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Blizzard Entertainment | Official Site
MMORPG | Setting:Fantasy | Status:Final  (rel 11/23/04)  | Pub:Blizzard Entertainment
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Editorial: Battlegrounds

Posted by Dana Massey on Oct 06, 2005  | Comments

Editorial: Battlegrounds -

Staff Writer Garrett Fuller makes his debut with a look at PvP and the Battlegrounds in World of WarCraft.

WoW offers PvP to players in two forms. The Battlegrounds give players a chance to form up in forty or ten player raids and fight over specific objectives. If you play on a PvP server, you also have the chance to openly hunt down and fight players in any of the contested zones. With these two options available many hardcore PvP players continue to talk about the flaws and benefits of this system. A good friend of mine asked a question that I think sums up concerns over WoW PvP, “What is the spirit of Warcraft PvP?”

Many online players forged their opinion of PvP playing other games. In Ultima Online there were no rules. You left town, you were a target for Player Killers. The only warning you had was the name in red on the screen. It was truly a risky environment to play in and it was fun. Not only did you die, but you lost your gear and loot, could today’s players handle such a loss? I seriously doubt it. The next big PvP game in my experience was Dark Age of Camelot. Luckily, the entire game was not a battlefield, but certain zones were. The combat was fast and furious giving rise to all kinds of tactics and theories. If you died you lost some experience and had to deal with sickness for a few minutes, but you kept your gear. The risk was not as high, yet the competition still remained. So how does World of Warcraft add to this growing phenomenon in online games? First let me say that I respect Blizzard tremendously as a company and revolutionary in video games. That being the case, why have they handed us a milk-fed version of what real player competition should be?

You can read his full article here.

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