The Honor System was patched in about five months after World of Warcraft’s release. The math behind the system was complex, but the principles were simple: if you killed an enemy player close to your level, you got points, if you killed an enemy player far below your level, you got no points.
In fact, most people play a combination of four or five games in World of Warcraft. There’s the leveling up game, which almost everyone plays. In this game, people try to optimize their ability to level up with regard to the amount of time they spend playing the game, and attempt to get to the highest level without wasting too much time due to inefficiency. Of course, most people take breaks from this game on their way to level seventy but when they’re leveling up, they’re trying to do it efficiently. | Marque Sondergaard |
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Hmmm. I play a sixth game then. Always trying to optimize the way I play my hunter; being the best hunter I can possibly be: pushing myself on chain traps, kiting, healer bodyguarding and of coursee pumping out damage. Tweaking, optimizing and experimenting with that is a never ending game that is used in many of the other games you describe here.
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| Maurice Kroes |
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I think you can see it more clearly in a MMO game but it actually exists in a lot of online games or even offline. User defined goals are one of the strongest goals and motivators. Random game: Gears of War. My goal could be completing it once on Casual. I could also try to pistol my way through everything just for kicks. I could also set the goal to complete it all the way co-op with a friend on Insane. Achievements help a lot of course defining those goals, especially the online ones for example.
Of course MMO space could have more diversity but I would argue these 'various combinations of games inside a game' are actually user generated goals that can exist in a lot of other games as well. I think it's too far to say "So, as of now, open-world and Battlegrounds PvP and competitive PvP in the Arena are two completely different games" |
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| sdf sadf |
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You're missing the UI customization game and theorycraft.
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| Angel Delgado |
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You could have add it a Pros and Cons section.
The Pros would be the great design and versatility the game has, also the huge amount of lore in it. The wise it has been very diverse and the old goal was just to have fun and gain status. Now days it seems is more about getting gear to play more, Because the status has gradually disappeared. The cons would be the huge lack of balance between the classes which make some arena teams immensely stronger compared to other teams, this is a huge factor when it comes to E-Sports, which it seems is the aim of Blizzard for the arenas. And of course the huge grinding the players have to do to gear up only for arenas, instead of keeping it balanced for the sake of clean sporting. You can always differentiate the mmogs by putting WoW as a starting point. Some games contain more balanced arenas like for example Guildwars, which is a game build for it and the pve part as a bonus, while in WoW is the other way around, but now is getting even more separated from each other, this makes it also dificult to pve players to compete against pvp players from start to finish. |
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