philosophy

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  • The Art of War(craft): Why PvP?

    by 
    Zach Yonzon
    Zach Yonzon
    11.10.2007

    Zach Yonzon writes the weekly PvP column The Art of War(craft). When he isn't working or playing, Zach is busy trying to master the secret of The Thousand Buddha Palm.In the 6th century BC, Chinese general Sun Tzu began his seminal treatise on war with the words, "The art of war is of vital importance to the State. It is a matter of life and death, a road to either safety or ruin. Hence it is a subject of inquiry which can on no account be neglected."Wiser words were never spoken, which leads me to the real preface of this column: It's time to PvP, baby! Just like Blood Sport author V'Ming Chew, I sent in an application with the presumable hordes of WoW Insider readers and, when the dust settled, we must have landed the proverbial most Killing Blows. While Vims will focus more on Arena combat, my column will deal with more general aspects of PvP and I'll occasionally try to apply the precepts of Sun Tzu's (and other military strategists ) work to PvP in the World of Warcraft. It was somewhat ironic that a blog site dedicated to game called Warcraft had very little by way of PvP-centric content. WoW Insider is making up for it in a big way by giving you not one, but two PvP columns every week! How's that for customer satisfaction?One of my favorite things about the World of Warcraft is that there's something for pretty much everybody. My wife, for example, enjoys fishing, making shirts, and amassing gold. I, on the other hand, have simpler tastes: I enjoy PvP. Even before Battlegrounds were implemented, I enjoyed the old school carnage in Tarren Mill and Crossroads. I immersed myself in the Honor grind, and now I enjoy Arena PvP. PvP interaction is a huge part of the game, even on normal servers. Blizzard is keen on playing up the conflict between the factions, and encourages world PvP by implementing zonewide benefits and has announced a non-instanced Battleground zone in Wrath of the Lich King. The introduction of Arenas has had a major impact on the game itself, leading to class nerfs and buffs based greatly on class representation and desirability in the format. PvP is integral to the game, and there are two major reasons why people PvP:

  • Legendary items come and go too

    by 
    David Bowers
    David Bowers
    09.01.2007

    From time to time players who get (or dream of getting) one of those iconic legendary items, such as the Twin Warglaives that Illidan uses, suggest to Blizzard that they should make these items somehow upgradeable so that they can keep on using them no matter what else happens in the game. On one hand, I can understand their point of view -- getting these items can be a legendary amount of work, and naturally one would want to make the reward last as long as possible. Also, it's natural to cling to the glory of wielding the same incredible weapon throughout your character's life. On the other hand, Blizzard's philosophy is that gear comes and gear goes: you only use whatever gear you have until you find something better, and this applies across the board without exception. Besides, allowing any item to truly scale with the player could create all sorts of logistical problems that Blizzard doesn't want to get into; they'd have to scale the difficulty of getting the items, the difficulty of improving them as you level, and a whole lot of other work they'd rather put into making new items for you to replace your legendary stuff with.Some players seem to rally against this philosophy of constant change. Perhaps they feel as though the effort they put in is worth permanent rewards? Or perhaps they feel like their awesome items are a part of who they are, and their characters just don't feel the same if they have to give them up. For myself, I prefer to keep on upgrading my gear than ever to have one permanent item, since it helps to keep things fresh and interesting.

  • Schrodinger's Jump

    by 
    Matthew Rossi
    Matthew Rossi
    08.21.2007

    Piping hot from the WoW forums comes the tale of an interesting experiment: Psychosheep, a troll warrior on Anvilmar, decided to jump off of the Aldor rise with 15 seconds left before server reset. Best comment comes about half way down the thread, in my opinion: Renault, a BE Pally from Suncrown, says " ...mein Gott. It's Schrodinger's Jump. Considering we do not know the state of existence until you log back on, your char is both simultaneously alive and dead at the same time. Until you log back on to confirm the state." Now, that idea right there just tickles me, both because it's very apt and it's the kind of metaphor that tends to extend itself. It's weird to think about your character in a state of quantum uncertainty when you disconnect or the server goes down, essentially in limbo while you try and get back. Does he or she even exist when you're not playing? The Armory would seem to offer us some solace in these uncertain times.Have you ever done anything similar when your server was about to shut down? The closest I've ever come personally was when I, not paying attention to general or announcements, was farming furbolgs in Winterspring and I managed to charge one just as the server came down. I spent an hour trying to get back in, and finally managed it to discover the furbolg dead and my character at half-health. But I don't think I would have deliberately done so, as was the case here. I'm not a big fan of dying from fall damage.