Why I Like Warcraft, Part One.

Warcraft is a game that is at its base, demanding of one's time. To play a character to level may take as long as 24 days (effectively, 48 days straight) of game time. It has been done in less than 100 hours, but in general, those that level aggressively must commit a large amount of time simply to reach the level at which one can play the endgame content. And it is somewhat difficult to master. There are very few opportunities for lazy players in endgame content.

But it is also a beautifully drawn alternate world. The experience of casual play is extremely entertaining. Many players enjoy the game simply because of this fact. You too, can be a person with special powers... in a land that is admittedly visually fascinating.

Many players find this element of the game appealing. Their character is an expression of themselves - the way that they play it is unique, and the elements of that character's build become a kind of semi-living avatar. These players often enjoy levelling alternate characters as a form of that sort of exploration.

And it could be said, from that perspective - that once one has finished creating a character - endgame content is really just hardmode for people who have run out of things to do/ impossible task lists made for people who run around in circles doing them. Those who enjoy levelling alternate characters or pursuing achievement are often those who do not enjoy endgame. There is of course, another dimension to this game in player versus player at various level caps - but we'll skip that for now. After all, Halloween is a few months away.

I think the reason Warcraft appeals to me is that -in a very specific way - the game is almost overwhelming in its requirement of my senses and abilities. It may in fact be easier than other games, in some respects. It is certainly easier than Chess, or Poker. These are two games that require sharp abilities and practice. These games involve you at different levels and provide a chance to sharpen you up differently than Warcraft.

To play chess one will pit one's skills against another in the most base and determined manner possible. You read the board, not necessarily your opponent - it is a game of strategy and anticipation of the other's moves - and in general, whether you win or lose, it's going to be a real fight.

Poker, on the other hand, involves adaptability. The key to winning at poker is one's ability to anticipate another's courage and capability - by reading their microexpression. Good chess players rarely wear shades and let their pieces talk for them. Great poker players are always looking for ways to hide their expression and often wish that their cards speak very little on the table - they are more about letting the chip count transmit the message they want to send than they are , their actual hand.

Warcraft, however, involves guessing what would be the appropriate sequence of actions in a virtual world, with a character that specializes in a certain role. The world itself is artificial, and its sequences are fairly planned out. For example, wandering through the woods one might fight a group of non player characters walking around in certain circles... these patterns are laid out on the ground in a circular radius around these characters. Intersecting that radius triggers actions against or for your character. It could be said that it is largely a simple mechanic - to play the game, one simply has to figure out which series of buttons one needs to press, similiar, say to the electronic game 'Simon' which flashes lights and tones that must be repeated in order to win. With the exception that those sequences have to be familiarized into a sort of language that effectively expresses your chosen character's actions.

What I enjoy most about Warcraft is that the endgame content is usually optimized for playability. Warcraft, at endgame , and in progression - is almost always a solvable problem. The game design is set so that even though there is only a narrow window of probability that the pattern or sequence of actions within the strategy of an encounter -will result in success - the game design is not, in fact, set to impossible. Hardmode in warcraft is just that. It's not a timesink.

Sometimes, in certain encounters - the sequence that one must play can be almost overwhelmingly difficult. It requires, like playing in a musical band - a certain amount of practice and ability, as well as teamwork. And that is what I truly enjoy about Warcraft. It is a way in which we can explore solving almost impossible problems together.

That, and whoever is writing the questline dialog. There are moments that I have never been as entertained as I have in pursuing a quest. This game takes time, and you can cut that time out of your sleep. At the cost of perhaps your health. I choose to do this. Sleep is , after all, really my second favorite addiction.

Like Chess, or Poker - it is possible to take reward from gameplay. For me, it has always been a sense of how I was able to play with a group of others - and one is able to accomplish in a focussed manner. Despite being blasted by lava , shot through the head with a dagger, and eaten alive by parasite. Yes, I'm writing this on a monday morning. Can you tell? :)

I suppose in some ways Warcraft reminds me of golf . If you have ever played golf - you are reminded that illusions of distance and architecture - will require constant adjustments in shotmaking , club selection - and swing speed. You can be so afraid of a shot that your hands will shake. But one day. You will make that one good, solid, smooth swing.

And the ball will land three feet stiff to the flagstick. Boss down. That's what makes it all worthwhile.

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