Iam pridem, ex quo suffragia nulli
uendimus, effudit curas; nam qui dabat olim
imperium, fasces, legiones, omnia, nunc se
continet atque duas tantum res anxius optat
panem et circenses.
Already long ago, from when we sold our vote to no man, the People have abdicated our duties; for the People who once upon a time handed out military command, high civil office, legions–everything–now restrains itself and anxiously hopes for just two things: bread and circuses.
Across the political spectrum, this and many other statements describe a world population no longer happy with the appearance of freedom within a calculated series of carefully controlled choices, in a world defined by increasingly limited options.
From Juvenal, a Roman poet who lived in the period after the decline of Rome toward the end of the first century AD–or for those of you who have adopted the euphemism, the modera era–we face similar times as were described in the latter days of Rome, a period in history defined by a people no longer willing to be governed by distractions forged to drive public opinion.
Mere satisfaction as a population is defined by general ill-ease, while still remaining unable or unwilling to effect change when the system only barely works, yet plods along not quite willing to entirely break down.
Those scornful words become more meaningful if you understand that Romans of their time were addicted to free distributions of food and violent gladiatorial games, as well as the chariot races of the Circus Maximus. Juvenal described a world in which Romans had lost the capacity to govern themselves, too distracted by mindless self-gratification.
And indeed, so have we become.
In the beginning, the World of Warcraft was just another game, albeit “best in class” by comparison to anything else out there. Players flocked by the hundreds of thousands, and by the end of year one, Blizzard already commanded a force of loyal followers greater than the sum of every other MMO population combined.
In terms of “army” or “following,” this was the modern equivalent of revolution. Blizzard came in and took by storm what other MMO providers had worked hard to build, because they had a story, a goal and a defined future. Today, it is fair to say that things are no longer so certain.
What, then, precedes the downfall of a giant?
Where do development, production and proliferation flag and falter to become the merest bread and circuses of the modern age?
It can be summed up in three things: the modern movement, a financial situation in which people as a whole are unwilling to shovel out case without cause; a loss of direction, since obviously the story has been told and re-told enough times that Blizzard is honestly, obviously having a hard time coming up with new ideas; and, of course, the creation of Titan, details for which are the greater popular hype for the next Blizzcon.
Whatever Titan is, Blizzard has made it pretty clear that, with the development of Diablo 3 and the release of Starcraft 2, they are getting away from the World of Warcraft franchise, and allowing it to go the way of the dinosaur. However, instead of a big finish and popular finale, Blizzard’s developers have allowed a slow, trickling death, with crammed, rapidly released content, fast updates and frequent changes that confuse and irritate players.
In the past six months, over a million subscribers have left the game, causing Blizzard’s golden calf to lose followers at what should be an alarming rate, and indeed this is the first year that Blizzard has lost more suscribers than it has gained.
But why accuse Blizzard of “loss of direction?”
The original World of Warcraft, what is consciously referred to as “vanilla,” or Classic Wow, players had no great ENDGAME.
They mere working together in cooperative instances, leveled, geared, and then played in a few raids or PvP’d. Blizzard wanted to stay ahead of the curve, since Everquest was rapidly working on expansions to try to compete with the new giant, and other new MMO companies were trying to break into the market. As a result, over the next two years, we faced “the ultimate evil” three times.
The first time Azeroth faced its dooom, it was Illidan Stormrage, master of all things evil, who stole the waters of the Well of Eternity and brought down the fury of the Legion upon all of Outlands when his ten thousand year imprisonment had ended.
Then the players finally defeated Illidan, and the world rejoiced. Then they started… farming him.
So the developers at Blizzard went back to the drawing board, and they released the next doooom!
With the creation of Northrend, they introduced an even greater evil, introducing the fury of the Scourge and their dark master, the terror of Lordaeron, Arthas Menethil, the Lich King. And doooom! he was, raining terror down upon a shocked populace and introducing new plot points that guaranteed you the fight of your life… until the raiders kacked him three days after he was released for public slaughter.
So, once again unprepared, the developers at Blizzard threw us a curve ball, and developed a new DOOOOOOOOM!! The only problem with creating the next “doom,” becomes the incredulity that no one had ever heard of Deathwing before, and no one ever thought Ragnaros would be recycled to be a new, bigger-bad when we’d already farmed him to death two expansions ago.
There’s only so many letters you can add to the word “doom” after all, and only so many capital letters and exclamation points you can add before it ceases to be “doomful,” and is only silly.
Add to the frustration and confusion of Blizzard players the world over by pitching curve balls like raids filled with gear that loses its value even before someone has farmed the set, and you have the opportunity for player unrest.
Anyone else remember Ulduar, and the too-soon release of the Trials of the Grand Crusader, which effectively killed the value of the new Ulduar armor and weapon drops for any hardened raider, causing most of the new player base to simply skip over Ulduar and go “straightline to the bigtime” in ToGC?
Blizzard miscalculated. It believed that by keeping its mainstream player base happy, it would stay ahead of the curve, and so-called “noobs” would come and go quickly enough that no one would ever get sick of the old content. Blizzard finally started to realize its mistake, and released an updated Classic Azeroth with the Cataclysm, and has advertised plans to release an updated Outlands with the next major expansion.
But in a world where finances are in increasing question, and players also have the choice of a new MMO with an even greater follows that already spans 30 years of human history, what is the future fate of the MMO giant?
Is Bioware the David to our Goliath?
We will find out in December, when everyone flocks to the stores, and when players who stolidly cleave to their bread and circuses log in to Azeroth,…
…possibly to realize that they are in a very large and empty world.
Well, sorry to put it this way, but paying customers shouldn’t have to join a server to figure out whether it’s populated by idiots, then be expected to waste even more time trying to figure out whether any efforts toward reporting inappropriate behavior will be taken seriously.


In 1964, Columbia Records released Bob Dylan’s third album, concerning issues such as racism, poverty, and social change. During the first reading of that now-famous melody, producer Tom Glover reportedly turned to Bob Dylan, and asked, “What is this shit, man?”
In our unceasing efforts to bring the game to the masses, we have asked more and more of our officers, to the point we began chasing them away, and while we have continued to receive near-daily whispers and applications, a lucky few have passed our application process and become members in good standing.





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