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Role Playing (Games)

Journal petrus4's Journal: How WoW really does wreck lives

(This is my response to the article with the same name)

I've only been playing since May.

I tried forming my own guild a bit back...everyone ended up leaving at around level 40 to go and be a member of one of the "leet" end-game guilds on our server. (Jubei'Thos) I let them go and didn't protest it or complain in the end...although in the process of forming the guild, I lost a real-life friend who started power tripping and getting me to resign as GM. I kicked him out...but it broke up soon after anywayz. Now I just do WC and other lowbie instance runs, recruit newbs, help them get to level 40, and then let them leave if they want to...as well as playing on the auction house. Either that or log on, have a few rounds of wsg, and log off again.

The competitive and guild aspect really started stressing me out for a while as well...I learned some lessons.

a) If you're going to play this game at all, make the only person who you compete with yourself. Don't care about what anyone else is doing, if they have a mount, etc. Make your advancement about you and only you. I'm near level 45 and I still don't have a mount, but I don't really give a shit...I'm farming and using Auctioneer, and I'll get there eventually...but there are MUCH more important things in life.

b) Do not go near guilds. Any guild at all. Do not form one, and do not join one. Guilds are the *sole* reason for the addictive element of this game. They're also the sole reason for any pain and suffering that you will experience. If you play unguilded, you will have no trouble playing casually. 90+% of this game's addictive factor is associated with guilding, social interaction within said guild, social *pressure* within said guild, and competing with others within said guild. So, remember the mantra:- Play unguilded, play safe.
Don't worry about instances, either. pickup groups are always available. Yes, they're a bit more hit or miss in the short term, but they won't do you anything like the long term damage that a guild will.
The justification for the guild system is primarily that you won't get to experience raid content (or are at least very unlikely to) without guild membership. That is true, but here's something else that's true which you probably didn't know. The largest raid instances in the game are generally only played by >5% of the entire playerbase, whether you're in a guild or not, and that is by deliberate design. The 25-40 man instances at least are there specifically for the hard core no life crowd, and usually, they require having no other life in order to be able to access them. You have to be a member of a guild, you have to put up with all the social/political bullshit that goes along with that, and in many instances you have to do a horrific faction reputation grind as well. Stick to 5 mans or pvp; you'll be able to do your own thing, and will experience a lot less pain generally.

c) Do not play this game with real life friends, or with anyone with whom you have a relationship that you do not want to lose...ESPECIALLY do not guild with them. Some of the rl friends I lost I had been friends with for close to a dozen years before playing this game.

d) Realise that for the most part, this game dies after around level 30. Once you get past that point, there is simply a long, hard, fairly tedious slog up to the end game instances.

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How WoW really does wreck lives

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"Look! There! Evil!.. pure and simple, total evil from the Eighth Dimension!" -- Buckaroo Banzai

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