In
last week's column, where I went over the World PvP objectives in the Outlands, some players expressed indignation at how Blizzard supposedly "forces" PvE players into playing PvP. There are different views on this, such as
Massively's Craig Withers, who wrote about a
distaste for impersonal PvP in
WoW and thus avoids it like the plague, and well, myself, who would actually like to see more PvP-oriented goals implemented in the game. As the shadow of the aptly-named
WAR, or
Warhammer Online -- which trumpets a supposedly rich PvP and
RvR (Realm vs. Realm) experience -- looms,
World of Warcraft appears increasingly lacking in PvP content. More and more, suspicion arises that
WoW PvP is
flawed by design. In his article,
David points to reader
Aviel's well-ordered
thoughts on the matter -- that PvP's basic flaw is that it is an Honor grind, Honor being the currency for gear. As long as it is currency, Aviel says, people will find ways to earn it in the quickest manner possible (e.g. AFKing).
For the most part, I agree with that statement. Blizzard has designed WoW PvP to be a task/reward system that is vulnerable to abuse. The simple fact, however, is that the entire game is a huge task/reward system, from the very existence of mobs (including bosses), which award loot when killed; to quests, which give rewards for completing certain tasks. Without that mechanic in place, the entire game would break. Players do daily quests not out of sheer enjoyment -- although some can be fun -- but because it's a reliable method for earning gold. When
Patch 2.4 eventually hits, players can earn upwards of 300g by doing daily quests. I am willing to be that people will be doing daily quests not (just) because they're fun but because most players need gold.
In its current iteration, Honor is a currency, making it a
prime candidate for farming. This design is largely due to the fact that WoW PvP has mostly been an afterthought. Actual PvP objectives and rewards, i.e. the Honor system, didn't come into the game until
Patch 1.4, about five months after the game's release. The first
Battlegrounds came out a month later in a subsequent patch. Because PvP isn't deeply interwoven into the world, the Honor system feels tacked on, distinctly separated from other currencies or means of acquiring loot, or reward. What matters, however, is that Blizzard recognized the need for PvP and managed to find a way to incorporate it. Blizzard Vice-President of Game Design
Rob Pardo, in his 2006
AGC keynote speech said,
"Early on we really didn't know how the honor system was going to work, we didn't know if we were going to have titles and achievements but we knew we had to have PvP and we knew that it had to be fun."