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01.04.2009 eMg CS 1.6 Beats 3D/ JMC
01.01.2009 eMg CS 1.6 Anounced
12.31.2008 RockStar GH Tour Extended
12.26.2008 eMg Guitar Hero Starts
12.18.2008 eMg CS:S Update
12.16.2008 eMg TF2 Grabs Second in CEVO
12.15.2008 eMg WoW #1 in the World
12.11.2008 eMg CZ Still Undefeated
12.08.2008 eMg Welcomes New Faces
12.04.2008 eMg TF2 > 5-2 CEVO P ,
12.01.2008 eMg Winter Guitar Hero ,
12.01.2008 eMg TF2 Wins First Round CEVO,
11.29.2008 X3O CS 1.6 Winter Classic


eMg WOW The game feels like an absolute joke
eMg CS:S Where is this game going in 2009 professionally.
eMg WOW Mages are a bit overpowered
eMg TF2 Is our game getting bigger, are we ? Sound Off.
eMg WOW WoW is in need of radical revisions.
eMg DoD:S Will this game pick up or is it dead.
eMg CZ Should CEVO add a CZ season?
eMg CS:L 2009 LAN Events eMg CS Ladies will attend .
eMg COD5 Get in line and follow eMg on the trail
eMg CS Socal's Next big CS event and where.










11-10-2008
Blake "Aux" Triana
World of Warcraft's appeal as a competitive game is in a mess currently and is in need of radical PVP revisions to gain acceptance as an e-Sport. In light of additions from the Burning Crusade (the arena PVP system, resilience, changes in itemization) that have improved the PVP environment, the game clearly shows the momentum to be steered in the right direction. The key deterministic factors impairing its ability to be better recognized can be covered from numerous aspects.

The threshold of skill in competitive play is at times trivialized by factors outside of the player's control; when the capabilities of a player are voided by factors the player has absolutely no control over, a questioning of confidence in the game's interactivity arises. In short, these problems arise from the game's reliance on chance instead of player control; this is the fundamental issue that must be rationally revised over time.

Radical as it may sound, all random number generators that exist in the gameplay mechanics of WoW need to be reworked or removed exclusively for the PVP environment. Parries/blocks/dodges need revisions to be less intensive on chance and be made more reliable; Blizzard showed the momentum to revise chance and to opt towards more control with the implementation of resilience to rebalance the role of critical strikes in PVP environments. With similar fine-tuning (although in obviously different means), a solution could be surmised to add a similar level of predictability the aforementioned facets. Resists and misses need to be entirely removed from PVP aspects of the game, they serve for no other purpose than to instate a randomized chance to dictate the outcome of a match; thus effectively robbing the player from control and forcing it to be resolved with chance instead of skill.

Gear acquisition roadblocks such as farming honor for long investments of time to gain tertiary pieces of gear and farming gold for long investments of time to gain the same enchants/gems for gear serve to block out a crowd who would rather play the game for the merits of the game itself and also does well to insult the existing crowd of players who must devote large time investments routine every arena season in order to remain competitive. Change(s) must be made to gear acquisition to change the emphasis on time investment to activities that are more pertinent to the merits of the game instead of indirectly becoming an additional cost of admission. Marginalization (or removal if possible) made to chance-based mechanics and revamping gear acquisition in the PVP scope of WoW, would best serve to expand the game's competitive atmosphere, and would grant it the ability to be better accepted by competitive leagues as an e-Sport.






















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