Posts Tagged World of Warcraft

The Fading Dream

There is a once-great nation in the world today — a nation seemingly strong and powerful, but riddled with internal decay.  A land with an uncertain future.

This nation was founded in time immemorial by an intrepid few — settlers from a far more powerful country, who brought their culture along with them to this new, virgin land.  Over time the prevailing mores and social structures would change, but in the early days the new land was in many ways very similar to the old country.

The forests, plains, and mountains of this new land were vast, but required hard work to fully develop.  The first settlers of this nation prized self-improvement and expected that they would improve themselves with time.  This bred a spirit of rugged individualism, but also fostered cooperation.  Paradoxically, their self-reliance and desire to better themselves drove them to work together to achieve ever greater achievements.

It wasn’t long before the new nation eclipsed the old, boasting more settlers and far greater wealth, despite the greater age of the mother country.  The rest of the world started to look to the new land as the leader in innovation, and immigration boomed to unprecedented heights as settlers from all over the world wanted a piece of the “good life”.

Unfortunately, with the increase of population came poverty and other social ills, and political pressure increased to provide support for the ever-increasing members of society that couldn’t seem to be productive or carry their own weight.  The original culture, where skills were prized as essential for both personal and societal advantage, began to be replaced by a growing sense of entitlement — that the nation itself owed its citizens an ever-increasing standard of living, regardless of whether the people could produce it or not.

The politicians, of course, were more than willing to give in.  The currency underwent severe inflation as the administration sought to assure everyone a basic standard of living, and although ever more sophisticated consumer goods became available, the prices continued to rise to astronomical levels.  Unfortunately for the administration, however, the hyperinflation didn’t have the desired effect.  Currency was more plentiful, but you still had to earn that currency yourself, and not everyone was able to hold a job.

The next step was to provide full employment through a menial public works program.  Legions of the underclass flocked to these simpler, less-demanding jobs as a means to achieve their dreams.  But this type of employment was considered unpleasant and degrading, and the citizens agitated for their leaders to provide a mechanism whereby they could work in businesses of their choice, but be guaranteed a certain level of income regardless of their actual profitability.  This was a far cry from the successful giant corporations of the nation’s early days, which were large industrial enterprises that employed many workers with a high degree of competition for positions.  Workers were expected to be skilled in those days and those who couldn’t pull their weight were thrown out with little concern.  These new businesses were smaller, and government subsidies (at the cost of pushing the inflation rate ever higher) reduced the risk these businesses needed to assume.

In the end, even this was superseded by an almost Marxist regime.  No longer would small businesses be formed via a person’s circle of friends and acquaintances.  What about those people who didn’t have contacts even competent enough to file the government paperwork and go through the motions required to collect their paycheck?  The government solution was to remove the limit on the number of businesses a person could be a partner in, and at the same time randomly match aspiring business owners together, in the hopes that the more entrepreneurial types would carry the load for the less capable since they could collect an additional government paycheck for a small additional amount of work.

The nation wasn’t quite at “from each according to his abilities, to each according to his needs”, but it was close, and getting closer.  Could it really take long for them to take that one final step?

What’s that?  Oh, right!  What nation am I talking about?

Why, World of Warcraft, of course!

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Greedy Goblin is Wrong

phil[1]I’ve promoted Greedy Goblin and his website in the past due to the very interesting economic analyses he’s put out, mostly stemming from his skill in making valid and insightful analogies between real world economics and the simplified economic model in the game of World of Warcraft.  Unfortunately, I think he’s been way off recently.  In his latest couple of articles, he’s falling into the trap of the elitist-raider mindset, and it’s leading him to make some analogies that are erroneous, inapplicable, and which lead to some incorrect conclusions.

In his latest posts, he’s attacked Blizzard’s move to change the badges dropped by lower-level raid instances.  In a nutshell, the policy change is that at some point, all instances that drop badges, from Ulduar 25 down to heroics, will drop T8 badges.  At the same time, T9 badges will be introduced for the top-end content.

Like many elitist raiders, Greedy Goblin attacks this as welfare, implying through this analogy that the “undeserving” are receiving handouts at the expense of the “deserving”.  He correctly notes that there is no taxation in World of Warcraft, so no one is directly hurt by this change.  No one is receiving less loot.  It’s not even really inflation — there may be more badges available to buy higher-end gear, but vendor prices are fixed, and the higher supply of badges should cause more BoE epics to be available on the open market, a deflationary pressure if anything.

No, what really gets the Goblin’s goat is that it is now easy for someone else to get what was hard for him to get earlier on.  It’s all about class distinction, and the reduction of the difference in gear that has him so worked up.  To the elite raider, gear is wealth, skill, social status, and self-worth all wrapped up together in a neat little package.  Having this difference reduced threatens the ego of the raider from several different directions.  It’s no surprise the hardcore are up in arms about this, but it does surprise me that GG is drinking the Kool-Aid as well.

GG attempts to rationalize his position through an odd definition of what he feels the Gross Domestic Product of WoW is, a fairly ridiculous concept on its face.  His definition, pulling from of all things World War II, is that it is the number of high-level boss kills in the game.

I think this is borderline insane.

It’s like saying that the Gross Product of a gymnasium is the number of super-heavy barbells lifted in a given day.  The hardcore bodybuilders might like that definition, but what about the guy that’s there to run on the track?  Or play racquetball?  Or hit on women?

The truth is that nothing of real value is produced in WoW through boss kills.  The boss you kill is just dead for you.  Others can freely take that boss on at any time.  And even the ones you kill only stay dead for a week — they just keep coming back as long as Blizzard cares to run the server.  And periodically, Blizzard adds new content; new high-level bosses to kill.  It never ends, and nothing permanent is ever accomplished.  You may gain skill and experience as a player, but there is no permanent achievement in the context of the gameworld beyond simply experiencing the content.

GG used to understand this.  His earlier posts talked defiantly about how he enjoyed and took pride in making money in-game as opposed to spending long hours raiding.  He’d at least acknowledge that the “M+S” and “socials” had a legitimate right to enjoy the game in the way they chose.

But now he’s a found a way to buy himself into the elite tier of raiding, and his outlook has changed.  Now he tries to define an overall value metric for in-game activity, and surprise, surprise, it’s based on how many top-level boss kills are achieved — exactly what you’d expect from a member of a top raiding guild.

Let’s look at this objectively.  There are many different servers in the game, with varying levels of hardcore raiders.  Is a high-pop server with many advanced guilds “richer”, more “affluent”, than a low-pop server with a fewer number of hardcore guilds?  Simply because Yogg-Saron is being killed 8 times per week on one and twice on the other?  Is one gym better than another just because it has more hardcore bodybuilders pumping iron, and for no other reason than that?  It’s patently absurd.

Elite raiders simply need to face the fact that Blizzard doesn’t see their $15/month as morally superior to the $15/month of the “M+S”.  Will they cater to the elite with new gear and new content?  Yes.  Will Blizzard set things up so that a permanent class difference is established and enforced by game mechanics?  Hell, no.  They want everyone to have a shot at the content that they spent cold, hard, real-world cash to develop.  That’s how they keep the masses, the paying masses, in the game.

The elite get to see content first, get the best gear first, and have the achievements and titles first.  That’s their value realized from their superior skill and effort.  But Blizzard is always going to make it so the masses can follow along at some point; they want them to see and experience the content as well.  They want them to stay in the game.

So consider it a time value of money problem, Gevlon.  It’s economics.  You used to be good at that.

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