Draenor Rock City: The Exclusionary Nature of Nerd Cool

Tzufit and Apple Cider look forlornly at the Dark Portal.

Written by Apple Cider Mage and Tzufit

If you had asked us last week what sorts of things Blizzard could do that might make us feel like World of Warcraft isn’t a game for us, we might have made some comment about treatment of female characters or perhaps the ongoing sexism that women face from other players. We probably wouldn’t have said, “They could make a show about middle-aged men designing motorcycles.” So when Blizzard dropped the announcement that they were partnering with American Choppers for a strange web-series that would document a competition to design a sick motorcycle as an in-game mount (what, another one?), we were glad that we weren’t the only ones going, “huh?”

The more we thought about it, this confused us because it was yet another tone-deaf offering that pushed us farther and farther away from World of Warcraft. Jokes about mid-life crises aside, it’s hard to be excited about the upcoming Warlords of Draenor expansion and WoW in general when you feel like you don’t belong there.

Because WoW is an MMORPG, feeling as if you belong in the world is exceptionally important, arguably more so than in any other genre of video game. In years past, we have drawn our excitement for new expansions by thinking about the things that our characters will do and see, the places they will explore, and the new challenges that we, as players, will experience. In recent weeks, people who used to see themselves as curious about the world we are about to inhabit now have a hard time picturing themselves there. We find ourselves traveling to an alien world, and yet the alienation we feel comes not from Draenor but instead from the people who have created it.

While we cannot know precisely who has their hands in every pie at Blizzard, it seems like the public faces and taste-makers of World of Warcraft often gravitate around fairly similar themes that they consider “cool.” Draenor, more so than any other expansion, feels saturated in these ideas, despite protests to the contrary. The particular rally point in this case has indubitably been Y’rel, a strong Alliance Joan of Arc-type. Yet, everything we’ve seen thus far, from new extra beefy mob models to some alpha dialogue is oriented around a hyper-masculine world that is brutal, savage (as we have been told ad nauseum) and inexplicably full of rock star pyrotechnics. When we saw the art piece of all of the warlords lined up like a gruesome metal band, there was an emotional distance between Chris Metzen eagerly throwing up the horns and us looking on in confusion. We’ve seen fun and goofy inclusion of these ideas before, but the tone now feels very serious; it’s a weaponized barrage of these concepts to the exclusion of everything else.

This nerdy (but still male) idea of “coolness” isn’t a unique problem to Blizzard. Big creator names in nerd culture are still predominantly male, which has been true since long before “nerd” and “geek” were a persistent cultural identity. You have Tolkien, Lucas, Martin, Whedon and, for our purposes, Metzen. Nerd-dom has been retconned into a male space, a refuge for the those who did not fit the traditional image of masculinity, but who enjoyed Dungeons and Dragons and got thrown into lockers because of it. The duality of this background is that for all of the underdog position that nerd men have had most of their lives, many of them still enjoy the benefits of a patriarchal culture that nurtures and comforts their tastes and desires, often to the tune of millions of dollars. For a group of outcasts, loners and misfits, they have, especially in the 2000s, enjoyed a renaissance period. When you combine that with a fairly critical ignorance (or even outright hostility) to other people who are not considered the marketable norm, your fantasy world, much less are suddenly devoid of people outside of that nerd paradigm.

The problem with nerd culture and the belief that only men are considered creators is that it reinforces that the only stories worth caring about are for men, by men, and in a way that is cool to other men. It’s a rigid set of interests that tends to not consider much else outside of it. The worlds themselves sometimes involve a realism and grittiness that is at best, voyeuristic - it’s easy to insert things into a fantasy world to make it more real when it’s not a reality you have to confront on a regular basis. All of this is nerd men and their creations revolving around power and cachet - the stoic, grizzly hero flanked by compatriots and female love interests. In the case of Blizzard, a lot of it looks like muscular brutes, heroes of light and rock guitars.

What seems apparent to us is that some of Blizzard’s content creators are still finding the same things cool at 40 that they did at 15, and though their customer base has matured, their interests are showing their age. No one faults content creators for having inspirations, but when you achieve a level of success that allows you to create content for literally millions of people all over the world, isn’t it reasonable to ask that your inspirations grow to reflect the diversity of your audience? It seems equally reasonable to expect that this is not only something Blizzard should consider but rather something they for which should actively strive.

How we’ve seen people typify this cultural problem within Blizzard and throughout Warlords of Draenor is one of marketing, and we don’t believe that that’s entirely the case. Marketing is a symptom of the problem. The primary issue is a concept and an atmosphere that people are struggling to see themselves in. Is it so terrible to ask for inclusion? Is it so terrible to be afforded even a fraction of the same consideration that a particular segment of nerds have enjoyed for years in WoW? Our standards are not unreasonable; in fact, we might go so far as to call them incredibly low. While active inclusion of diverse women in Warcraft’s story may be the ideal, in the past we have at least been able to say that WoW does not actively exclude us. Recently, that seems to be less and less true. It feels like WoW has been moving backwards (now quite literally) in some places with how women are characterized or talked about, those failures buoyed by the few small successes we’ve enjoyed since then. For every five minutes Jaina is allowed to be a competent leader, we have many more moments of women being killed, hurt, married off or otherwise left behind.

There’s such a spectrum of problems that surround both the women in the story and the audience that it’s hard to list them all. The problem now is how to deal with these revelations about Blizzard and the game we’ve been enjoying for so many years. Loud, vociferous criticism only works when we are able to make headway, and the road to Warlords has so far been littered with increasingly insurmountable obstacles.

Much is still unknown about the new expansion at this point. Alpha and beta often provide key contextual clues to the overall direction an expansion is headed and we acknowledge that there have been exceptionally long dry spells in between updates since Blizzcon. It’s easy to feel like small, select issues make up a larger percentage of future content than may prove to be the case. Historically, alpha and beta have been periods when we’ve seen that critical analysis can and does create change and improvement in Warcraft. Yet, for the moment, we don’t know how to align ourselves with Blizzard’s visionaries because their ideas don’t seem to include us.

April Fool’s Jokes and Perfect Storms

Draenei priest drawing.

Taking a page from Vidyala and posting my own draenei art.

At the risk of stirring things up even further, I want to talk about why the fake Artcraft presented by Blizzard’s World of Warcraft team was the worst possible joke to make at the worst possible time.  I hope people don’t think I am going to debate the relative offensiveness of it; I am not because I do think it was offensive and I know there’s better people that have been talking about it rather than myself. No, rather, we’re going to talk about what made everything so much worse.

I know the title talks about “perfect storms” in that it was a confluence of several factors coming together, but let’s abandon that particular metaphoric imagery for a second. Imagine a giant field full of grass. In this scenario, World of Warcraft’s assembled community of fans are the grass.

It’s been a drought since Blizzcon. We’ve been fairly starved on concrete updates on the expansion’s progress. We’ve seen some model update Artcrafts, some dev watercoolers, but no beta, no big news and only minor progress on everything else. Bigger sites like Wow Insider or Wowhead news are scraping for content and opting to talk about Blizzard’s other releases like Diablo III: Reaper of Souls or Heroes of the Storm. We’ve grown pretty dry and bitter about the expansion the longer we don’t hear about it. It’s a pretty unusual method given how long we’ve been marinating in Pandaria’s last content patch. It would be easier to deal with if we had the new expansion to look forward to on the horizon but it’s been pretty dust and tumbleweeds thus far.

In this field, imagine a couple piles of goblin bombs laid haphazardly on the ground, hidden among the tall weeds. These are the issues a lot of us have had with the potential content of the expansion: lack of positive female character representation, expectations of more grimdark “gritty” realism, and the inevitable “boys trip” that we heard about at Blizzcon. There’s a lot of worries among some of us regarding how enjoyable we will find the questing and story experiences of this new expansion. While Ji Firepaw was a net positive, what lurks in the water for Warlords?

On top of that, the air is dry. Fans are looking for anything to digest or keep their attention. Our community is tied between forums, social media, blogs and anyone we play with in-game. We spend a lot of time nitpicking, dissecting and debating. Given the lack of information thus far, it’s mostly speculation. People are anxious.

Then you toss out the equivalent of a lit match on all of that and you have an explosive, incendiary wildfire on your hands. The models make people feel awful about themselves or angry at Blizzard. The blog text makes fun of all sorts of women and pokes at things like incest and twerking. It comes on the heels some other April Fools jokes that while bizarrely problematic, are also funny. It sticks out like a sore thumb. It riles up people who only want “real” content. It makes everyone who was worried about problematic content feel even more unsettled about their gut feelings. The community goes into an uproar: those who found it funny, those who didn’t, and people who think the “not funny” people are giant babies. The explosions that occur over any sexist content go about as well as expected now that everyone is in on the discussion.

Pulling myself back far enough from my feelings about women being mocked at a time like this (not intended maliciously, of course) means I look at why this happened. Is this a cultural problem within Blizzard? Did everyone think this would have a positive impact and anyone who didn’t not get to speak? Were they overruled? Who looked at this before it went live? We’re not talking about a developer being caught off-guard and speaking close to his chest, but something that was written, edited and arranged for publishing on the front page. Models were created specifically for this. It makes me wonder.

Sometimes thinking about the mechanics and anatomy of a controversy keeps me from getting too upset about the thorny emotional center, but even if you know how a disaster came to be, it doesn’t help you deal with the aftermath.

 

 

Year That Was: 2013

They love the way I walk
‘Cause I walk with a vengeance
And they listen to me when I talk
‘Cause I ain’t pretending

- Beyoncé, Grown Woman

It was a decent year.

I talked about Blizzard’s choices in raid bosses, analyzed the Alliance’s rise in powerful women, started a podcast, asked why Blizzcon doesn’t have a harassment policy, talked to fellow cis people about how to respect trans WoW players, met fellow community people at Blizzcon, as well as looked at Warlords of Draenor‘s women problem.

I definitely made some enemies but I made more friends, perhaps. I definitely feel like I’m in the black on my ledger on that particular front, especially with mending old fences.

My content production on this blog in particular has slowed down a bit now that I also do the podcast but I don’t feel like the blog overall is suffering. It definitely has been weird moving into a slightly different position in the community, especially now that there’s been more discussions among people about matters of sexism, gender representation, and treating people in different groups with respect. It’s a thing that needed to happen and I’m glad I don’t feel so alone in expressing those thoughts. It’s moving glacially when it comes to Blizzard but overall I think the community has grown a bit.

Definitely started feeling more like a personality this year versus just a name and a blog attached. Not sure if this is overall positive or negative. I got ensconced into a more powerful position with my ideas and words reaching higher up ears and feeling the pressure that I had to say the right things versus the things I really feel all the time.

As far as WoW itself goes, it was a cooling off of my real drive to “succeed” at end-game. I have no real desires to raid a lot anymore. Flex made it possible to do more content in less time and at a pace I don’t feel stressed out about. I might have taken a couple of wrong turns as a guild leader but the rest fell into place otherwise. I’ve been working hard on finding a new thing to enjoy every day, otherwise I would have burned out long ago. Having to produce content and look critically at the content, lore has kept my interest active beyond the quotidian grind of  Mists of Pandaria.

Overall, I can’t really complain. I don’t have a solid course planned for 2014, but I think I’ll do alright. We have an expansion on the horizon and there’s no end to things I could say. If 2012 was getting your attention, 2013 was me having something to say.

In the immortal words of Beyoncé, I’m a grown woman, I can do whatever I want.

 

Warlords of Draenor: The Dark Portal is the New Glass Ceiling

Happy gnome shouting Ladies! In Warcraft!

Drawing by Paululum, aka @Doodlegnome.

Let’s go back, way back to an alternate timeline. It’s Blizzcon 2013 and we’re in a world that seems similar to our own. It’s moments before Chris Metzen announces the next expansion. Suddenly the screen changes and the now-familiar logo goes up. Relatively little is changed. It is called Wars of Draenor.  Metzen strides across the stage, the heady determination evident in his face. He unveils a piece of concept art that has him nearly squeeing with excitement - a large digital fresco in shades of brown and red. Present is our antagonist Garrosh, his right hand Zaela and the assembled orc lords. It looks as much of a motley crew as any metal band. 

But then he regales us with a second mural - the combined might of Azeroth as we know it rushing to meet on the battlefield. There’s a righteous female draenei champion leading the charge for the Alliance and for the Horde, there’s Aggra and Thrall, Draka and Durotan. We see Varian, Jaina, Moira, Tyrande, Malfurion, Vol’jin, Sylvanas, Gelbin Mekkatorque, Velen and Maraad, Lor’themar, Genn Greymane, Gallywix and Baine Bloodhoof. All of our races’ leaders are present and accounted for along with many of our valiant champions. We are going to stand tall against Garrosh and his Iron Horde.

We see ourselves reflected in this art and we get jazzed at the mysterious hints of characters we’ve met briefly before or new ones that look exciting and powerful. 

When the the lore panel takes place, a fan asks Metzen about what Aggra’s role in the expansion will be as she was seen in the opening announcement. Metzen laughs and wryly remarks, “Who do you think is going to help lead the Horde in this familiar world? Thrall? He’s never lived here!” 

As much as I would love it, we don’t live in that timeline. Let’s talk about what actually occurred and why it is so important.

If you don’t read World of Warcraft blogs or Twitter, maybe you missed the heated discussion that’s been going on about how the marketing and potential story choices were being handled regarding Warlords of Draenor from its debut at Blizzcon this year. Chris Metzen as well as another influential member of the Dad Crimes crew Dave Kosak, seemed to paint a pretty male-centric vision of Warlords that left many people with a bad taste in their mouth. If this was the opening salvo of the newest Blizzard product, why weren’t there more women involved in the offerings?

What further drove the wedge in between the developers and fans was Chris Metzen during the lore panel answering to a fan’s question about what Aggra would be doing and he alluded to the fact that she wouldn’t be there because it was a “boys trip.” While I think this was a moment of sheer Metzen-level exuberance that didn’t properly filter itself, it definitely left a profound impact on people already confused or bewildered by the expansion reveal. Here was someone at the top of the creative development for our beloved game joking around that going to Draenor was akin to a bunch of dudes packing their axes like rods and heading back into the Dark Portal for a beer-fueled fishing trip. It rang as a poor attempt at a joke but it, unbeknownst to Chris, created a rallying point for fans, women in particular, that was on a level with “Hush, Tyrande.” It’s much easier to start picking apart sexism and character representation in World of Warcraft when you are given such moments that are so overt and show such a lack of understanding and consideration for your audience’s makeup.

While I believe Metzen (or even Kosak by extension with all of his “savage” talk) to be a fairly well-meaning guy, the fact of the matter is the comment underscores a lot of what usually inserts problematic content or creates a problematic vacuum of certain key building blocks of a fantasy world you want to make. It’s a small group of people (in this case, the men on stage) being excited by things and forgetting that we’re not all jazzed up about seeing metalhead orcs go back in time to cleave things in twain with other orc dudes. It’s fun and cool to Metzen, who ultimately gets to revisit a potent and fun time in his writing career, but it doesn’t seem to take some of us along for the ride in quite the same way. This is where I feel the real disconnect is occurring: not that I truly believe Warlords of Draenor will be entirely absent of cool women characters (I’ll talk more about this later) but that main figures of creative development presenting the story to us didn’t feel it necessary to talk about most of them except only briefly.

It’s confusing for two reasons, one, because we literally just came from a world that is as close to an idyllic meritocracy as World of Warcraft will ever have (Pandaren) and two, because there doesn’t even seem to be very solid logic for why Aggra in particular wouldn’t be there. It’s this moment of non-consideration for the idea that a Draenor native mama wouldn’t be present to show her son the planet she grew up on that gives us pause because it isn’t particularly just about her but shoots an arrow straight into the larger problem of being overlooked or under-considered by some of the top dogs in creative development. World of Warcraft has, up until this point, been moving forward in both its’ lore and story with regards to representation and so it feels like whiplash to see this being the initial offering we’re given.

Though, if I think hard enough, we can look back again how even Mists of Pandaria was presented to viewers initially and extrapolate that when it comes to selling people on their expansions, Blizzard really doesn’t give a hoot about ladies. No matter how much progress you make in making a world that has tons of really enjoyable, memorable and complex women characters in it, when the wrapping paper on the whole she-bang (heh) still looks dominated by men, you find yourself more and more unwilling to open it. So in this aspect, you could say that this just a marketing problem and not a story problem. I think that’s fairly close to the truth, but despite this being an issue with how they want to sell an expansion, it does have an effect on the story after all.

This is is why, going back to the “boys trip” quote, Aggra’s seeming non-inclusion in the story is such a big deal. When women are not considered for being played up as a cool fixture of your story to your audience from the outset, you might find yourself overlooking them in other places. The idea of Thrall going ahead to lead the Horde with his parents without his wife or his kid says a lot more about how creative development wants to talk about fathers and families versus motherhood and the like. And it’s weird, as someone who is not a mom, but knows plenty of them who play. (I am going to address more of this in a later post, so just hang onto your pants.)

Does this ultimately mean that I believe that the expansion is going to feature no women at all? Absolutely not. Like I said, Mists of Pandaria, once we got into the meat of the story, featured many moments where I felt women had their role to play in both the overhanging story arc (see Isle of Thunder patch with Jaina and Vereesa) as well as the day-to-day stories that we see in the Pandaren people or even something like the Klaxxi. I felt that both narrative and quest development teams did a really good job creating a world that was seamlessly egalitarian, even if we crash-landed on their shores with war in our hearts and sometimes less nuanced character development. Pandaren gave us a world where all of the women were equal participants in everything, whether it was protecting the land, working it or being diplomatic entities. It wasn’t just strong women like Suna Silentstrike, but women that were humble, quiet or nuanced in some other way. And I felt that it rubbed off on even some of our regular Azerothian  sisters. Because of that, I have a cautious optimism that Warlords is going to have just as many orc and draenei women filling in the gaps that we didn’t get to see in the opening cinematic, not just as brave champions of the Light (like the hotly speculated Yrel) but as complex personalities all over the place.

It’s because of this faith that I feel fully ready to rebut criticisms of those criticisms by saying that it is “too early” to know what is going to be happening in the story with regards to the women. Sure, it absolutely is too early and there’s definitely going to be cool powerful women present in the story of Draenor. (Again, Yrel seems to be held up for this a lot, and I can see why.) The problem is that because of the disconnect in marketing, because we are at this very initial point in the on-going reveal of the expansion, there absolutely needs to be unpacking and discussion and critical awareness. By getting ahead of more permanent story decisions now with our feedback, we stand a greater chance of having a profound impact on seeing ourselves in the story we love so much. This is really the beating heart of the problem, of why this omission felt so glaring. People love Warcraft, a lot of us women love Warcraft. We want to love Warcraft not just as the characters we build up in our heads as complex or nuanced, but to see our stories reflected in the ones that the company creates. Representation matters and the sooner we can have this discussion and make sure that we have a stake in that representation, so much the better. Blizzard has made very large strides in both its’ creative development teams and community management teams to ask for and receive feedback from us, the players. Not just on things like balance issues, obviously, but how we feel about where the story is going, what kinds of things are expressed and are we excited about them.

Feedback is crucial. Blizzard has let us know that it listens to the community and is willing to make changes should they feel that criticism is both substantive and will improve the game. Representation is also crucial. Our media affects and informs our lives and leaving a lot of different groups out of the story (not just women, but queer people, people of different genders, races, etc.) has a subtle but penetrating effect on the people who consume this media, namely us.

In her post about the Welcome to Night Vale podcast and QPOC representation on PolicyMic, Zainab Akande succinctly delivers why this is such a big deal:

“Why does this matter? Because media representation matters. Why does media representation matter? Because the media is a pretty central force and plays a vital role in society at large. Mass media in particular has the power to change or reinforce the habits of its consumers. It also aids in constructing worldviews of its consumers by reproducing reality— to an extent. Perception is the name of the game and it’s difficult to perceive what is non-existent — or in the case of POC and LGBTQ characters, severely lacking compared to the real world the diversity scale.”

If your game doesn’t gesture even a tiny bit at the important stories of 50% of the population that is both playing your game as well as participants in your story in the first offerings you serve to your public, you’re not doing a very good job. Not only in selling a product to as wide of an audience as possible, but in selling a product that has more of a dramatic influence than the work that has come before.

This is one of the reasons why I’m so cautiously hopeful that the chefs stirring the pot that is narrative and quest design in Warlords know what they are doing. Going back in time, not just figuratively for the purposes of the story, but literally, to an earlier time in Blizzard’s game development is precarious. While I understand that Warcraft is where many of the great women leaders of World of Warcraft spawned (Tyrande, Jaina, Sylvanas), going back to a place that feels less unconcerned with what we’ve learned in the past 10 years of gaming with regards to diversity feels tricky at best. So while the excitement is here because we’re getting to finally see a world that was merely hinted at in both Warcraft and World of Warcraft’s lore, a lot of us are feeling somewhat hesitant that it will do due diligence in being a past we want to visit for the first time. The story feels very male-dominated for multiple reasons, as I said, and by going back to it, we might lose ourselves in a timeline that feels unconcerned with the rest of us. However, much like Warcraft then and Warcraft now, we cannot ignore that all of these things are choices. Choices made by the writers, by the developers, and by people like Metzen and Kosak themselves. Fantasy not including women isn’t historically accurate, it’s just repeating sexist storytelling whole-cloth, most of the time due to the lack of perspective that some of their very male authors seem to have. We need to not only look forward to the work of the women who undoubtedly comprise the story development team, but let Blizzard know that everyone working on the game’s look, feel and narrative that they should make a world that all of us here in the present, would want to go back and save. Not only just as characters in WoW’s story, but as video game players in general.

Other posts on this topic:

*in case it wasn’t very evident, the title was written in jest.

Blizzcon 2013: Impressions

Blizzcon entrance, as seen from the glowing fountain of doom.

Blizzcon 2013 was not for the faint of heart. Between the travel woes, heat and the general fatigue that kept hitting me like a child with a wiffle bat, there was a lot of things to see and to do and it felt like I needed a time turner or perhaps de-aging myself 10 years to properly enjoy it all. Not to mention a lot more money. It was all worth it, though at times I wished I could have been curled up on my couch with the Virtual Ticket instead of braving the crowds. A lot of my best moments happened not in panels but rather behind the scenes hanging out with friends and meeting Blizzard people. However, this is going to be a rundown of the content we all got to see. I’ll save the granular discussions on particular issues for later.

Note: This is all based on my personal experiences and in the attempt to get this out today, I haven’t watched the panels I missed via the Virtual Ticket yet, so there’s gaps in my memory and knowledge. Be a little patient with possible corrections.

All That Real Life Stuff

Most of what gets discussed after the con is long over is not necessarily the panels but all the great memories you have while being at the con and getting to hang out with friends. This year’s Blizzcon theme definitely centered around the idea of friends and community and I felt like the feeling on the floor was no exception. Some of the greatest moments I had at Blizzcon was getting to just spend time with people I had only seen on Twitter or heard on podcasts. I admit that some of my real mopey-ness was feeling more like a public persona than being around people who know the “real” me like my guild-mates, most of whom weren’t in attendance this year. I did see a few though, which made me feel a lot better.

Getting to meet some of my heroes (and new faves like CM Nevalistis!) too though was also a big highlight - I got to meet Dave Kosak (head of Narrative), Helen Cheng (Quest designer and story bad-ass), and Craig Amai (head of Quest) as well as Bashiok and Nethaera, who was a personal inspiration. I had great conversations with all of them, some of whom I’ll go into more detail in other posts! I got to talk with Craig about Ji Firepaw and the need for representation in WoW, Helen and I got to finally meet and talk about the new expansion, and I got to briefly talk to Kosak about story stuff. Nethaera in particular is someone I got to speak with at length and as someone who particularly enjoys community engagement and public relations, seeing such a talented, storied woman publicly fronting Blizzard makes me really happy.

Warlords of Draenor

Let’s be real, there’s a lot of stuff about this expansion that I’m cautiously nervous about but I can unpack that later. The new expansion, despite all the weird timey-wimey-ness still seems really enjoyable to me. The quality of life changes (HIT, GONE! EXPERTISE, GONE!) are what really caught my attention overall. I love the idea of a garrison as someone who is an avid Animal Crossing: New Leaf player. Buy upgrades for my own personal town? Sure! Have helpers and followers? Absolutely.

The fact that the raid sizes and flexibility changes are now across the board except for Mythic is interesting; it might give me a new lease on raiding again, at least enough to do Heroic (basically the new Normal difficulty) even with a casual social guild. Being able to raid cross-realm from the start of the expansion on new content is basically what I had been hoping for since the beginning as much of my love of raiding comes from doing it with friends but often we didn’t have enough people to field a full 10P raid on new content. Flex mitigated that somewhat but not being able to do it with my core raid team was sad a lot of days. This might give me the needed flexibility (ha!) to get back into raiding a tiny bit. We shall see.

The idea of going back in time to a revamped Draenor is pretty interesting to me, even if it is just that my fangirl dreams have always included seeing a restored Temple of Karabor. From a roleplay standpoint, I know that I will be dusting off my deadspeaker draenei priest for sure.

Also, hello? Did anyone see those new model previews? Is anyone overjoyed at that sassy gnome lady face? Yesssss.

The fact that they also hinted at sticking in new content for explorers like myself as well as a lot of stuff for those of us who are on the more casual end of things (Potential future transmog changes? What!?) means that I feel less alienated by this new expansion even moreso than when I hit Mists of Pandaria, which was pretty alt-unfriendly and killed a lot of my drive to do stuff at 90.

I unfortunately did not get to play the demos as often or as long as I would have liked. When I sat down the one time to play Warlords, it was mostly to poke around Shadowmoon Valley (which is gorgeous by the way) and to explore. I didn’t tackle any of the quest content, which I really should have. I got most of my information about that from my boyfriend Alex and Sally Pine from WoW Insider.

Heroes of the Storm

Blizzard jumping into the MOBA/DoTA-like genre is both ironic and also not surprising. What is surprising is that I’m hearing that it has more elements of a character brawler and some PVE-ish elements to make it slightly different from your other fare in this category. I’m not a MOBA player at heart and I’ve never really done well with PVP-based games, nor grasping the complexities of item building and such. If Blizzard can make something similar to League of Legends but with an ease of entry for those of us who have been too scared of the community or too confused by the mechanics, then I suspect they will have a runaway hit on their hands.

The cinematic for the game also featuring two women was also a big plus for me. We will just have to see if there’s tons of female champs and if they go to the route that Riot did and made them pretty skimpily dressed. I’m hoping this isn’t the case.

Unlike the case with Diablo 3, where I got to try it out at last Blizzcon, the line for this was so extensive both days that I didn’t have the heart (or the feet) to stand in line to poke at it.

Diablo III and Hearthstone

I must admit I don’t have many things to say about either game. I know there’s been sweeping changes with D3 and I’ve been in the Hearthstone beta for a while now. What might push me back into doing D3 is the the demolition of the Auction House as well as transmog changes. My biggest gripe with D3 wasn’t combat or gear but rather that I was doing the same content over and over multiple times. As someone who is not used to that type of game, it was very boring to me despite liking the story, aesthetics and gameplay. So I’ll probably pick D3 back up when the new expansion material gets added.

As for Hearthstone? I’m really glad to see a potential e-sport that mechanically requires no trash-talking. Card games have always been alien to me but the idea of one that I can play on tablets or phones while I’m doing nothing else and don’t have to worry about gross people is really cool to me. I’ll get good at this game eventually. Eventually.

Blizzcon was really great for a lot of reasons and even though the negatives were there, I felt that it all balanced out. The only real drawbacks was that it exhausted my poor body very thoroughly and I’m going to take some time to recuperate. I know this rundown wasn’t nearly as juicy or potentially inflammatory as it could have been but I’m looking to do some piecemeal analysis once I get back on my feet. Expect stuff in the next couple of hours or days!

As always, it was a lot of fun meeting fans, listeners of my podcast as well as friends. You’re all wonderful. Same goes for the Blizzard employees who had to spend long hours working and dealing with fans.

 

 

Blizzcon 2013: Intermission

Hey, if you’re reading this because you got linked here by the very generous Nethaera about Warlords of Draenor, welcome! I am very sorry that this is not actually a post about my discussion with Helen Cheng (quest designer from Blizzard) but rather a sincere apology that I literally haven’t had the resources to post anything up yet.

The reason for this is because I’ve not been on consistent Internet outside of my smartphone and it’s very hard to compose blog posts there. Once I get a couple hours on steady internet with my laptop or Thursday when I finally get back home, I promise I will brain dump over the next couple of days about my more critical experiences at Blizzcon.

Things you can expect:

  • Discussion about the women of Warlords of Draenor, including my  notes from speaking to Dave Kosak (briefly) as well as Helen Cheng.
  • Meeting Craig Amai, head of quest development about Ji Firepaw as well as his thoughts on Warlords and representation.
  • Presentation of Warlords in broad strokes of masculinity and “boys trip” from Metzen.
  • Summary of all the people I met.
  • Aggra and the #RiseofAggra hashtag.
  • The use of “savage” and other racial tropes via the orcs.
  • Assorted notes from the panels I attended.

Lots of things to look forward to, and I say hello to all my potential new readers. I was up to a lot this last week. If you’re interested in hearing Helen Cheng talk about quest design from Mists of Pandaria, feel free to listen to the interview we did with her over at Justice Points.