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  • MJEmirzian
  • Member Since Jan 17th, 2007

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Recent Comments:

WoW Rookie: Safe, Sane, and Balanced {WoW}

Apr 14th 2008 2:57PM Gotta break a few hamsters to keep the wheels spinning.

Is Mortal Strike the new black? {WoW}

Feb 29th 2008 5:22PM Warriors are not only popular for MS, but for the fact that they fit well into any drain/outlast, or burst setup. They have the burst damage, and they can also outlast their opponents with consistent damage as long as they stay alive.

Blizzard lays down the science on gold selling {WoW}

Feb 23rd 2008 1:05PM The demand for gold will not stop until the crooked and greedy practice of stretching a games content out to fill monthly subscription coffers subsides.

GDC08: Pardo and others on the future of MMOs {WoW}

Feb 22nd 2008 9:11AM The real appeal and uniqueness of MMOs is the fact that they are persistent worlds with thousands of players in them. The weakness of this system is that a content development team can never make enough top-down content to satisfy players, so user created content (or at least Guild Wars style competitive PvP ladders) would seem an ideal solution. But instead we are shovelled RPGs shoehorned into endless subscription grinds or ridiculous microtransaction systems designed to milk the most amount of cash from a player for the least amount of development time, while players suffer in an endless state of 'open beta' content and the whims of bad developers.

These systems are greedy, which is why so many in the industry saw $$ in their eyeballs when WoWs relatively small development team struck gold. Blizzard is making so much more money for development time invested that it's casued a literal explosion of cash-ins and me-toos. The problem? They all suffer the same fundamental design flaws, usually to a worse degree, causing players to mostly avoid them.

GDC08: The future of MMOs {Joystiq}

Feb 22nd 2008 9:08AM The real appeal and uniqueness of MMOs is the fact that they are persistent worlds with thousands of players in them. The weakness of this system is that a content development team can never make enough top-down content to satisfy players, so user created content (or at least Guild Wars style competitive PvP ladders) would seem an ideal solution. But instead we are shovelled RPGs shoehorned into endless subscription grinds or ridiculous microtransaction systems designed to milk the most amount of cash from a player for the least amount of development time, while players suffer in an endless state of 'open beta' content and the whims of bad developers.

These systems are greedy, which is why so many in the industry saw $$ in their eyeballs when WoWs relatively small development team struck gold. Blizzard is making so much more money for development time invested that it's casued a literal explosion of cash-ins and me-toos. The problem? They all suffer the same fundamental design flaws, usually to a worse degree, causing players to mostly avoid them.

GDC08: The future of MMOs {Joystiq}

Feb 22nd 2008 2:43AM MMO - A multiplayer RPG with it's meagre content deliberately stretched to take thousands of hours of slow and painful grinding while paying 15$ a month for the privilege. Even PvP is often reduced to a brain numbing skill less grindfest (WoW BGs for example).

How many Badges of Justice do you need? {WoW}

Feb 19th 2008 8:28PM This is Blizzard's equivalent of an 'end of expansion fire sale hamster wheel'.. it is not designed to add content for casuals, but keep them running the same crap over and over before WOTLK arrives. At WOTLK release, gear progression and attunements will be just as heavily tiered as BC was at its release.

To any raiders who think this tarnishes their 'accomplishments', you are what's wrong with the wow community. Success in wow can only be measured in time having fun, not the length of your e-penis while you strut around Ironforge.

The Care and Feeding of Warriors: What's not broke {WoW}

Feb 9th 2008 3:37AM "Warriors don't run away."
"you don't have to worry about keeping anyone friendly in your crosshairs"

This is likely related to your self professed suckitude at arena PvP. A good PvP warrior has a shield reflect macro, and intervene macro with their healers name in it, and knows when to use both.

The AV map imbalance in patch 2.3: a different perspective {WoW}

Feb 8th 2008 2:39PM > Blizzard makes it so EVERY battleground is horde controlled?

The terrain and objectives of the other BGs are even, where strategy and actually being able to PvP counts. Which is why Horde dominates every time - most Alliance just suck at real pvp.

Blood Sport: Warrior-Druid overpowered? {WoW}

Jan 31st 2008 8:32PM The real reason that Warriors and Locks are popular is their ability to endure and outlast their opponents. Moves like Mortal Strike and various lock abilities are only icing on the cake.