World of Warcraft is well known for its popularity, as well as its infamy, as a giant among massive multiplayer online games (currently leading all its pay-to-play peers with 7,400,000 subscribers). For eight years of my life - from sixth grade until my first year of college - WoW was my favored game to play, producing profound and lasting effects on who I am.
Recently, I started looking more critically at the way video games can be overwhelming for some, and offer opportunities for the exploitation of players. While I personally found my playtime easier to control as I matured and developed stable relationships... the game’s combination of immersion, challenge, and community has highly addictive potential for rivaling reality, which can be contrastingly blunt, dreary, and lonely. As for exploitation, I am not referring to cheating in gameplay but mercilessly using social interaction to take advantage of other humans… which does occur, though I fortunately never saw this at its worst.
With the health of human hearts and wills specifically in mind, I’d like to write my own review on World of Warcraft. Where so many other voices have demonized the game as a whole from very limited research, in effect drowning out discussion and losing the attention of the gamers impacted, I instead hope to honestly identify from my own experiences which parts of the game are good, bad, or potentially anywhere in-between.
Lastly, though the focus of this post is only one MMO of many, I believe it concerns themes relevant to all other games too… which should be insightful for gamers and their parents, as well as designers in the gaming industry.