After finishing with ET, I moved on to World of Warcraft in order to relax and take a break from competitive play. Me being who I am however, I did not stay non-competitive for long. Eventually I gave up PvE raids altogether (Player versus Enemy, when you get a group of 25 people and kill a boss) and I had started to play Warcraft competitively.

For those of you who have never played it before, WoW PvP (player versus player) is like a mix between a FPS and a RTS. You control your character much like a FPS, using WASD and the mouse to position yourself and move around the arena. It is also like a RTS because of the different abilities and cooldowns that you have to micromanage. When WoW introduced arena after the Burning Crusade expansion, it was an instant hit. When I first stepped into arena, it was fun.

Hyping its arena tournaments, Blizzard has hosted tournaments with thousands of dollars in prizes. The earlier brackets took place online, with the finals taking place on LAN. Not only Blizzard, but both ESL and MLG host brackets where players can compete. To any observer, this game would appear to be a healthy and viable e-sport, but the truth is that WoW can never be an E-Sport for one important reason:

World of Warcraft was never designed to be an E-Sport. In fact, it was not even designed for pvp. WoW was designed as a PvE game with a PvP aspect tagged on. The competitive arena format was not even introduced until over a year had passed from the original release. As a result of this, the nine different classes of warcraft (soon to be 10 classes) were nowhere near balanced. For the first 4 season of arena, entire classes were unable to compete in arena. In 2v2 it was not uncommon for the entire top 10 teams on some servers to be either Druid/Warrior or Druid/Rogue. As the Burning Crusade expansion drew to a close, people had high hopes that Blizzard Entertainment would remedy many of these problems in the new expansion: Wrath of the Lich King.

It was with the release of Wrath of the Lich King that I came to finally realize that WoW was going downhill. Statistically only a small percentage of players participate in competitive arena. In fact, the "Gladiator" title was only awarded to the top .5% of players. That's right, .5%, half a percent. The thing was, Gladiator was easily obtainable by a serious competitive player. This brings us back the the point above: WoW was designed as a PvE game, not a PvP game. With every expansion, Blizzard introduces new attacks, new abilities, and new skills. In fact, the new expansion even introduced an entirely new classes. The more things you throw together, the harder it is to balance the classes. With a new expansion coming out each year, the problem will only get worse and worse. While Blizzard did a commendable job of balancing Starcraft, it did not have to deal with the massive amount of change that WoW constantly goes through.

The second main problem is really just an offshoot of the first. Being a PvE based game, WoW is also an RPG. Because of this, it introduces two problems that kill competitive play: Gear Discrepancies and RNG.

The first big problem (on the live realms) is gear. While not a problem on the private servers of E-Sports, it is also impossible to get an E-Sports sponsorship without doing well on the live realms. PvP-centric gear is easy to obtain for any serious PvPer, but for most classes to operate at their maximum effectiveness they require PvE gear. This introduces the hated concept of PvEing to PvP. This means that if you want to get the best gear possible, you have to play the PvE game. Another brilliant move by Blizzard, another example of why WoW cannot be an E-sport. For those people who want to play the game on their own time, this means that they will be at a disadvantage to the nerds who spent hours every night doing PvE raids. If two equally skilled players face each other, the one with the better gear will win every time UNLESS they win because of the second bullshit aspect of WoW PvP which is known as RNG.

RNG stands for Random Number Generator. In a nutshell, it is used to refer to abilities and events that are triggered randomly, usually on a percentage-based chance. This means that if two players each have a 30% chance to critically hit, and they attack each other equally as hard, the one that gets LUCKIER will win. One might get three critical hits in a row, while the other person might get none. In a real E-sport luck should not play a part. Games should be decided by skill. One example of RNG that I constantly ran into as a Priest was RNG-based spell failures. The Paladin class had the ability to shield itself, and make itself invulnerable to all attacks. Priests, on the other hand, have an ability to remove this shield from the Paladin so he could be attacked. Some paladins have a 30% chance to stop their shield from being removed. Statistically, this should mean that the odds are in my favor to remove the shield every time, but reality is far from it. I once lost a match where I had to cast my spell to remove the shield FIVE TIMES before it came off. Because of RNG I lost the match.

All in all, the problem is that Blizzard needs to appeal to their target audience. This target audience does not include PvPers. PvE is their main focus, with PvP as an afterthought. They just use the E-Sport title as a way to make more money with their franchise. I have to give them credit: it works. In my mind however, WoW will never be an E-Sport