my world of warcraft story

Investing a lot of time in something is worth more than actual skill.

 "Investing a lot of time in something is worth more than actual skill.
 If you invest more time than someone else, you ""deserve"" rewards.
 People who invest less time ""do not deserve"" rewards.
 This is an absurd lesson that has no connection to anything I do in the real world.
 The user interface artist we have at work can create 10 times more value than an artist of average skill, even if the lesser artist works way, way more hours.
 The same is true of our star programmer.
 The very idea that time > skill is alien.

2.
 Time > skill is so fundamentally bad, that I'm still going to go on about it even though I started a new number.
 The ""honor system"" in World of Warcraft is a disaster that needs to be exposed for health and safety reasons, if nothing else.
 This system allows players to work their way through the ranks, starting at rank 0 and maxing out at rank 14.
 Winning in pvp gives you honor points, and at the end of each week, your performance is compared to that of other players, and you gain or lose ranks.
 Now, losing also gives you points, but not as many.
 The system overwhelming rewards time spent playing, rather than skill.

What is the health and safety danger I spoke of.
  You might think that if you waltz into this honor system, and perform better (which in this case mainly means you played longer) than everyone else on your entire server, that you would become rank 14.
 Not by a long shot.
 Your gains are capped each week, so it will take months and months to gain rank 14.
 Once you get up to rank 10, you are now competing against people who play the game 10 hours per day and up.
<hr/> There is no limit to how much a person can play, so players are driven to play every waking moment (forget having a job or social life) for fear that if they don't, some OTHER player will do so and be ahead in rank.

The idea that time > skill has gone from a merely fundamentally bad idea, to being actually dangerous, addicting people to the point of fatigue and death.
 No wonder China's new laws about MMOs are addressing this problem.
 <a href="http://www.gamesavor.com">wow powerleveling</a> MMO games must only award players full experience points for the first three hours of each day, half experience for the next two hours, and no experience after five hours.
 (Logging off for at least 5 hours will reset the system.)

"
"Another very important lesson was that winning at Street Fighter is a meritocracy.
 Your race doesn't matter.
 Your religion doesn't matter.
 The only thing that matters in a tournament is your ability to win.
 <a href="http://www.gamesavor.com/WOW/WorldOfWarcraft-Honor-Level/WOWHonorLevel-IT.aspx">wow honor</a> The community looks up to those who can win, regardless of ethnicity.
 There is no substitute for growing up in an environment that cares about results, rather than race.
 Nothing a teacher or parent could ever say measures up to that life experience about race-relations.

There are also a lot of things us Street Fighter players take for granted.
 They are truths so self-evident, that we never talk about them because it never even occurs to us that these aren't givens.
 Here's a few examples:

A fair game does not give material advantages to one player over the other
A fair game gives each player equal opportunity to bring whatever legal materials he wants (in our case, you can choose any character you want, no need to grind him to level 60.
 <a href="http://www.gamesavor.com">cheap wow gold</a> All players have immediate equal access to all characters.)
It's ok (and the entire point!) to bring to the game a) more knowledge than your opponent about the nuances of the game, and b) more skill than your opponent.
<hr/>
Time invested should count for nothing in a fair game.
 It might take me 1 hour to learn a few nuances and gain a certain level of skill and you 1000 hours.
 The hours don't matter; only the knowledge and skill matter.
 
I'll say it again: winning is a meritocracy.
 <a href="http://www.gamesavor.com/WOW/WorldOfWarcraft-Honor-Level/WOWHonorLevel-ES.aspx">wow honor</a>
Finally, playing a fair game is what it's all about.
 It would never occur to us to play a game where one player gets to do 50% more damage because he has a level 60 Chun Li.
 
Raph's theory is really holding up for me.
 Street Fighter was so fun for me because there so many things to learn.
 Looking back, these are life lessons that I couldn't do without.
 From the strategy of the workplace to reading the mind of others, to a sense of fairness, I am rich with reward from my gaming background.

But lately, Raph's words have really started to scare me.
 I started to think ""What is World of Warcraft teaching all these kids.
 "" I've played the game since the ""Friends and Family"" alpha test two years ago, and I've read the forums ever since.
 I have a very good idea what the game is teaching, and it's downright frightening.
 Unlike the uniformed parents who are afraid that GTA is going to ruin our youth, I'm not afraid of the silly facade of World of Warcraft: I'm afraid of what's it's really all about, deep down! That's a much more powerful and influencing thing than the mere surface (Street Fighter isn't about cartoon fighting, that's just a surface, too).
"

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Article ajouté le 2008-03-31 , consulté 263 fois

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