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Are we learning the wrong lessons from WoW?

Gamasutra has published a soapbox piece examining what WoW is teaching us about gameplay, and asking whether it's teaching us the right things.

The main points include the much debated "Time over Skill" mindset imbued in the endgame, the push away from self-reliance to group play, and the "You're either with us or against us" guild mentality. Finally, the extensive Terms of Use Agreement and its use in disciplining players is also brought up.

Not all of the lessons learned here are bad--there are real-life echoes of all of these points, and learning to invest substantial amounts of time in a task as well as how to effectively work in a group could be considered positive aspects of WoW. However, these four points are all fairly offputting to casual players, especially when those casual players reach the endgame.

Having played solo for most of 60 levels, suddenly a player learns that they're not going to be able to take part in much of the remaining content without a guild or group. They're competing for places in guilds or raids with those who have invested much more time, and thus have better gear. Bored, they turn to exploring the game world, and suddenly get banned for being in a place they shouldn't have found. Harsh lessons indeed.

Obviously, the "hardcore vs casual" debate has more to it than this; but in terms of the lessons taught by WoW, it seems there are two sides--one for those with lots of time and a popular guild, another for everyone else.

Filed under: Analysis / Opinion, Odds and ends

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