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Posts with tag risk

How not to apply to a guild

The Wordy Warrior covers a well-traveled subject in an interesting way in her latest post. We've already talked in-depth about how to get into a good raiding guild (and we've even covered some amazing guild applications), but straight from the trenches of guild leadership, Ariedan sends an open letter to anyone applying to her guild with, some might say, the wrong attitude.

Here's the thing: especially if you're applying to a progression guild, odds are that they don't need you. They're progressing just fine, and bringing you in just opens the door for more drama. It's a risk, and it's your job to convince them to take that risk, hopefully for the benefit of both. So if you show up to an application and don't take it seriously, and flip out when they question your background, and expect them to take you on without any proof you'd be valuable to them, don't be surprised when they laugh you right out of their forums.

We're probably preaching to the choir here -- if you're reading this site, you probably already have at least one clue, and are either in a guild you like that is not a raiding guild, or are in a progression guild that you got into because you were able to justify that risk. But if you're still having trouble figuring out how to get where you want to be, take WW's advice to heart: it's on you to justify your entry to the guild, it's not on them to put up with you.

Filed under: Analysis / Opinion, Fan stuff, Virtual selves, Guilds, Odds and ends, Raiding, Bosses

WoW Insider interview: You Play or We Pay founders

George Tung and Milos Golubovic have known each other for years, and been Blizzard fans for a long time as well. Around the launch of the Burning Crusade, like many WoW players, they were having issues with queues and server outages. They'd come home at night after work and want to play, but either be locked out of the realm with a queue or not be able to sign on at all. And now, they're aiming to help other players in the same situation, by offering a controversial service on their new site

When we posted about the site earlier this week, a lot of readers cried foul. The site's business plan (players pay a fee every month, and then are compensated back money (sometimes more, sometimes less than they originally paid) when their realm is full or suffers downtime. Lots of our commenters called the site a scam (a few of them even suggested, incorrectly, that it was a phishing site), and they all wanted to know more: how could these guys get away with asking for a fee and taking people's money on the promise that they might get some back?

And so, when Tung and Golubovic contacted us at WoW Insider, we were anxious to put those questions to them directly. Were they able to justify the service they're providing (and maybe show Blizzard just how compensation should be done), or are they just trying to take advantage of people already losing gameplay to downtime? You can be the judge -- our exclusive interview is right after the break.

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Filed under: Analysis / Opinion, Virtual selves, Making money, Interviews

Blizzard adds advertising to the official forums

Blizzard has added two advertising bars to their official forum pages, one on the top and one banner along the side. And it's got players concerned -- there's a large forum thread growing even bigger by the minute right now. The main complaints seem to revolve around a few issues: the design breaks the forum layout for some users, the ads are possibly a security risk (they aren't hosted by Blizzard -- more on that in a second), and of course the issue that we're paying every month to be able to look at ads on the forums.

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Filed under: Analysis / Opinion, Fan stuff, Odds and ends, Blizzard, Making money, Forums, Account Security

All the World's a Stage: Oh the drama! -- When to "/ignore"

All the World's a Stage is a weekly column by David Bowers, published on Sunday evenings, investigating the explorative performance art of roleplaying in the World of Warcraft.

We've talked before about roleplaying as an art form, whether you think about it as acting or puppeteering, fiction or improv, there's definitely something creative going on here. But like any art form, roleplaying is best when it means something; that's to say, when it expresses something ultimately "true" about human experience, and perhaps even illumines the minds and hearts of the roleplayers in some way.

Roleplayers all want to achieve that creativity, of course, but one problem often stands in our way: it's a rare work of art that really works for everyone. That's why the regular old art world is such a complete mess -- one man's fingerpainting is another man's post-modernist masterpiece. People constantly disagree about what subjects make for acceptable art, whether some art pushes extremes too far and becomes obscenity, and whether real art actually requires talent and skill. One person may curl up with their favorite Jane Austen novel and read it for the 10th time, while another may come home from the comic book store with the epic adventures of the Bone cousins. Each story conveys very different things to the reader -- but then the people who want to read these stories are looking for different things to get out them as well. Each form of storytelling speaks its own language for its own special audience.

We have the same problem in roleplaying. To illustrate, imagine there's a teenage boy going through public school and not getting along with his peers very well. When he roleplays, he plays an intimidating character who likes to try to get in your face, pick a fight with you and insult you to show how very powerful he is. That power fantasy may be very annoying for you and me, but for him it really means something. That's not to say it's high-quality art by any means, but nonetheless, his feelings are important too, and he has his right to play a character on an RP server the same way we all do. It's just that for us, the "/ignore" command starts to look really tempting every time his sort comes along.

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Filed under: Virtual selves, Lore, RP, All the World's a Stage (Roleplaying)

WoW = low risk, high fun

World of Warcraft is successful largely because it is such an accessible game. You can get started without being a gaming-genius, and you can make progress in it without playing all day. There are advanced challenges to overcome if you want to excel of course, but for most people, WoW is a just a place where you can have a bit of fun without much chance of a negative experience. You don't have to pay a huge penalty for mistakes such as death, and you're likely to find variety of meaningful things to do in a relatively short period of time. The fact that there's not much actual risk in WoW is one of the things that lets so many people see how fun it is and sets it apart from other MMORPG games.

I can understand the reasons some game designers and players may wish there were more serious risk of failure versus success in their video games. We are taught from real life that great success requires one not be afraid of failure, or at least be willing to take the chance. In real life, you may lose a lot of your hard work and all your efforts may come to naught, but if you don't try anyways, you'll never reap some of the great rewards that this world has to offer.

But to apply this rule in a video game doesn't make any sense, because the majority of people, no matter how good a game is, are wisely unwilling to invest a lot of time and energy into it if it may end up to be a waste of time. It is just a game after all, and its rewards are only real within its little game world.

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Filed under: Analysis / Opinion

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