Original post by Rumbleskim on /r/hobbydrama.


Part 4 - Cataclysm

This post is pretty short compared to the others. There were a number of smaller dramas like the banning of swifty or item duping or WoW closing in Iran, but I struggled to cobble them together into anything worth reading. I was getting into a bit of a rut with this post, so I cut my losses and posted the topics I’ve finished, rather than leave it unfinished forever.

The Leaks

Cataclysm didn’t just contain controversy. For the first time, an expansion was the controversy. So we need to go right back to the beginning to figure out how it all unfolded.

MMO Champion has always been one of the largest platforms for WoW discourse outside of the official forums. And it was here, on the 15th of August 2009, that Cataclysm was leaked. World of Warcraft was no stranger to leaks – there had already been half a dozen, each promising a different vision of WoW’s next expansion - but they were rarely this detailed, which lent these particular leaks a certain credibility.

In short, the premise was this:

The ancient dragon aspect Deathwing (one of the only big baddies left from the original Warcraft games) had broken free from his prison in the centre of the world, and had used his enormous power to tear Azeroth to pieces. The continents from WoW’s first release (Kalimdor and the Eastern Kingdoms] were going to be totally overhauled with new visuals and new stories, as well as the addition of player-flying.

Five new zones would be slotted in around the world too, where players could level from 80 to 85. Each new zone had an elemental theme, which would continue throughout the expansion. They included the lore-heavy Mount Hyjal, the expansive underwater world of Vashj’ir, the dark and atmospheric subterranean Deepholm, the Arabian Nights-Ancient Egypt fusion which was Uldum and the once peaceful, now apocalyptic Twilight Highlands.

Every expansion included new classes or races, and Cataclysm would be no exception. The Alliance would get Worgen – the human inhabitants of the walled off nation of Gilneas, who had the ability to turn into werewolves. The Horde would get goblins. I joined during Cataclysm, and to this day Gilneas is my favourite zone in the game.

It almost seemed too good to be true. Players had been begging for an alternative to the Vanilla zones, which were really starting to show their age. But no one had expected the scale or scope of these leaks.

The user Naya said, “Everything I read here is all I ever wanted.”

Some fans were wary that too much was being promised.

”I love all of this, and really looking forward to it, but I wouldn’t bet running around naked in paris on all of this (stick to the races) just yet,” the user Skysin warned, “a lot of it seems very far fetched, compared to what has been speculated so far. none the less this would be an awesome next expansion if even 75% of it makes it into the next expansion.”

And some didn’t believe it at all.

”giant troll by blizzard imo”, said revasky

Luckily, they wouldn’t have to wait too long in suspense. Blizzcon was just around the corner.

The Announcement

The 21st August was a sunny day in Anaheim, California - as every day is there. The city’s convention centre was packed to bursting with over twenty thousand fans. Most of them had turned up with one primary desire: to be there in person when the third World of Warcraft expansion was announced.

The Opening Ceremony began at 11:30 sharp. When Mike Morhaime took to the stage in Main Hall D, it was to raucous applause. He warmed up the crowd like a pro; he played them a montage of historic Blizzard opening nights, showed off a glossy new WoW ad featuring Ozzy Osbourne, and when the moment was right, brought out the only man capable of eliciting more hype than himself - Chris Metzen. Chris was the mastermind behind Warcaft, and his arrival could mean only one thing. Something big was about to happen.

Sure enough, in the ceremony’s closing minutes, the announcement was made and the trailer began to play. It wasn’t very impressive – the content being revealed was clearly in an early state of development. But that didn’t matter. The cheer that rose up from the crowd would never be matched by any announcement Blizzard made after that.

The leaks had been true, to the last word. Cataclysm would be the biggest expansion Blizzard ever made, and its development even outpaced the original production of the game in many ways. Perhaps for that reason, well over a year passed before the next big reveal, a glossy cinematic trailer.

Players were drip-fed information over that time, and due to WoW’s use of large scale beta testers, everyone knew exactly what the expansion was like months before it released. The hype had never been so high.

On 7th December 2010, Cataclysm released. It represents the time when World of Warcraft hit its peak. For a brief period, it would boast twelve million players, a number no subscription-based MMORPG had ever achieved before, or would ever achieve again. After a few months, WoW would begin its inexorable decline, but no one could ever have seen it at the time. On the contrary. World of Warcraft looked unstoppable.

Players loved it… for a while.

But slowly, the cracks began to show. Familiarity breeds resentment, and players had a lot of time to mull over the many problems with Cataclysm. Those cracks grew into canyons. And by the time the expansion ended in September 2012, World of Warcraft was a shadow of it its former self.

Many were increasingly of the opinion that they’d all made a big mistake in coming down from Northrend in the first place. And some said that even Northrend had been a bad move, and that no one should ever have left Outland.

There wasn’t any single thing that doomed Cataclysm. Trying to pin down the thing that killed it is like trying to pinpoint what ended the Roman Empire. It endured a death by a thousand cuts, some of which are complicated and difficult to explain.

But I’ll do the best I can.

Problem 1: Remaking the old world was pointless

In a tragic twist of fate, it was Cataclysm’s biggest and most anticipated feature which dealt the greatest blow: the recreation of Azeroth. You see, almost every single zone was remade from scratch, changed up a little, and given a whole new plot told through entirely new quests (all of them set during the time of Cataclysm). And for what it’s worth, they were very good. Great stories, creative design, nice visuals, and some of the funniest quests ever added to WoW.

But their purpose within the game was unchanged – they were levelling zones to get players to level 60, at which point they would go on to the Burning Crusade zones (until level 70) then the Wrath of the Lich King zones (until level 80), before finally returning to Azeroth for the new Cataclysm zones, which would take them through to level 85.

As you can imagine, this made the timeline incredibly confusing for any new players. But more importantly, levelling wasn’t a big deal any more. Every time Blizzard added a new expansion, players had to go through more content to reach max level, and so levelling was made quicker. By the time Cataclysm released, the 1-60 process was incredibly fast. If you were already max level when Cata came out, and didn’t want to level up alts (secondary characters), then you wouldn’t see any of the new content. And even if you did create a new character, you could always level through PvP or dungeons instead. If you made the specific decision to level through questing, you might only see five of the thirty-eight re-made zones. A vast amount of development time and resources had been put into a feature which was, in hindsight, expendable.

“They reworked the 1-60 content to be faster and easier for new players, but in my personal opinion reached a point of being too easy (almost mind numbing, what was wrong with having a few elites around every now and then?),” one user said. “The fact that world content was easier along with heirlooms and dungeon finder (even though the latter two were from WotLK) really made the leveling experience rather impersonal, where there was rarely any reason to really even speak to other players.”

Azeroth was big. Really big. You won’t believe how vastly, hugely, mindbogglingly big it was. I mean, you may think it’s a long way down the road to the chemist’s, but that’s just peanuts to Azeroth. Blizzard could only create so much content for Cataclysm, and most of their time and resources had been spent on the revamp. This would reduce every other aspect of the expansion to its barest bones.

Problem 2: There was nothing to do

There were only five new levels. The other expansions had ten. There were only five ‘new’ zones (six if we include the PvP zone, Tol Barad). Burning Crusade had seven and Wrath had eight (nine if we include Wintergrasp). There was no new city. Both previous expansions had included a city.

To make matters worse, the new zones weren’t even that good. Uldum had promised players a detailed look into the ancient lore of the Titans (WoW’s mysterious gods), but it turned out to be a prolonged Indiana Jones goof. Mount Hyjal felt artificial due to its over-reliance on ‘phasing’ – technology Blizzard had developed to seamlessly change zones around you, based on your actions.

And most controversial of all was Vashj’ir. It was huge (so big that they split it into three sub-zones), mostly empty, and entirely underwater. Players were given special extra-fast mounts to get them from place to place, as well as the ability to run on the sea floor, but it wasn’t enough to stop the zone from feeling like a chore to get around. The zone’s three-dimensional setting was difficult to navigate, because Vashj’ir had a number of vertically-layered areas, and quest markers never told the player how high or low their objectives were.

On top of that, WoW’s gameplay was never designed to work underwater. In the featureless abyss, it was often difficult to tell how far away an enemy was, and since they could be anywhere above or below you, players often found themselves taken by surprise.

Vashj’ir had its fans – in fact, all the new zones did. But they were a vocal minority. It wasn’t long before the community labelled Vashj’ir the worst, most hated zone in the game.

You didn’t have a brand new continent to level up on, instead you had zones that weren’t as ‘linked together’ as the ones in Outland or Northrend. Vash’jir, to most people, was a terrible leveling zone simply because it had a Z-axis. Mount Hyjal was on the other side of Kalimdor from Uldum, Twilight Highlands was off by itself in the Eastern Kingdoms, Vash’jir was underwater and Deepholm was underground. The game kept sending you back to Stormwind or Orgrimmar every time you finished up a zone just to send you through portals to get the next area. It seemed disjointed.

There were plenty of other hints that Blizzard had run out of time on Cataclysm. While Blood Elves and Draenei had been core to the story of Burning Crusade, Worgen and Goblins were often forgotten. Blizzard elected to totally block access to the Goblin starting zones (which was a big deal because one of them, Kezan, was the Goblin homeland), but they got the consolation prize of Azshara (one of the vanilla zones) being revamped with a Goblin story, a mono-rail and a mini-city, Bilgewater Harbour.

The Worgen got no such luck. Once they finished their starting zone, all of the NPCs, animals, and quests vanished. Gilneas was lavishly decorated and incredibly atmospheric and even included a fully built and decorated city. But for whatever reason, Blizzard decided not to finish it. To this day, its houses, streets, and villages are conspicuously empty. This is kind of a problem, because Gilneas is crucial to the story of Lordaeron. The lack of clear resolution on Gilneas would anger fans (particularly the Lore nerds) for over a decade.

Okay, so this all looks bad. But there was other stuff to do, right?

Usually, expansions would have ‘dailies’ – a set of quests in each new zone that you could re-do every day in order to fill up a ‘reputation’ meter with a certain faction. As you filled it, you gained access to a Quartermaster who sold lots of cool stuff, like fancy new mounts. But dailies took time to design, so Blizzard let players gain reputation by playing dungeons instead. Blizzard had promised other end-game content instead. Path of the Titans was planned to be a max level progression system, but it was canned in development. There was also the addition of the archaeology skill. But it had originally been devised as a way to work through the Path of the Titans, and without it, all that remained was a crushingly dull minigame. So in the end, dungeons were basically all there was to do.

But as long as they were good, the fans would manage, right?

Problem 3: Dungeons and raids were a mess

Wrath of the Lich King’s dungeons had been easy. Comically easy. Fans complained, and Blizzard promised to bring back the hard-core difficulty they had once loved. So when Cataclysm released, it was with brutal dungeons, unforgiving bosses and oodles of ‘trash’ – groups of enemies players had to dispatch before they could get to the important fights. Tanks struggled with crowd control, and healers often had to chug mana potions after every trash fight. Every dungeon group needs a tank and a healer, but no one wanted to take up those roles, so the queue to join a dungeon often exceeded two hours. When it finally happened, it was a slog which often ended with everyone dying and subsequently quitting.

The entire game devolved into players idling in Stormwind and Orgrimmar until the Dungeon Finder told them they could go out, struggle with a dungeon, fail, and teleport back. ‘Never Leave Major City Syndrome’ slowly destroyed the community and the game-world.

Casual fans were angry at Blizzard for making the game so difficult to play. Hard-core fans were angry at casual fans for being angry at Blizzard, and for not being better at the game. Casual fans then responded that they shouldn’t be expected to treat World of Warcraft like a full time job just to be good at it – it was meant to be fun. Hard-core fans replied that the difficulty was part of the fun. And this argument on for months.

In World of Warcraft, hard-core raiders had always assumed that they were more intelligent than casuals because they had achieved so much — the fall of the Lich King, Karazhan, Black Temple and so on — whilst all the casuals had ever done was muck about in the questing zones having a good time. But conversely, the casuals had always believed that they were far more intelligent than the hard-core raiders — for precisely the same reasons.

Blizzard weighed in on the issue, with Ghostcrawler basically telling players to stop shouting at each other and have fun.

We do understand that some healers are frustrated and giving up. That is sad and unfortunate. But the degree to which it’s happening, at least at this point in time, is vastly overstated on the forums. We also know that plenty of players like the changes and find healing more enjoyable now. Both sides need to spend a little less effort trying to drown out the other side claiming that everyone they know – and by extension, “the majority of players” – agree with their point. You shouldn’t need to invoke a silent majority if you can make an articulate and salient point.

It didn’t work.

In April 2011, the first major patch came out, and made the problem even worse. ‘Rise of the Zandalari’ brought two ‘new’ dungeons (they were remakes of Vanilla dungeons), Zul’Aman and Zul’Gurub. Not only did these dungeons make Cataclysm’s twelve other obsolete (because they had better gear), they were even harder. The player-base was livid. World of Warcraft was down 600,000 subscribers since the start of the expansion, and that was just the beginning.

Blizzard was desperate. They made every dungeon dramatically easier in order to stem the losses, which pissed off the only remaining people who had been happy about Cataclysm. Then they scrambled to release the next major patch as soon as possible, and even that wasn’t soon enough – another 300,000 subscribers would leave during patch 4.1. Rage of the Firelands was no instant-classic, but it was a much needed breath of fresh air in a very stale room. In addition to the Firelands raid, Blizzard introduced ‘the Molten Front’, a daily questing zone.

But the quick release of Firelands came at a cost. The patch was meant to resolve the two unfinished ‘elemental’ plots – fire and water. In one of Cataclysm’s first dungeons, the ruler of the plane of water (Neptulon) was abducted by Deathwing’s minions. A huge raid called The Abyssal Maw was designed where players would free him, but it was scrapped due to time constraints, and so Neptulon simply… stayed abducted forever?

When asked at Blizzon, Chris Metzen summed it up as ‘a damn mess’.

The fan speculation about the raid garnered more and more attention throughout Firelands. Greg ‘Ghostcrawler’ Street tried to minimise the loss of the Abyssal Maw, describing it as ‘three bosses inside Nespirah (a giant shell), with no unique art”. However players had seen the art and early designs, and so they knew this wasn’t true. Ghostcrawler insisted that it would have been shitty and cited the player pushback against the underwater gameplay of Vashj’ir as the major reason for its cancellation. Whether he was right, we will never know. But Firelands alone was not enough to tide the playerbase over for long.

I’m so salty about this getting scrapped. It would’ve been so much more unique than the rest of the raids.

[…]

It’s kinda sad to look at the what-could-have-been… so much great content scrapped, remnants of it all left, a shadow of what it should have become. Makes me think, wouldn’t it be so cool if it was in the game?

Problem 4: The terrible final patch

It was the end of November when the final patch released: Hour of Twilight. Sure, another 800,000 subscribers had left since Firelands, but Blizzard planned on winning them all back. The story of Cataclysm would be tied up, and players would finally get the chance to slay Deathwing. It would go down as one of the most despised patches in World of Warcraft history. This was all rooted in the fact that Deathwing was too big to engage in a conventional fight, and either Blizzard didn’t want to come up with anything creative, or they simply didn’t have the time or money to make it happen.

There were three new dungeons, and the idea was that they told a coherent story which players could follow through to the raid. Of these, one was well received - probably because it was originally going to be a raid, which had gotten shelved. The other two were slight edits of a Wrath of the Lich King zone called Dragonblight. ‘End time’ at least varied it up a bit but ‘Hour of Twilight’ (the dungeon, not the patch) barely changed anything.

But these disappointments were nothing to ‘Dragon Soul’, the final battle against Deathwing. Not only did it take place in another re-skin of Dragonblight, and not only was it an underwhelming end for WoW’s greatest villain, it also included some of the most mechanically awkward boss battles in the game – ‘Madness of Deathwing’ was especially hated for this reason.

80% of the raid is rehashed environments and models and the 20% that isn’t was among the worst or most frustrating encounters in the history of the game. also the story was f***ing laughable

One of the new features introduced during this patch was the Raid Finder. It was a simple premise – the Dungeon Finder from Wrath of the Lich King had been a massive success, so Blizzard created a new one for Raids. LFR (Looking for Raid) was treated as a separate mode to the normal raids, which was astronomically easier. Personally, I loved it. I had never been good at WoW, so it was the first time I actually got to see current raid content, and feel like I was actually involved in the story (rather than watching it play out on youtube). I know a lot of people in the community loved it for the same reason.

Hardcore raiders made up a very small percentage of the community, and a huge amount of development time was dedicated to raids which most players would never see. It made sense for Blizzard to introduce LFR during a time when they were struggling to find content to keep players happy.

However to say that LFR was controversial is a massive understatement. A lot of fans absolutely despised it. Blizzard was accused of catering to the worst possible demographic – ultra casuals.

Instead of battling against people playing at the very peak of their class, you play with people content with being the very worst.

The reddit user /u/Hawk-of-Darkness explained it pretty fairly.

Typically speaking (LINKS TO REDDIT) people on LFR have no idea what they’re doing in the raid and it can become a train wreck very quickly, with only a couple people actually knowing what to do and then getting frustrated because everyone else keeps wiping.

However, it was often confusing exactly why hard-core players had such a burning resentment for LFR. After all, they didn’t need to play it, and it wasn’t aimed at them

There’s this illusion that without LFR more people would be doing regular raiding, when in reality (and the devs already realized this) they would just quit because the reason raiding is avoided like a plague by the community isn’t the difficulty, it’s community and commitment reasons.

Writing for VentureBeat, William Harrison spoke for many players like me.

The new mechanic has received much praise and ire, causing an already polarized community to become even more hostile to one another. What are the claims? Why is everyone so angry? Most importantly, is the Looking For Raid system a help or hinderance to a game that has lost close to two million subscribers in the last year?

[…] until last week I had never seen the defeat of the main boss of a World of Warcraft expansion with my own eyes. That was until the LFR system took me straight into the maw of madness. I looked ahead and struck swiftly to victory.

As a fanatic of the lore and canon surrounding the Warcraft universe, I rejoiced at finally seeing the culmination of a story that I had been a part of for almost a year. To see Deathwing, bringer of the Catacylsm that destroyed the face of Azeroth itself, was a moment I never thought I would see. I mean, who has the time to raid when you have a full-time job and a life?

The LFR system is amazing for subscribers that want to experience the content while it’s still relevant.

Over a year would pass before any new content was added. Another 1,200,000 subscribers left during that time. It was this patch that cemented Cataclysm’s reputation as the expansion that set WoW on its downward spiral.

Problem 5: The story took a nosedive

World of Warcraft has some of the most dense, complex lore of any video game franchise. While most fans probably don’t care about it, the most vocal ones usually do. And from the start, it was clear that something was wrong with Cataclysm.

The first hint was Deathwing, or more accurately, the complete lack of Deathwing. Every single part of Wrath of the Lich King tied into its main villain somehow, even tangentially. It was done to showed how he was a growing threat. You couldn’t get through a zone without him appearng in some way. But Deathwing was relatively absent in Cataclysm. There was a fun little feature where he would occasionally appear over a random zone, killing any players in it, but that’s all.

I still remember getting obliterated when Deathwing carpet-bombed my zone, it was … GLORIOUS!

Most of Cataclysm’s story focused on other enemies – the Naga, the Twilight’s Hammer, and the Elemental Lords, whose only connection to Deathwing was their allegiance to him. In the lore, his motivations had always been flimsy compared to the previous two big bads, Illidan and the Lich King. And since Deathwing was never around, players never got to understand him. He was just a big angry dragon boy.

I’m very fond of this rant by /u/Diagnosan

I’d wanted a Deathwing patch from the first day of Vanilla. When it became clear that xpacks were going to be centered around individual villains with the announcement of BC, I wanted one for him. But when he looked nothing like he did in WC2 (Warcraft 2), I became a bit skeptical. This wasn’t the Deathwing I’d grown up with.

Once we got to see him in game, all he did was flap his wings and yell at us like some senile old man wanting us to get off his lawn. Oh how I came to HATE that flapping sound, it was the Sindragosa log-in screen all over. We never got to see him cause havoc, really, just the aftermath. From time to time he’d gank you, sure. But it wasn’t particularly linked to the story and it quickly turned into a boring annoyance. The one time it actually looked like he was going to kick some ass, the cinematic cut out. Even in dragon soul, what does he really… do? He just sits there and takes it while the same trashmob elementals we’d been fighting all xpack meekly walked up and gurgled at us threateningly.

He wasn’t a raw, primal dragon that evoked fear and caused chaos during any of the actual gameplay. For a game about cataclysm, there was just so little of it. Then to add insult to all that injury, the old lizard was just a fucking pinyata with lava coming out of his face.

If the expansion’s antagonist was a bust, its protagonist wasn’t much better. Thrall was the founder of the Horde, and its leader. He was voiced by Chris Metzen and clearly his favourite character, as evidenced by the fact that he was a colossal Mary Sue. He was the biggest, strongest, magicalest, most level headed, most powerful, most loveliest, handsomest orc ever and if you didn’t want to lean through your screen and kiss him on the lips, well, you weren’t the kind of player Chris wanted in his game.

I won’t delve into his backstory much, but it involves being chosen by the elemental spirit of fire (et al), freeing his people from captivity, taking them across the sea, and founding a new nation. I don’t know if the Moses parallels were deliberate, but they sure were glaring. In Cataclysm, Thrall got an upgrade from saving his people to saving the entire world. And so Green Jesus was born.

Thrall’s goodie two shoes-ness was fine at first, because it kind of balanced out the crazies in the Horde. But he was becoming unbearable. He was constantly shoved in the player’s face, and never questioned or criticised by other characters for his dumb decisions. The whole plot of the Hour of Twilight patch was to help Thrall power up the McGuffin weapon so that Thrall could work with the immortal dragon demi-gods and Thrall could take the final shot at Deathwing and Thrall could get all the credit. The ending cinematic of Cataclysm showed fireworks going up across the world while the camera panned to Thrall and his girlfriend, heavily implying she was about to give birth to a smorgasbord of mini-Thralls who no doubt promised to plague Azeroth with their manly Metzen voices for the rest of recorded time. He even got his own book, which went into further detail on just how spectacular he was, and how he was the only mortal worthy of taking Deathwing’s place as a demi-god of Earth.

Players came to despise him. On the Horde, they felt like he was constantly upstaging them. On the Alliance, they felt like Thrall (a Horde character) was turning into the MC of Warcraft. Other characters were being neglected or pushed aside to clear the way for Thrall.

To quote one user:

”I’ve had it with these motherfucking Thralls on this motherfucking elemental plane!”

As is often the case, someone wrote a whole university paper on Green Jesus.

While we’re on the topic of books, we need to remember that Blizzard released a novel accompaniment to every expansion. Sometimes they were decent, and sometimes they were written by Richard A Knaak. But these books had never been a big deal, because they just added detail to the events of the game – until Cataclysm. A number of major story events were only ever explained in the books, including important character deaths. Two faction leaders died in one of these books, with zero mention of it in the game. One day they were there, and the next they were gone. The decision divided fans, with some insisting all major story beats should be shown in game, and others pointing out that subtle character interactions and motivations were better portrayed through books because World of Warcraft’s writers were generally pretty bad.

And here we are. I think that’s everything people hated about Cataclysm. Not everyone hated it, of course. There were some who loved it – as I did. And some who held on in the vain hope that the next expansion would be better.

I think back to how much fun early Cataclysm was (LINKS TO REDDIT) with its brutal heroics, amazing outdoor questing areas and awesome first raid tier and then I think about what it turned into with Firelands and Dragon Soul and it makes me sad. Cataclysm could have and should have been a lot better and we the community with our incessant never ending whining played a huge part in its demise.

It was – at least in my opinion. But it was also even more controversial. We’ll save that for another time.

Brennan Jung summed it up best.

The idea of this expansion was great, the execution… not so much.

  • Wintry@lemmy.worldOPM
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    1 year ago

    Norwegian gamers responded that Jens Stotenberg, leader of NATO and ex-Prime Minister of Norway, had played online games too, and even used his KGB codename Steklov as a username.

    The topic rippled out across the game’s servers, its forums, and public discourse too. Studies had already been done on video game violence and found that they had no real impact on behaviour. Time Magazine weighed in, saying that Breivik’s relationship with WoW probably meant nothing at all.

    Blame video games — that’s the watch phrase these days when something tragic happens. The non-gaming media seem to enjoy zeroing in on video games that are highlighted in horrifying crimes, invoking the rhetorical question: Do video games screw people up?

    When horrible things happen, we look for simple answers, for easy rationalizations — ways to essentially say, Oh, this is why so-and-so did such-and-such. We want the “why” right now, when the spotlight’s on.

    Reality, of course, is far more complex, and the answers we’re after require patience and careful research. Preliminary studies that attempted to link violent video games with increased aggressive behavior failed to control for critical variables like family history, mental-health issues and gender (they also failed to contextualize increased aggression levels, e.g., more than aggression upticks caused by playing football, say, or drinking a cup of coffee?).

    The most up-to-date research, according to academic and TIME contributor Christopher Ferguson, “has not found that children who play VVG [violent video games] are more violent than other kids, nor harmed in any other identifiable fashion.” In Ferguson’s own longitudinal studies, recently published in the Journal of Psychiatric Research, he found “no long-term link between VVG and youth aggression or dating violence.” And Ferguson references another recent longitudinal study involving German children, published in Media Psychology, which similarly found no links between increased aggression and violent video games.

    But to many players (and parents of players), none of that mattered. Shortly after all of this came to light, a lot of people left the game for good. Being associated with World of Warcraft had never been a grand thing, but in the wake of Breivik it became a black mark.

    The WoW community was quick to defend their game. Some commentators were more reasonable, such as Reddit user /u/Saltybabe

    While I personally don’t think all video games in all contexts are 100% harmless, they are usually only harmful when adults don’t supervise or explain to young kids what is ok and what’s not. We have an 8 year old here who loves castle crashers, one of the moves is to throw a guy down and jump on him… this was tried once at the play ground. It’s not a violent game and we told him that’s not ok people could get hurt, and problem solved.

    WoW isn’t even a violent game, it’s cartoonish and fanciful. This isn’t really any gore to speak of and for the most part unless a person has a 2 handed axe or a huge mace there aren’t any weapons in the game short of a gun/bow and arrow, and lets face it none of the guns in WoW look even remotely realistic that one could link to real life violence.

    I let our 6 year old run around the blood elf starting zone and smite things on her priest, she loves using the map and counting how many bad guys we have to get and it’s challenging to her to use the mouse and keyboard. She’s supervised and it’s not like she’s going to go to school and conjure up some magic and kill people… WoW is an insane target for this whole “video games cause violence” because really, if even young kids can easily be guided into understanding there is no excuse an adult could not understand this, short of mental illness.

    Others treated the whole conversation with derision.

    I heard he also drank milk!

    As one pundit pointed out:

    If video games had anything to do with what people did in real life, more than half of the US population would be farmers by now.

    (Original post by Rumbleskim on /r/hobbydrama)