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WoW is a Work of Art, part 2: Blizzard's masterpiece

As you read the word, "art," what do you think of? Van Gogh? Beethoven? Academy Awards for Best Picture? What is it that established mediums of art, such as painting, music, and film have in common?

In many ways, World of Warcraft is a combination of all these media, and yet it is something of it's own too. WoW has vast landscapes to explore, interesting characters with their own meaningful stories, and powerful music to thrill you or spook you or make you feel awe. Not only does WoW combine these elements together in a deeply satisfying way, it stands out as a carefully balanced masterwork of the "game" as a creative human expression. In other words, WoW is basically a web of overlapping problems to overcome alone or as a team, for which all the visual, musical and story elements are metaphors that open the doors into this central element of the game's experience. Not only is it fundamentally interactive, exploratory, and progressive, but your choices, from the way your character looks to the way you chose to play him or her, all represent your own investment in filling out the open space the game has made for you and the community of players. You and your friends are the final keystone in the edifice of the WoW work of art -- your progressive interaction with the game and your cooperation with others is designed from the beginning to be the main stimulating force on your mind and spirit, just as looking or listening is with other forms of art.

Of course art is a subjective thing, like beauty itself. One person may be profoundly inspired and uplifted by her WoW experience, while another may be left shaking his head and wondering why he wasted his time. In their own way, both are right; art is never art without a certain kind of participation by the one looking at it, listening to it, or engaging with it in some way. The perceiver of the art always has to be open to the special impact that art can have on your mind or spirit, and be willing to make that leap of faith into the work of art and see what its creators intended. For some to be unappreciative of one art form or another is commonplace and natural -- people have their unique likes and dislikes after all -- but the fact that a certain work of art touches some people, perhaps many, in a profound way is what sets it aside from mere entertainment.

Continue reading WoW is a Work of Art, part 2: Blizzard's masterpiece

WoW is among five most popular game communities

ActionTrip put together a pretty interesting list that includes World of Warcraft-- they've tried to list the top five most popular game communities. Online gaming is just a huge pasttime, obviously (thanks in large part to Blizzard's magnum online opus), and so there are quite a few communities that have built up around various games. But they've supposedly crunched the numbers, and they say they've come up with the five biggest.

The Sims, Counterstrike, and Halo are all predictably on the list, as is World of Warcraft. Not too unexpected-- these aren't just the biggest communities in online gaming, they're also four of the biggest games of all time. But most surprising, RuneScape also joins the others. It's a Java-based (as in played in your browser) MMORPG that's basically an updated, graphical MUD. And their numbers are very surprising-- they have 9 million free accounts playing, as well as 1 million paid accounts, which (if those were all separate users, which I doubt) would put them in range of WoW itself. Of course, a free game (that's played in a browser and not bought in a store) will always have a larger available playerbase than a retail game that has a subscription charge, but considering that 13% of all PC gamers have reportedly played RuneScape, that's a pretty big deal.

The other interesting, WoW-related fact that ActionTrip dug up is this: apparently PC gamers are still playing WoW more than four times as much as any other PC game. There's no question that since its inception, WoW has changed the face of PC gaming, and no matter what happens in the future, it's currently one of the biggest videogame communities in history.

[ via WorldofWar.net ]

WoW is a Work of Art, part 1: A journey into Azeroth

The day I walked into the store to buy World of Warcraft, I had been taking care of my mother as she underwent chemotherapy for brain cancer, and I desperately needed something to do that wasn't cooking, cleaning, sorting pills, or running errands. I needed something that would connect me with people while at the same time letting me stay at home and care for someone I loved.

When I picked up a box with a pretty, yet severe night elf woman's face on the cover, I wasn't thinking, "I want to get to level 60 and start raiding Molten Core for epic gear!" or even "I'm going to be a PvP god!" Instead, I was hoping to create characters with a personal background, with feelings and ideas all their own, and act them out in an imaginary world where no one knew who I really was, a world in which our purpose was to share creatively and interact as a team, not to make money or exchange gossip.

In short, I wanted to roleplay. But what I got was something much more than even a roleplaying experience, more than me and my characters, more than an endless stream of quests and rewards, experience and reputation, monsters and loot. I found myself in a world filled with its own people -- real people -- and a series of problems for these people to overcome together in order to progress and travel even deeper into this world. At every stage, I found something new opening up to me, whether it was access to more abilities of my own, more ways to interact with others, more vast landscapes to please my eye, or more stories to capture my imagination.

Continue reading WoW is a Work of Art, part 1: A journey into Azeroth

Blizzard, do the unthinkable

This is blasphemy, I know. I'm messing with the natural order of things when I suggest something like this. But here's what I think: Blizzard should give us a release date.

Excuse me while I duck all those tomatoes. Check out this forum thread, in which Neth voices her feelings about having to deal with players asking about a release date all the time. She gets as far as saying "later, but sooner than much later," which basically means next week or the week after.

Fine then. But, in cases like this, why doesn't Blizzard just go ahead and say a release date? That would shut everybody up, we could all move on with our lives, and Neth wouldn't have to deal with that stuff. And it doesn't even need to be accurate-- if Blizzard said "2.2 is coming on September 18th," and then it dropped on the 11th (which is when Blizzard really planned to release it), then everyone would actually be happy that it came out early. And yes, Blizzard doesn't want to have to explain delays to us, but delays are delays-- surely videogame fans have gotten used to it by now.

I'm not saying they need to change their whole company-- they're not going to give us a date for Wrath of the Lich King, and I'm fine with that: I'd rather see it "when it's finished" (and we will see a release date for it anyway, eventually) But for something like 2.2, where testing is almost complete and they must have some clear idea of when it will drop, why not give us a target, however off it might be? Even "before November," in my mind, is better than all the question ducking that Neth and the other CMs are doing.

Mythic founder: WoW "will be in its decline" in a few years

You could probably fill a library with the number of stupid things game developers say about their competitors, but here's one more. In an interview with Shacknews, former Mythic co-founder Matt Firor, charged with putting together a brand-new MMO, says this about World of Warcraft:

... Any MMO starting development today isn't going to have to worry too much about competing with WoW--it'll be in its decline by the time any new game launches.

Think so? From what we've heard from Blizzard, they don't. Even if Blizz only goes two more expansions (and Everquest, the most popular MMO until WoW, went for fourteen), WoW is sticking around for five or six years. And yes, there are those folks who are done now, but Azeroth's population hasn't stopped going up yet-- does Firor really think they won't be a competitor in just a few years?

That doesn't mean Blizzard is unbeatable, but it does mean that they're competition. As Firor's former employer says (EA Mythic is now working on Warhammer Online, which some say is WoW's biggest threat in the MMO market), you have to play a different game.

WoW is The Beatles, who changed music forever. You can't be the Beatles; they already exist. You can't copy them. If you try, you become The Monkees. You've got no chance. We're not The Beatles. We're Led Zeppelin.


Staking your new game on WoW's decline is a bad idea, and predicting that decline to be just a few years off is a worse one. WoW won't last forever, but Blizzard's monster MMO isn't done yet.

[ via WorldofWar ]

Things I learned from WoW

Sydney has a cool list over on WoW Ladies LJ, about what she learned from videogames, and most of the items sound specifically like they're from World of Warcraft. Diplomacy and Leadership are probably pretty obvious, and we've already heard that some companies are seeing a stint as a GL in WoW as a bonus to the resume. But Sydney also learned the value of a savings account (because saving up for an epic mount might be the biggest amount of saving some players have done), math and economics from WoW. There's no question that the math can get pretty complicated, and if you can wrap your head around how much agility you need to break 25% on your Dodge, you're definitely on top of algebra, if not a little bit of calculus.

But the two items I was most surprised by were that Sydney says she learned vocabulary and problem-solving from videogames. I don't doubt at all that they're true, but learning vocabulary is not something that's normally expected from playing games, either online or offline. Still, words like "mitigate" (her example) are used all the time when theorycrafting, and while there are a lot of jargon words floating around (you'll probably never use "tanking" in a real life conversation), just using that vocabulary can help. And problem-solving is obvious, not just in WoW, but in all videogames-- you could argue that all videogaming is simply being presented with a problem for the player to solve.

I'm not saying that we should all play WoW all the time instead of going to school (sorry kids). But when people with self-control and a good center play videogames (as opposed to people who don't), all kinds of good can happen.

Breakfast Topic: WoW as meditation

There are a million ways to relax in this modern era. Yoga, taichi, zen koans, transcendental meditation, knitting, and yes, video games. It might seem odd to mention video games in the same sentence as "zen" or "meditation," but think for a moment: most forms of meditation involve focusing on one simple thing, such as the flame of a candle, or the repetition of a mantra, and excluding all other thought. Doesn't World of Warcraft call this grinding?

Now, granted, there are plenty of complicated and interesting things to do in WoW that involve lots of concerted thought and could not be considered meditation. But couldn't grinding away on daily quests or farming for materials be considered a very modern way for some people to wind down, clear their mind of daily frustrations, and just be nothingness itself for a little while? I know for my part, playing WoW by myself for a while certainly isn't ecstatic communion with the divine, but it can be a great way to just put everything else away for a bit and come back to life feeling refreshed.

What do you think: is grinding a form of meditation for you, or is it just something to do when you're bored out of your mind?

Neglecting kids isn't videogame addiction-- it's bad parenting

The AP is reporting on the story of a couple in Nevada who claim they were so addicted to "the Internet and video games" that they neglected the health and well-being of their two children, a 22-month old girl and an 11-month old boy. I won't go into the details, although you can read them in the article, but it's a horrific story. WoW isn't mentioned-- "the fantasy role-playing Dungeons & Dragons series" is, but does that mean DDO or does the reporter just, as usual, have no idea what they're talking about?

At any rate, (also as usual) the report eventually turns to videogame addiction and what a "serious issue" it is. Exactly zero mention is made of the hundreds of thousands (if not millions) of parents who play WoW and other online games right alongside their children, happily and healthily. A few of my guildies are parents and often play with their kids, and our own Robin Torres writes Azeroth Interrupted, a column about doing exactly that and how to handle issues like playing with your kids. You'll also note that almost no attention is paid to the other problems with this couple-- they gained $50,000 in inheritance, and spend it on computer equipment and a plasma screen rather than anything for their two children. This isn't "abuse rooted in videogame addiction"-- it's abuse rooted in bad parenting.

Kayholder over on WoW Ladies says she gets attacked for playing the game with young children at home-- people automatically say that having children around to take care of should automatically exempt you from playing a game like World of Warcraft.

That's just plain wrong. Any game can be played responsibly by anyone of age, World of Warcraft included. Kay even says that she doesn't raid because she doesn't think she has the time (which is fine as well), but one of my guildies who just had yet another kid is actually our main healer. Good parenting and videogames aren't mutually exclusive-- in fact, in some situations, they're better together.

Study says games really don't hurt you


According to Ars Technica, a study appearing in the June edition of Pediatrics & Adolescent Medicine covering the effects of video games on young people paints a relatively reassuring picture. The study suggests that video games have no significant impact on academics or socialization. From the article:

Although there were some figures that might suggest that gaming displaced academic activities, such as reading and homework, the total time spent on these pursuits was so small that minor effects were magnified. If people are concerned about the lack of reading done by adolescents, the fact that non-gamers spend only eight minutes a day reading should be a far larger concern than the fact that gaming causes that figure to drop by a little more than two minutes.

And in my experience playing World of Warcraft with both kids and adults, I have to say that the game is very social, and can even teach plenty of social skills. (Well, as long as you eventually level out of Barrens chat.) Of course if you're replacing homework time with World of Warcraft time, that's one thing, but this study doesn't suggest that's what's happening. What's your opinion -- do games like World of Warcraft have a negative effect on our kids?
[Thanks, Mogwai!]

Breakfast Topic: Has WoW broken Blizzard?

Lots of players have cried, at one point or another, that Blizzard, the company, has somehow irrevocably broken WoW, the game, and that they'll never come back, ever. But this morning, I'd like to take a look at the opposite question: has WoW, the game, broken Blizzard, the company?

Look at Blizzard before World of Warcraft: They were undoubtedly the king of RTS, with not one but two classic, timeless series under their belts (StarCraft, which is still considered the RTS standard by some, and Warcraft, the third of which is still just as popular). They made Diablo and Diablo 2, two of the biggest, if not the biggest, PC RPGs ever. They came from console roots, and were thinking about reentering them with a 3rd person stealther called StarCraft: Ghost that had earned tons of hype already. And then along comes this game called World of Warcraft. I worked at a game store when word first dropped about this game, and we were confused-- a 3D MMORPG set in the Warcraft universe? How do you do that? But Blizzard had a reputation for spit, polish, and quality by the spades-- while they didn't make many games, the few they made were the best of the best.

Cut to now: World of Warcraft is Blizzard's one and only game for the forseeable future. StarCraft: Ghost has been canceled, along with any thoughts Blizzard ever had of reentering the console field. They're now longer a small, powerful games boutique-- now they're the 800 lb gorilla of the gaming world, making deals to put their game in stores, on television, and in movies. And while their game does still have a heck of a lot of spit and polish (they do still have seven million players), they're not so much in the business of cultivating multiple powerful franchises, but instead have gotten very much into the business of hotfixes, bugfixes, and patching.

So has WoW broken Blizzard? At this point, it's very hard to imagine Blizzard having or making the resources to do another game (they're tied up as it is with the expansion). WoW has made a lot of players very happy, but it's also tarnished Blizzard's reputation with their playerbase in a way that Diablo and StarCraft never did. And while there's no question that Blizzard is still respected in the game industry, there is a question as to why: is it because they're reeling in the cash, or is it because of the quality of their product? Back in the days of StarCraft and Diablo, the latter was the case. Is it still?


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