Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts

Wednesday, June 18, 2008

Why I Quit World of Warcraft


I have this problem with videogames and my ability to be a cynical reductionist about them. For instance, I can break down a FPS and say “it's just a game where a combination of your reflexes and available toolset (in other words, weapons and items) allow you to overcome enemies and obstacles while moving through a linear path toward a set ending.” I can break down a RPG and say “it's just a game where you work toward making your numbers bigger than the enemy's numbers, through use of an available toolset (equipment, spells, items, abilities, leveling up, etc.). Even if you aren't moving along a linear path toward a set ending, there are only so many available endings possible.” This, of course, ignores the promise of X-hundred endings for Fallout 3, where X represents however many numbers they've promised in this month's interview or press release.


This cynical, reductionist eye, when turned upon World of Warcraft, gets a bit fuzzy. My impression in the beginning was that it was a mix of Diablo 2's “lootin' and levelin'” addiction cycle set upon a persistent, multiplayer landscape. But it's a bit more complicated than that. Literally, more complicated: World of Warcraft adds more layers of complexity on top of that formula. You aren't just picking a class, you're picking a race, too. You aren't going through a set of quests toward chapter endings and a final boss or bosses; rather, you're free to go anywhere at any time and do what you want. You also have more things to do than just “lootin' and levelin'”: you can do professions to make money, mess with other players even if you aren't on a PvP server, do dungeons and raids, try your hand at Arena or Battleground PvP, and quest to raise reputation with 'factions' so you can access their specific vendor items and equipment.


So, I found myself heavily addicted to the game for five months straight. I got a character to the current level cap of 70. I played a bunch of alts. I tried almost everything the game had to offer. And then...I quit.


The “why” of my quitting has a short and a long answer. The short answer is that it ceased to run on my laptop. I began to get an error saying that my display driver had stopped working. I ran through all the possible causes and solutions—overheated GPU?? outdated driver?? non-compatible, new driver?? game installation somehow corrupted??—before I finally gave up. I was talking to friends online at the time and I jokingly said to one that I was such a loser that I didn't quit WoW, WoW had quit me. But the truth is that I had given up on the game by then. And therein begins the long answer.


When I was a kid, I used to dream up the ultimate videogame. It would be like another world you went into, one that was always new and changing, so that it had no end. I loved videogames, but I was always a bit let down when they ended. Wouldn't it be awesome if Mario 3, Shining Force II, or Indiana Jones and the Fate of Atlantis never ended?? Moreover, wouldn't it be awesome if these games were another world I could live in for hours at a time, instead of just a passive form of entertainment?? Obviously this sort of “living cyberworld that isn't a game, per se” thing is touched upon in much cyberpunk literature, not to mention The Matrix and non-RPG MMOs like Second Life. But I think World of Warcraft was closer to what I imagined, a RPG without an ending, one that you always had stuff to do in even if you were the highest level. However, it turns out that sometimes what you think you want isn't what you want at all. My main problem with World of Warcraft—and by extension, all MMOs in general—is that there's no ending to them. If you get to level 70, you still need to get better gear. You need to run daily quests so you can make enough money to raise up your professions, raise reputation with factions, to buy the epic flying mounts, etc. You need to run instances and raid dungeons to get better gear. You need to do Arena or Battleground PvP for weeks to get the better gear that these offer. But at what point do you stop?? Even simplistic older games you could replay over and over, either for the fun of it or to get a better score, had concrete endings. But World of Warcraft does not. There is no ultimate boss or piece of equipment or whatever you are working toward. Meanwhile, working toward that non-ending takes far, far too long.


I never wanted to admit this to myself, but World of Warcraft began to feel like a job. As I think anyone will agree, when something begins to feel like a job, you don't want to do it anymore. It ceases to be entertainment and becomes tedium. After a certain point, I wasn't playing WoW for the fun of it anymore; I was playing it because my guild needed me or I was wasting my money if I wasn't playing it or I wanted to see all of the content. I felt as if I had to play every available moment of my free time to maximize my progress in the game. I had to run daily quests because they were refreshed every 24 hours and if I wasn't doing them every day I was wasting my opportunity to make money and progress toward various goals. I had to play so much because if I tried to play the game casually I would take even longer to achieve anything in the game. A few weeks ago I tried to tally up in my head how much time I was spending on the game, and I figured out, roughly, that I was playing the game as many hours as I was spending at work every week, if not usually more. I used to wonder why time was flying by this year, and you know, I didn't seem to be writing as much as I used to, or reading, or playing any other games. Well, there was my answer: I had another job. I was, metaphorically speaking, 'working' for World of Warcraft. I might even have been addicted. I certainly got angry when I had to do other stuff. Paying bills?? Bah!! Eating and showering?? Bah!!


People often write or talk about games like World of Warcraft in terms of addiction, ironically or otherwise. Everquest was dubbed “Evercrack” for its pull over the lives of otherwise responsible men and women. Well, there is a definite cycle of addiction to WoW even if we don't want to admit it, although maybe it's not so much a cycle as a downward arrow. I will allow that it's possible to play the game casually, but I, personally, never felt like it was possible to do so, and nobody I knew in the game or outside of it ever did. Blizzard would never admit this, but you are discouraged (actively and passively) from playing the game casually because all the 'cool' stuff it has can only accessed when you plunk hours upon hours per week into the game. Even with all the time I put into my level 70 character, and my alts, I was only seeing vertical slices of the game. To experience every race, class, different class builds, all the zones and dungeons, all the professions, and the PvP content...well, it would take years. The game has been out for close to four years and people are still playing it. Literally everything interesting in the game requires tremendous time sinks to experience. For the sake of comparison, I spent around 60 hours to finish Final Fantasy XII, though I didn't do much of the optional stuff. In order to hit level 70 in World of Warcraft, I put in 312 hours. That is 13 days. And I still wasn't “done” with the game. I still had professions to raise up, gear to get, dungeons to run, factions to earn reputation with, etc etc. ad infinitum. I'm not even counting the time I played past hitting 70 or the other characters I was playing. This is easily two weeks of my life spent playing this game.


I understand that many people see this as ideal. “Hey, I only have to pay 15 bucks a month and I get a game I'm never done with or bored of!!” On paper it sounds good, but in reality it's nowhere near this glossy. Let's assume you aren't playing WoW and you buy one game a month. That's a solid $50-$60 a month you'll spend on a game, versus the $15 someone would on WoW. This seems like a bargain until you realize you are doing the same things, over and over, in WoW. Blizzard trumpets the fact that they're always adding new content, but seen under a reductionist light, it's still the same content with new skins. You're still collecting items or killing X number of monsters or going through every style of quest you've already done throughout the whole game. Ultimately it comes down to semi-clever ways of disguising the fact that you're just making your numbers bigger. People who've played this game for a year or more boggle my mind because I got tired of the whole thing in a few months. Even if it were possible to experience all the content in the game—let's say this took two years—would you really feel enriched by the experience, as if your money had been well spent?? Honestly, the idea smacks of addiction and monomania. People who explain why they play the game, and why they've played it for so long, start to sound like they're justifying their addiction to you and themselves at the same time. You just spent three hours of your life to get a helmet that lets you cast a spell four times instead of three. You just spent a week of your life grinding with a faction so you can get an epic flying mount that is a manta ray, though is otherwise functionally similar to your other epic flying mount. I wonder if people even think about this kind of thing when they're doing it. I mean, I had fun playing the game, but I realize now that the fun I had was mostly contained in the times I played co-operatively with other people, not in doing those ridiculous time sinks. And those co-operative experiences were always but a small fraction of the time I put into the game; the other 90% of my two weeks was put toward grinding. Pure and simple, I was paying $15 a month to do the same repetitive, mindless things over and over so that every once in awhile I could play a co-operative, multiplayer version of a dungeon from a single player PC RPG. Or, you know, Diablo 2 with more people and better graphics. Some of my friends play the game still, but I think they'd readily admit the only reason they do is because they know people who play. World of Warcraft is not an engaging enough experience on its own for more than the equivalent length of any other game without other players to spur you on.


Yes, reductionism of this sort can be applied strictly enough to any game until it's seen, bald, as a time or money sink. Entertainment of any form, whether it can/does enrich your life, is escapism and a way to spend time when you aren't at work earning money. Life is the stuff that happens between death and taxes, and entertainment is a large part of life. Scaling back a bit, even other RPGs are time and money sinks. But World of Warcraft is different, because it asks for more time and money than any other game but simultaneously gives the player little sense of accomplishment and no possibility for an ending. Everything you achieve is overshadowed by the next thing you have to do. You hit level 40 and get a mount. Great, now you need to get to level 60 (or, 58, I suppose) and get to Outland. Now you're in Outland and have your epic mount. Now you need to get to level 70 and get your flying mount. Now you need to somehow make money, get better gear, get your epic flying mount, and so on. Achieving all of these things, and playing with your friends, is fun if you're into this kind of game. But it was a hollow kind of fun. I look back on the money and time I spent on the game, and other than the friends I made, I feel as if it was all a waste. This is how the game can trap you: to walk away from it is to throw away all the “progress” you made because you never finished anything and you never can. Even when you cancel your account—a creepy process in which you aren't allowed to cancel without telling them specifically why you're quitting—they're sure to tell you that you can come back at any time and your characters will still be there. As with any good addiction, the possibility for backsliding is left harmlessly open. Except when you throw out your pack of cigarettes, the pack doesn't have “don't worry, you can always get another pack” written on it. And the bartender doesn't call your cell phone asking why you don't come in for a few glasses of scotch anymore.


Going back to my ideal childhood game, I've come to realize that a game with no true ending isn't a game at all. It's just another job or addiction even if it starts out fun. Maybe 'habit' is a better word for this. Going back to the smoking thing, people who smoke all their lives are never done with it unless they quit, completely and forever. Even when you finish a pack, you can always get another. Even if you finish a bottle of beer, you can still get more. It's the same with WoW. When you finish something, there's always something else to do. You're only done when you quit completely and forever. Let me repeat: a game with no ending is a habit because it doesn't stop until you quit. Many, many people may love the idea, but I find it unsettling and scary. It's fun for awhile, or can be, but when you're playing it just to play it or because you feel you have to, it's officially gone from a game to a habit. Hell, I love non-linear games, or linear games with replayability, but they still have some kind of official end point. You can mess around in Oblivion for hundreds of hours, too, but there's still an ending. You can replay Diablo 2 over and over, but it still ends when you finish off Diablo (or Baal) even if you keep going to get more gear or go to the higher difficulty levels. But there's no conclusion to WoW. It just keeps going, and adding more things to do, so that you can never stop because you haven't experienced it all yet. Progress is slow and they keep adding more road that you need progress over at the same time.


I want to end by making clear that I don't hate World of Warcraft. Or the players. Or Blizzard. However, I do want to say that I didn't quit because of technical issues or the laziness of a player who didn't want to put in the effort to get to the cool stuff. No, my main point stands free of any of this: World of Warcraft is a tremendously flawed game, one that is fundamentally built on being a giant time and effort sinkhole with no attainable ending in sight. I can't help but think of what I could have done with the two weeks I put into the game, even if it was just playing other games. And beating them. At least that way I could have a sense of finality and not be playing the same content over and over, for $15 a month, with no end in sight.


A race I can never finish is a race I don't want to run. A game that is a habit is not a game I want to play.

Wednesday, May 14, 2008

World of Warcraft Patch Notes 2.4.2

World of Warcraft Client Patch 2.4.2

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

Druids

  • Nurturing Instinct: This talent no longer causes your character to nag other players or have emotional breakdowns at Winter Veil feasts.

Hunters

  • Aspect of the Viper: This ability now instantly regens mana as it's used, but all sound effects will be replaced by high pitched hissing.
  • The Boar and Cat pet families are no longer tameable.
  • Fixed a bug that made Druids tameable.
  • Steady Shot: This ability will now require players to manually aim their weapon via crosshairs.

Mages

  • Talent: Improved Blink (Arcane) causes the player to blink furiously, as if something is in their eyes or they've emerged from a cave into bright sunlight after weeks of darkness.
  • Completing the quest “Arcane Refreshment” will now properly teach the spell Conjure Beer (Rank 7).
  • Molten Armor will now instantly kill the player if cast.
  • New Teleport/Portal: Theramore and Teleport/Portal:Stonard spells are available at portal trainers in their respective locations. But who really gives a damn.

Paladins

  • Flash of Light and Holy Light will now work properly with castsequence macros, whatever that means.
  • Seal of the Crusader: This ability now increases the damage dealt against players who are Muslim.
  • Talent: Repentance now asks the player to confess a sin before it can be properly used against enemies.
  • Male Blood Elf Paladins gain a new Aura at level 35: Bishounen, which causes all female mobs within 200 yards to shriek and autofollow.

Priests

  • Fear Ward will no longer cause players to be Feared by players with Ward somewhere in their name.
  • Mana Burn: This spell is no longer known as 'Mana STD.'
  • Power Word: Shield now has the correct sound associated with it and can no longer be heard from large distances, unless you have a macro set up to /Yell "I just used Power Word: Shield!!!!!!" every time it's cast.
  • Male Human Priests can now complete the Children's Week quests, but it makes for an obvious joke and your guild will never let you hear the end of it.

Rogues

  • Ability: Blade Flurry: This ability no longer produces a frozen ice cream treat with bits of swords and daggers mixed in.
  • Talent: Mutilate (Assassination) will cause no damage to the target but it will make their character model significantly uglier. All Horde except Blood Elves are immune to this effect.
  • Players can now change their character class name from 'Rogue' to 'Ninja' or 'Pirate.' Shut up already.
  • Talent: Dirty Deeds: now done dirt cheap.

Shaman

  • Ability: Frostbrand Weapon: Rank 6 damage has been increased very slightly. Like, you won't even be able to tell a difference.
  • Talent: Anticipation: ......wait for it......
  • ..........
  • ..........
  • See next patch for details.

Warlocks

  • Talent: Demonic Knowledge: now causes the player's parents to worry about him or her, what with all the black clothing and such.
  • Pets: Using a Pet other than Succubus in raids no longer automatically kicks you from the group, unless that's just your raid leader being a jerk.
  • Creating a Warlock now displays the message "Easy Mode Activated" and all mobs in the game are polymorphed into chickens when the player gets within 500 yards of them.

Warrior

  • Protection specced Warriors no longer move 15% slower than other characters and have armor covering their entire character model.
  • Quoting any movies, videogames, or TV shows while playing a Warrior automatically bans the player's account.

PvP

  • Arenas
    • Players who don't enter Arenas with super twinked out gear are automatically dropped from the match. Why do you even try?

Professions

  • All Professions no longer take more time than a real job to be effective at.
  • All 4-day cooldowns are now 3 days, 23 hours.
  • Leatherworking: Reaching the Master level of this profession no longer changes your character class to "BDSM."

Dungeons and Raids

  • Black Temple has now been renamed to "African American Temple."
  • Magister’s Terrace
    • Vexallus is no longer immune to physical damage on Normal difficulty.
    • Kael’thas is no longer immune to arcane damage on Normal difficulty.
    • Sunblade Imps will now reset properly, unless the moon is out, then they won't.

Items

  • Arcane Charges now deal arcane damage to the player's credit card which is used to pay the monthly fee.
  • Botanist’s Gloves of Growth have had their texture corrected and give players Greenthumb status.
  • Goblin Jumper Cables still never work. Ever.
  • Most Main-Hand weapons are now Left-Hand only weapons.
  • Nightfall now has a chance to fail if it's already night.

User Interface

  • The guild log scroll bar will now properly display so you don't miss out on all the Murloc and Chuck Norris jokes.
  • Mailboxes can now be tracked on the minimap. Thank Christ.

World Environment

  • The dragons in Blade’s Edge Mountains will no longer instantly knock you off your mount, but the Monstrous Kailiri in Skettis still do. Gawd.

Bug Fixes

  • When your server goes down, the game will automatically post on the official forums for you, threatening to cancel your account if something isn't done.
  • Female Draenei horns will now correctly protrude through certain plate helms. Totally hot.
  • The Vengeful Gladiator’s Rifle will now play the proper sound when used instead of playing a sound clip of Russell Crowe screaming.
  • It is no longer possible for pets to get stuck in place after exiting the Spectral Realm in the Kalecgos encounter. However, they still get stuck and take stupid paths everywhere else in the effing game.
  • Whirlwind now has the correct sound associated with it. Wait, how did we miss this before??

Friday, May 9, 2008

Are We What We Play??

Are We What We Play?
This 1UP article is one of the best pieces of videogame journalism I've read in some time. And it really did get me to think about how and why I play videogames. I've read and re-read the four unique essays contained in the article, comparing and contrasting to my own experience, and it's made me realize two things.

The first is that most Japanese games completely fail at making any sort of player/character connection. I'm trying to think of any Japanese game where I, personally, felt a connection to a character that went beyond a passive, "member of the audience along for the ride" role, but I'm drawing a blank.

I'm currently--slowly--making my way through Persona 3: FES. This is one of those Japanese games where your character is, essentially, a blank slate. You determine their "personality" with responses you give and the decisions you make. However, the closer a game gets to non-linearity, the more stifling and obvious the limitations become. I was playing the game as if I were the main character. How would I act in these situations?? Well, it turns out that I can't fully play the game like it was me, because I'll never finish its plot if I do. If I had my way, I'd never go into the game's dungeon. Instead, I would focus on studying, the track team, and playing the game-within-a-game MMORPG. Yet every month you are forced into a story scene in which you have to go fight enemies and then a boss in a mini-dungeon. If you neglect leveling up your characters too much, you might get completely stuck and have to start over. Meanwhile, your interactions with the characters in-game don't seem to have much effect other than letting you make new and better Persona fusions. If you ignore people or never talk to them to begin with, they don't hinder your progress or try to poison other people's opinion of you. Instead, you just won't be able to make the Persona fusions that their friendship would grant you.
It's not like I have a choice, pretty boy.

This isn't to say that Persona 3 is a bad game, because it's not. It represents a very unique RPG that combines a dungeon crawler with a dating/life sim. However, it is an odd beast in that it's a Japanese game where you help shape the main character but none of those decisions feel important or game changing. Sure, Western developed RPGs with moral choices and more-open-ended character develop will ultimately condense into totally good/in between/totally evil archetypes, but at least it's something you do. When I'm an anti-social jerk in Star Wars: Knights of the Old Republic or Fallout, my decisions have real consequences both for the story and the world I'm inhabiting. You are always saving the world in Persona 3 and almost every other Japanese RPG. You are always the good guy in Persona 3 and almost every other Japanese RPG. Again, this doesn't make them bad games. It just nudges them further to the "fun games" side as opposed to "games I can relate to and/or take meaning from" side.
Oh, I haven't left the Light Side...yet.

The second thing I want to talk about is World of Warcraft. You aren't making decisions in the game that effect the story or your character's personality. The quests you take--which ostensibly are the story--don't let you decide whether your character is evil, good, or in between. However, everything else about it will do this, whether you know it or not. Do you gank other players?? Do you heal and buff random people while running around?? Do you never group with anyone?? Do you take advantage of your guild, if you have one, or are you the person who's always selflessly giving up items and money to help others?? At the same time, which class you play reflects your personality in some way. While it is fun to try all the classes--and I have--it's worth noting that which one(s) you stick with can say something about you. Are you the 'take charge' type?? You're probably a Warrior, the class that almost always leads when your group is doing dungeons. Are you the helpful, support-oriented type?? You're probably a Priest, the main healers/buffers. Are you the "I can't commit to just one thing and want to be flexible" type?? You're probably a Druid. Or perhaps it goes the opposite way: you play in the game what you wish you were in real life.

Moreover, all of these things help create the story for you. For me, and I'm sure many others, the "story" of the game isn't the quests. I would wager that 98% of WoW players completely skip the lore and explanation that accompanies the quests and just want to get to killin'. There has been a lot of the talk recently about how games tell stories and how they should tell stories, and I think this game is of a mind with the "the environment you inhabit and the choices you make create the story" viewpoint famously put forth by Ken Levine, the main mind behind BioShock. The story of my Dwarf Hunter's journey to level 70 wasn't the story of the quests, but the story I experiences in the places I went, the players I helped or harassed, the silly stuff I did in towns (naked, drunk dancing and boxing in Ironforge is always fun), the dungeons my guild ran and the funny/frustrating events that transpired there, and so on. I would actually say that WoW requires a lot of imagination from the player, because when I'm in the ruins of some Troll temple, the explanation I come up with by looking around me is always better than the lore/quest text that accompanies it. Just as things are always more terrifying when you can't see them and/or have no knowledge of what precisely they are, the setting and story of a game is (usually) better when you are making it up yourself.

Yeah, I posted the screencap I took when I hit 70. Deal with it.
The odd thing is, when I play Western style RPGs, I tend to go down the "total jerk" path, and I think that might be as much a reaction to the "goody two shoes" path I'm railroaded down in Japanese RPGs as much as it is my own inner dark tendencies. I say this is odd because when I play WoW, I'm actually altruistic, because I feel that the things I do in the game will reflect on me in real life. I know some of the people I play with, so I play the game like it's really me. Which is stranger yet, because in my mind I think of myself as a selfish prick but I'm always giving away items to guild members or helping them with difficult quests.

So, maybe it's not so much a case of "we are what we play" as "what I play can be who I am or what I want to be."

Tuesday, April 22, 2008

Overpowered RPG Characters

One of the ongoing discussions in any game with an active community is usually what character/class is over or underpowered. This usually takes the form of one group saying something is overpowered, another group pointing out how they totally aren't overpowered, and another group that either makes fun of the whole thing or says that another thing is what is really overpowered.

However, overpowered characters are not necessarily a bad thing. Most of my favorite games have them. Perhaps that says more about me than it does the games, but nevertheless...allow me to present my favorites.
Who??: Alucard
Game: Castlevania: Symphony of the Night
Why??: Alucard is Dracula's son. Therefore, he has all kinds of awesome-ness already going for me. Specifically to Symphony of the Night, it means that, almost from the minute you start the game, you're a walking death machine. Once you start to get better equipment and spells, the game becomes a cakewalk. In fact, this entry in the Castlevania series is notoriously easy, especially if you abuse things like the Shield Rod + Alucard Shield combo, the spell that drains the life of enemies, or the Crissaegrim sword. You might immediately say "Well, Alucard is the only playable character in the game, so does he count as overpowered?!" but you forget that you can unlock Richter Belmont and, depending on the version you're playing, Maria. Richter is a bit more challenging, while Maria is awkward and lame. So, yeah, Alucard is stupidly powerful.
Who??: Peter the Phoenix
Game: Shining Force II
Why??: When you first get Peter in your party, he looks like he does above and is controlled by the computer. Once you see him in action during a battle, though, you'll quickly learn why Peter is considered the best character in the game. Or at least the cheapest. Unlike some of the other characters in the Shining Force series, who start out horrible but with a lot of work become unstoppable, Peter is immediately awesome. After he's promoted and he starts looking more like an Aztec bird god instead of a retarded muppet, he becomes even better. Not only does Peter automatically resurrect himself so you don't have to pay money after battles to get him back, but he has gobs of attack, speed, and HP. Also, in the game's story, he permanently joins your party on the order of a God. Sweet.
Who??: Orlandu a.k.a. T.G. Cid
Game: Final Fantasy Tactics
Why??: Orlandu is one of the earliest known times where people began to use terms like 'overpowered.' Though he joins your party well into the game, he comes with the All SwordSkill ability set, meaning he can use ALL of the awesome Sword Skill attacks in the game. You know, the ones that are way too powerful and awesome. Not only that, he comes with the Excalibur sword, which casts Haste on any character wielding it. So he gets twice as many turns as your other characters, and he has some of the best unique attacks. Assuming you twink him out with some of the abilities from the game's other unbalanced classes (hello, Dual Wield from Ninjas) he becomes, you guessed it, even more powerful. Obligatory Note: T.G. Cid stands for "Thunder God Cid."
Who??: Warlocks
Game: World of Warcraft
Why??: Warlocks are a contentious subject in WoW. They have been considered overpowered since the release of the game, and while they aren't the "automatic win" that most of the other characters I'm talking about are, they still are pretty bad. WoW is a game where most classes have a specific role, or two, to play. Warlocks can seemingly do everything in the game at once, even if some of those roles are better done by other classes. Just for the sake of argument: they can DPS with awesome spells, DOT with awesome curses, resurrect healers, create items that quickly heal other players, breathe underwater with a spell, crowd control with Banish or Fear or Enslave, get their mounts and epic mounts for free (requires doing involved quest chains, but still), tank via certain pets (Felguard says "hi!!"), summon other players, siphon mana or health from enemies...

The most telling thing about Warlocks is that, for a class that can only wear cloth armor, they dominate in PvP. This is because they can max out their Stamina--thus getting a nearly bottomless reservoir of HP--and use an ability that quickly converts HP into mana, effectively giving them infinite MP for spells and making them nearly unkillable. Combined with a healer class like Paladin or Priest, in 2 v 2 matches they are gods. Combined with Shadow Priests in PvE questing, instanced dungeons, or raids, their combined Shadow spells and Shadow resistance lowering effects make them great in every situation. Whew.
Who??: Sorcerers
Game: Diablo
Why??: The first Diablo is embarrassingly unbalanced to the side of Sorcerers. Of the three available classes, they become unstoppable whirling death by game's end due to their array of spells and Mana Shield. Basically, Mana Shield causes you to take damage from your MP instead of HP. At the same time, you can spam Guardian (which summons three-headed dragon dealies to shoot at enemies) and Apocalypse (which is the big, end-game nuke spell of the game) to roll over your enemies with ease. Sorcerers are the definition of overpowered, though the early-to-mid game can be rough as it is for every caster class in most Western style RPGs. Speaking of which...
Who??: Bards
Game: Icewind Dale: Heart of Winter
Why??: I chose this one for last because it's one of the more interesting examples of the changes an expansion can bring to a seemingly set-in-stone game. The thing is, I like music a lot, but in the context of RPGs, Bards are unspeakably lame. This was especially true in the D&D games that Bioware/Black Isle developed in the late 90s/early 00s. However, with the Heart of Winter expansion pack for the dungeon hacky Icewind Dale, Bards became arguably the best class in the game, with the exception of Druids. Bards are kind of like the Warlocks of Icewind Dale: they do a lot of things and a good number of those they do well. Bards can pickpocket like Thieves, cast spells like Mages, get buffs in the form of songs, can identify items with their high Lore rating (an awesome skill that most people take for granted), get some great Bard-only items, can do certain quest things that other characters can't (in the first town, they can sing to a ghost for extra experience), and, possibly, could tank. I never bothered with the latter, though. Maybe 'overpowered' is too strong a word, but the Heart of Winter changes made the Bard one of the best classes in the game. With the final song (which they learn at a measly level 11) they become an essential part of your party.

Monday, March 31, 2008

A Guide To World of Warcraft Classes

I'm sure you've at least thought of giving World of Warcraft a try. And why not?? It's awesome. However, you will have a not so awesome time if you create a character with a class that doesn't suit you. Allow me to give you an expert's description of each and guide your decision to the right answer.
Class: Rogue
Real Life Analogue: Assassins and Cat Burglars
What's It Play Like??: Playing a Rogue in WoW is more or less like playing Ninjas, Thieves, and Assassins all rolled up into one. To put it simply, you can do a fuckton of melee damage but you have no armor so you will also die easily if confronted face to face. Though you get all kinds of neat things like poisons, lockpicking, and the ability to stun enemies, you will spend the majority of the game going into stealth mode and slowly walking toward enemies and then killing them quickly. If spotted or confronted by more than one enemy, you die quickly. Basically, playing a Rogue is like playing the PC game Thief (or any stealth action game on consoles) in a MMORPG. So, they suck. Don't play as them. They're for noobs.

Class: Shaman
Real Life Analogue: Medicine Man
What's It Play Like??: Much has been made of the fact that the Shaman is the jack-of-all-trades class in WoW. They can fight, heal, cast buff/debuff spells, cast offensive spells, and take damage without dying quickly. However, what this really means is that they suck at everything. You'll never be as good at anything as any other class and you'll have to juggle so many different skills and spells that your screen will become a clogged mess akin to a hardcore PC strategy game. So, they suck. Don't play as them. They're for noobs.
Class: Warlock
Real Life Analogue: Goths and the guy in the second Indiana Jones movie who can take people's hearts out of their chests by chanting
What's It Play Like??: Warlocks are often considered the power class of WoW that super hardcore people can do sickening damage with. Things couldn't be further from the truth. Sure, they have almost bottomless health and magic, can call upon demons for aid, can cast magic that either hurts or hurts a lot over more time, can create items that heal or summon other characters, get their mounts for free, and look pretty damn cool...but they're pussies. Everyone makes fun of Warlocks behind their backs. So, they suck. Don't play as them. They're for noobs.
Class: Warrior
Real Life Analogue: Those big dudes who do the Strong Man competitions where they have to throw giant logs and carry progressively heavier/larger metal balls and place them on top of pedestals
What's It Play Like??: If you have absolutely no imagination or skill, then Warriors are for you. They are quite possibly the most boring and easy class in the game. Imagine a Final Fantasy where all you could do is select 'Fight' over and over. That's Warriors. So, they suck. Don't use them. They're for noobs.
Class: Druid
Real Life Analogue: Furries and/or Hippies
What's It Play Life??: Druids are kind of like Shamans in that they can do everything but they can't do anything well. However, in order to do badly what other classes do well, Druids have to shapeshift into various animal forms. They are also vegetarians and probably enjoy a good drum circle, if you catch my drift. You know how Druids were secretly one of the best classes in the BioWare/Black Isle PC RPGs?? Well, in World of Warcraft they're not-so-secretly among the worst. So, they suck. Don't play as them. They're for noobs.
Class: Hunter
Real Life Analogue: Uhm, Hunters. Also, Zookeepers
What's It Play Like??: Playing a Hunter in WoW is really hard. Yes, they do lots of damage from a distance and can choose a pet from among most of the game's enemies, and they can use 'traps' to disable or hurt foes, but they're difficult to control. Your pets are guaranteed to do idiotic things, your traps often fail or are triggered by the wrong thing, your gun jams or your arrows get woodrot...Yeah, Hunters are like WoW on hard mode. The only people who play as Hunters are NRA fanatics and disgruntled zoo employees. You know, there's a good reason so many people play as Hunters in WoW: most people are stupid. And that, combined with the shittiness of the class, is why you never see anyone trying to find Hunters for groups or dungeon raids. So, they suck. Don't play as them. Only noobs play as them.
Class: Mage
Real Life Analogue: The Amazing Jonathon
What's It Play Like??: At first glance, Mages are awesome. They get the sort of big, impressive spells that get all of us RPG fans of all stripes hot and bothered. Unfortunately, the truth about Mages in WoW is that they're garbage. Playing a Mage is like playing a suicide bomber: you can dish out tons of damage, but you usually die in the process. Even high level Mages will die in one hit from level 1 squirrels. If you ever want to die over and over in a dungeon, have a Mage in your party. They're sure to fling out a bunch of spells that anger every creature in a ten block radius and get you all killed. So, they suck. Don't play as them. They're for noobs.
Class: Paladin
Real Life Analogue: Medieval Christian Crusaders and those pompous, I-went-a-private-school types in your college classes that always have to bring their religion into everything
What's It Play Like??: I used to wonder why almost all of the Crusades were failures, but then I tried a Paladin in WoW and I instantly got it: Crusaders are walking cans of green beans waiting for a Muslim sword to open them. Within the context of WoW, Paladins are a hybrid of Warriors and Priests. And you know what that means: they don't do as much damage as Warriors so they're even more boring to play as, with the added "benefit" of limp healing/buff spells that couldn't save anyone from dying from even the weakest of attacks. Like a splinter. So, they suck. Don't play as them. They're for noobs.
Class: Priest
Real Life Analogue: Priests, Carebear fans, and crybabies
What's It Play Like: Forgive me for implying that the Paladin was WoW's most boring class. That dubious honor goes to the Priest, who can heal people...and that's it. They will die as fast as Mages without any of the cool looking attack spells. They can't fight hand to hand, immediately outclassed by level 1 snakes. They don't get pets like Hunters or Warlocks. The coolest thing they get is a magic shield that prevents a certain amount of damage for a set amount of time, which was the game designer's way of saying "we know this class is utter shit, so here's a cheat code built into the game." I can hear the experts out there yelling that most people level up their Priests under the Shadow skill path so they have actual offensive capabilities, but all that really does is turn your Priest into a bad healer and a mediocre wannabe Mage/Warlock rolled up into one. No matter how you slice it, Priests are weaksauce. If you see a Priest in the game, you can bet that everyone else is laughing at them, and you should, too. So, they suck. Don't play as them. They're for noobs.

Class: Zergling
Real Life Analogue: When you see a million ants attacking and killing a larger bug
What's It Play Like??: Zerglings are the only real class in the game, as far as the expert players are concerned. They're kind of like Warriors in that they're physical fighters, but they can summon hundreds of copies of themselves, so I guess they're sorta like Hunter or Warlock pets. Some would argue that this takes all the fun out of the game, because all you have to do is Zerg rush everything and you can power level to 70 in 1/20th of the time it would take other classes to reach there...but these people are morons and noobs. The only fun part about WoW is getting to 70 and then running the same instance over and over to get an item that drops once every presidential election. Zerglings will have you doing this tedious, unrewarding...oops, I mean, awesome and hardcore gameplay style in no time!! So, they rock. Play as them. Only noobs don't play as them.