and analysis was lucid and insightful. Nice post.