Tag Archives: CFN

On Focus

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Something a little different tonight. Steve Jobs, 1997:

You look at the farm that’s been created with all these different animals going in different directions, and it doesn’t add up. The total is less than the sum of its parts. So we had to decide what are the fundamental directions we’re going in? …

When you think about focusing, focusing is about saying yes. No. Focusing is about saying no. Focusing is about saying no. No, no, no, no. And when you say no, you piss off people. …

Focusing is about saying no. And the result of that focus is going to be some really great products where the total is much greater than the sum of the parts.

I’m having a lot of trouble focusing these days. I started talking about it in On Decadence, and then in more detail in On Revelations, but I’m basically all over the map in WoW.

Tonight I didn’t even really want to log in, but my son wanted to watch me play a little bit before bed. So I went over to my druid and healed Eye of the Storm. It was fun, I enjoy playing Cynli a lot now. Then I switched over to my baby mage, who now has dual AGM trinkets, and proceeded to dominate 2 more BGs. Arcane is so OP if you know what you’re doing it’s not even funny. Then over to my gnome clone, becuase she needs some leveling and I’ve been really bad about leveling her. Worked on her for a bit, then got bored and looked for another character. Maybe the Shammy!

Then I’m like, holy crap, 2 hours have passed, the boy’s been asleep for an hour, and what am I doing?

I closed up my laptop, did some chores, then surfed the web for a bit.

Found elephant poo in a box. That made me laugh. Found another movie about traditional Japanese sword-making. That made me thoughtful. Found the above video clip. Made me even more quiet than I was before.

Thought a lot about saying Yes and No to things. In game, out of game, Of getting pulled in a lot of different directions and not getting anywhere. Of working two jobs, but not building something successful.

There was another post on Presentation Zen – an old favorite site of mine, by the way – where Garr talks about Jobs’s presenation on marketing yourself and your core values. From his post:

(M)arketing is not about touting features and speeds and megabytes or comparing yourself to the other guys, it’s about identifying your own story, your own core, and being very, very clear about what you are all about and what you stand for…and then being able to communicate that clearly, simply, and consistently.

Things were simpler back when I had character focus. Warcraft was an effective escape back then – I was a PvP Warlock. You want warlock, you want PvP, I’m your blogger and teacher.

And then I lost it. I lost focus in my job – two jobs will do that to you – but I lost focus in WoW, too.

Because I’ve lost focus in other parts of my life, the lack of focus in Warcraft is perhaps understandable. But it doesn’t make finding that focus any easier.

I wonder which characters I need to say NO to in order to find it.

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On the Length of Time Between Arena Seasons

If Season 10 ends November 15th, does that mean that patch 4.3 is necessarily a week behind?

Possibly. The length of time between seasons has varied. Using the Arena season dates from WoWWiki, we get:

  • S1-S2: 1 day.
  • S2-S3: 2 days.
  • S3-S4: 1 day.
  • S4-S5: 63 days. This period was between BC and Wrath.
  • S5-S6: 7 days.
  • S6-S7: 7 days.
  • S7-S8: 14 days. Opening of Crimson Hall wing in ICC.
  • S8-S9: 63 days. This period was between Wrath and Cataclsym.
  • S9-S10: 7 days.

The BC data doesn’t really count; it’s obviously a different kind of season transition now. The inter-expansion periods don’t count, either, because there’s such a huge gap (9 weeks!) and we’re not between expansions. So that leaves us with 4 Arena Season transitions of the modern era.

It’s correct to say that there is normally a week between Arena Seasons. Three out of four have done so, and I think it’s Blizzard’s intention to continue to only have a week between seasons.

But it’s not correct to say that there is always a week between Arena Seasons.

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Five Things I Learned From 2-Manning Magister’s Terrace At Level 70

I got my blood elf disc Priest to level 70 and locked her, because, you know, that’s what I do these days. But I did it also because @druidis4fite’s baby warrior is also locked at level 70, and we thought duoing BC instances would be a lot of fun.

And it is a HELL of a lot of fun.

We tried Magister’s Terrace last night, figuring that if it proved to be too hard, we’d figure it out pretty quickly, and we could work on SSO rep while giving it a go.

It took us a while, but hey, we cleared it, and learned a lot in doing it.

So here’s an actual serious 5 Things from me this morning.

1. Healing 5-mans through LFD teaches you to use, maybe, 4-5 spells total. I’ve never really had to blow a lot of cooldowns in a 5-man. All those spells you didn’t touch in Ramps or Mana Tombs? Duoing MgT will make you wish you had them keybound closer to your rest position. I spent an hour afterwards just moving things around and discovering spells I didn’t know I should have used.

2. You’re going to have to DPS while healing, and Smitespec isn’t enough. I like Atonement healing in 5mans (but not in PvP), it gives me something to do while waiting for the bubble to wear off. When the shit hits the fan in some of those pulls, you’re going to have to provide a lot of DPS while healing. The more DPS you put out, the less healing you have to do.

3. There are times that having 2 players instead of 5 actually makes pulls easier – Priestess Delrissa, while totally chaotic, was easier to heal because I only had 2 people to focus on – me and Norm. Norm only had to worry about me pulling aggro, not anyone else. While it was chaotic – OMG THE TANK IS A SHEEP – OMG THE HEALER IS CHARMED. (I’m glad that I had my PvP trinket equipped.) The problem is that you have to be on the ball, and REALLY focus on your partner. I needed to be faster on the dispels, and should have used Fear when Norm got sheeped.

4. There are times that having 2 people makes fights a lot tougher. Kael is pretty easy if your DPS is high enough – just burn him and the phoenix down, keep away from the orbs – but with 2 people, it’s a tough fight. I need to get more into a DPS/Heal rhythm while avoiding orbs, keep dots rolling on Kael, keep Holy Fire off CD, keep smitin’, keep smitin’.

5. Popping glowing wings while flying during the Gravity Inversion phase is AWESOME. Best use of wings, EVER.

If you haven’t tried doing something like this with friends while leveling… DO IT. You will learn more about your class than you ever expected. I’m glad Narci locked her XP so we could do this – seeing Burning Crusade at level, even years late, is a lot more satifsying than just blowing through it on the way to 80/85/90.

Normal MgT was wild.

Now that we have our keys, I can’t wait to try Heroic. :)

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On Having Fun and that Damn Moving Cheese

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Who Moved My Cheese? is a book that most folks in business run into eventually; it’s kind of like Men are from Mars, Women are from Venus in that once you’ve heard the title you’ve pretty much got the gist of the book, which makes it perfect for business people (like me, sadly.)

The idea behind the book is that you’re a mouse, you work hard in your maze for cheese, only to discover that the cheese has been moved when you get to where it should be. How do you handle it? How do you learn to accept that your cheese has moved, that the goal you’ve been working for just isn’t worth it anymore? How do you embrace change instead of fearing it?

Today I unlocked Ashwalker’s XP and will level her up for a while, probably to 85. I’m going to run some Cata dungeons with Cynwulf as Frost DPS to get used to the style, and then unlock him, too.

Unlocking is kinda scary; it’s saying, yes, you’ve gotten really good at this level, but it’s time to move on and start sucking again. It’s saying that all that effort to make a character great … didn’t make them fun.

It’s saying, someone moved my cheese, and I can either stay and be an unhappy, cheeseless mouse, or I can go do something else.

I discovered something about the 70 bracket: it sucks for Warriors. The only times I have fun are when I’m the FC and tanking Drek, which is different than when I was leveling, when I enjoyed all sorts of different PvP situations. I don’t enjoy the other BGs on Ash anymore – a marked contrast to Cynli, my Druid, where I literally don’t care which BG I’m healing, just let me heal EVERYTHING. Not so with Ash.

It’s a similar situation to the one I’ve found with Cynderblock; I don’t really enjoy DPS PvP, but damn if I don’t enjoy being a good FC. Block, however, has so much invested in her, stuff that can’t be replaced, that leveling her would be silly – instead, I’ve learned to embrace her limitations and become the best flag carrier I can be. And it shows on other toons!

There’s really nothing sacred about tanking Drek at level 70. If I can be a good FC on a resto druid, I’ll probably remain a good FC on a prot warrior. I have other toons at level 70 now; a druid and a priest, one Ally, one Horde. I won’t miss out on the bracket if I move her.

But its not just about the Warrior. It’s also about the Warlock.

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In the last few weeks, I’ve realized how much I prefer playing with friends. Having people that I know in BGs makes boring BGs fun. Even characters I don’t like playing all that much become fun with other people around. There are a few characters where I find them fun no matter what – my Druid, surprisngly, I could queue for BGs all day long and not worry about it – and there are a few characters where even the presence of a lot of friends doesn’t make them truly enjoyable.

My warlock is sadly in the latter camp. I enjoy hanging out with folks, but I’m just … struggling. It’s painful.

It feels like there are two different components to knowing where your cheese has gone off to – social and playstyle – and they both have to work to making your time on a toon enjoyable. If you like the activities you do on a toon, you can probably play even if your social circle is neutral (pugs, for example.) Having a negative balance in either circle can pretty much sink your interest in the character.

Characters compete against each other for your attention and cheese. When you have a main, you have one character who so clearly outclasses the others in both social enjoyment and playstyle enjoyment that they’re who you spend your time on, and with that toon you chase a lot of cheese. It can be a beautiful thing.

But when you no longer enjoy the playstyle, eventually the social ties aren’t enough to keep you playing it. So you look for something new. You look for more cheese.

Unlocking Ashwalker is a step towards embracing change. I enjoyed the heck out of leveling her – questing, dungeons, PvP, all of it – but I don’t enjoy having her be locked into only one subset of that. I’m in a guild I enjoy being part of, but I don’t actually do anything with other people in the guild – they’re either leveling or 85.

This is auditioning a new main. I’ve finally come to terms with this – I’m now auditioning a new main. I harbor dreams of getting back on Cynwise, rediscovering the spark, and writing a post called “On Waking Up From a Bad Dream,” where we’ll all laugh about how silly I’ve been and then I’ll show you this awesome PvP video I made and you’ll go AW YEAH, CYNWISE IS BACK.

But that cheese is a dream.

I don’t know if it will be Ashwalker, to be honest. I’m having fun on my DK again, so I’m going to try running Cata regular dungeons (he’s locked at 84) and get some experience with him in that environment. I’ll dip my toes back in 80-84 PvP, too. I have to resolve his Doomsday Messenger issues – can’t play Arenas without losing that buff, which is one of those activities I actually enjoy doing at 85 – but that can wait. I still have a lot of twinks to keep me entertained, depending who is on.

But that cheese has moved, and I’m not finding it at level 70 on a warrior.

Time to embrace change.

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On Lone Wolf and Cub, Oriental Adventures, and Pandas

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Lone Wolf and Cub is probably the first Japanese manga I read. While it was originally published from 1970-76 in Japan, it arrived in the US in 1987, right when I was starting to get into collecting comics. This was a fascinating time in the comic medium, with works like The Dark Knight Returns and Watchmen shaking up the American comic establishment from within, while the new Japanese style represented a strange, vitalizing foriegn influence. It was an exciting, dynamic time in comic history.

I didn’t know any of that at the time. I was 13 years old and discovering comics. I could see the differences between old and new, the strange mishmash of styles some were favoring, but I didn’t have the historical context yet. None of us did, really, since we didn’t know what these new, dark, gritty, realistic comics were harbingers of.

Consider Eastman & Laird’s Teenage Mutant Ninja Turtles, a brand which many know about through the PG-rated TV series and movies, a sanitized version of a gritty black-and-white comic that had more in common with Cerebus than Muppet Babies or Transformers. It started off life as a gritty, urban-apocalyptic tale of 4 turtles making their way in a strange world, and ended up with catchphrases and pizza.

Lone Wolf and Cub came onto the scene in a way that my adolescent mind wasn’t ready for – a story of Edo-era Japan, historically faithful but amazingly violent, artistic yet gritty, beautiful yet containing all the horrors of human existence. I found it a compelling, hard read at that age. I’m positive I didn’t understand even half of it; but I tried to get it, even as the shiny full-color Marvel and DC books beckoned. It’s the story of Ogami Ittō, a disgraced samurai and former executioner of the Shogun, and his son, Daigorō, as they seek revenge on the Yagyū clan.

The entire set is available to read online, which is a great way to get a sense of the story – but the entire tale is over 8700 pages long. Find the books, it’s a worthwhile read.

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When I say that the Tokugawa-era world of Lone Wolf and Cub is both artistic yet hyperviolent, consider the formative events of the story. Ogami’s wife and household are slain by the Yagyū clan, leaving only his 1-year old son alive. He presents a ball and sword to the child and waits to see which the boy chooses.

Should the child choose the ball, he will kill him. Should he choose the sword, the boy will join his father as a rōnin.

Daigorō chooses the sword, and together they wander the countryside, an assassin with a sign for hire pushing a baby cart. It’s an iconic image, one that is used in the television and film adaptations of the manga. Baby carriages have been used within violent scenes before – consider Eisenstein’s Battleship Potemkin‘s famous massacre scene on the Odessa Stairs, (a masscare which did not happen, at least not in that fashion) and the baby carriage rolling down the among the fleeing and dying crowds represents innocence amidst violence.

While there is innocence in the cub of Lone Wolf and Cub, he is raised in an environment of unrelenting violence and austerity, of revenge, and strict codes of honor. I love scenes like the one above for the juxtiposition of childlike joy on one face, and the joy of battle on the other.

Yet, the context of that panel is that Ogami just killed a man with a spear in front of his son. His son is happy because he’s peed, so he feels okay. A slaughter is about to take place; there is joy, and hatred, and fear, and a wild acceptance of fate and death.

This is a complex scene. It’s not about the glory of violence, though that is present throughout – the fierce honor imparted by bushido is not a simple one – but the contrasts that that violence brings about, how a cycle of bloodshed can consume families, how it leads people to depraved acts, and how – in the end – the son avenges his father’s death, though he is linked in ways to the Yagyū clan which he cannot comprehend.

Samwise Didier is 3 years older than I am. He was 15 or 16 when Lone Wolf and Cub appeared in American comic stores.

He is also the art director of Blizzard Entertainment, and he created the Pandaren.

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The first thing I thought when looking at the Pandaren images in Samwise’s gallery is the influence of Lone Wolf and Cub, both in theme and in style. There are even a few pieces featuring “Lone Panda and Cub,” which is drawn in a style so the cub looks cute, and the father could be interpreted as being happy – yet the cultural interpretation must be one of violence, of revenge, of regret, of discipline, of honor.

There are references throughout his gallery to old-school samurai movies, like the Zatoichi series (which he likes because they’re short). Other pictures resemble poses from Kurosawa films; this is an artist who has enjoyed many years of oriental tales, and it shows in his artwork. The Pandaren in there are not cute, except for the cubs – some poses evoke Conan on his throne, others are out of a Frank Miller fight scene – and that they are treated with gravity and seriousness by the artist. Even pieces which seem whimsical at first glance have depth within their tranquility – I like how the adult Pandaren serenely regards the dragonfly on his nose, while his cub tries to play with another dragonfly while balancing on his parent’s broad back.

There is a depth and history within Samwise’s artwork which suggests that this is not some passing Kung-Fu Panda-inspired direction. Lone Wolf and Cub appears to have resonated with Samwise at an important point in his life, and left its mark on his artwork.

More than anything else, the pictures above reassure me that the Pandaren will not be a joke race within the World of Warcraft. The stories which originated them are too deep, too dark, too steeped in human tragedy, to allow them to become a mere punchline for an expansion. Will there be humor? No doubt. We’ll see Jackie Chan’s influence in Pandaria, and thank goodness, because I love Jackie Chan movies.

The Pandaren vision originated back in those samurai classics which I grew up with. It takes one of the national symbols of China and transforms it into a creature that can be used to represent oriental culture in a fantasy world, without caricature or implications of cultural superiority. Remember the Neimoidians of the Trade Federation, introduced in Star Wars Episode I? Hackneyed villians with a caracitured oriental accent that left you wondering how George Lucas thought this wasn’t going to offend someone? That’s the wrong way to associate your fantasy race with a culture. Don’t pick the negative stereotype and use that as the only reference back to the original group – that’s offensive. Pick the positive elements and adapt them to the fantasy world you’ve created, instead.

I wonder about the limits of CGI art, sometimes. I wonder if the associations people are making with Kung-Fu Panda is due to the resemblance between two different computer-generated CGI pandapeople more than anything else. Yes, they look somewhat alike. But will they act alike? I don’t think so, at least not universally.

Looking at Samwise’s art, and remembering the depth of Lone Wolf and Cub, I see a lot of potential in the Pandaren expansion.

Blizzard just has to execute on that potential.

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Oriental Adventures was one of the first sourcebooks released for Advanced Dungeons & Dragons (back in 1985, do you notice a trend here?) that changed the cultural setting of the game. It was one of the first sourcebooks, period, but it was especially groundbreaking in that it presented a way to play AD&D outside of the Western European feudal-inspired fantasy setting that was core to the game’s early development. You could take the same rules that let you play a Paladin or a Magic User, and use them to play a Ninja, Kensai, or Wu-Jen.

This was actually pretty big for the time. RPGs had already started exploring plenty of genres outside of traditional fantasy (Gamma World, Boot Hill, Twilight 2000), but always in the context of a different game, not the same game in a different setting. Oriental Adventures plucked us out of our traditional western setting and dropped us in the orient, creating a new game with the rules we were used to. We could mash them up, or play them separately, but the exotic people, races, and lands of Oriental Adventures had magic all their own.

Twenty-six years later, it seems kind of silly to talk about the impact taking an occidental fantasy game and porting it over to an oriental fantasy setting. We think about games differently now, thanks to GURPS and FUDGE and the D20 system. Rules are portable, settings vary. Rules should be able to handle any world.

But at the time, man, it was big.

Another thing to consider is that China was still very much a big unknown to Americans in the mid ’80s – a sleeping giant who had turned almost totally inwards. Our cultural focus was upon the Russians and their influence on the Chinese, not China – not yet. We didn’t see them as a serious source of competition yet.

Many things have changed in the intervening quarter century. China underwent an accelerated industrial revolution and is an economic force to be reckoned with. They’re a dominant player on the world stage, having embraced limited, controlled types of capitalism, yet with the Communist party still firmly in control. Sino-American relations are complex, and far beyond the scope of a video game to cover.

Mists of Pandaria is WoW’s Oriental Adventures. 

It’s a little bit different, to be sure – there’s an optional element to AD&D that is always lacking in WoW. You can’t look over the sourcebook and say, hey, this isn’t for me, let’s go back to our medieval campaign in Warcraft. If you want to play WoW during MoP, you’re going to have to play WoW: Oriental Adventures.

(You, of course, have the option of sitting out this round. But there are pressures to keep playing.)

The Pandaren and Monks are the gateways into this new world, which I find exciting. I find it exciting because I’m not expecting Kung-Fu Panda, but rather Crouching Tiger Hidden Dragon, Hero, even The Replacement Killers.

Picking one aspect of a culture, especially a negative aspect, and assigning it to the entire culture, is counterproductive. It casts cultures in a overly-simplified light that makes it easy to accept or condemn them based on one thing.

I see a lot of depth behind the Pandaren concept. I see an artist who created them out of respect for the artistic works he enjoyed growing up, and the works he continues to enjoy.

Will there be silliness? Yes, absolutely.

But will there be darkness, and violence, and warmth, and passion, and betrayal, and revenge?

Yes. Absolutely.

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We will be given a ball and a sword, and the choice will be ours to make.

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On Witches and Warlocks

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Modern English uses warlock as the masculine form of witch, which is surprising when you consider that the words are etymologically unrelated.

Warlock comes from the Old English wærloga, or oath-breaker, deciever, liar. Witch comes from wicca and wicce, and used to apply to both men and women. At some point the word shifted over to refer to primarily women, so another word had to be brought in for “male witch.”

Some of this, no doubt, is due to the effects of works like the Malleus Maleficarium, a fifteenth century work which argued that most practicioners of witchcraft were women. But even works like this (aided by the new printing press) aren’t to blame for the polarization of the terms witch and warlock - the entire early Reformation was a time of strange cults, of religious fervor and occasional hysteria, and of people trying to adapt to a suddenly fluid religious and political landscape.

It’s interesting to look at the rise of cults like the Benandanti in Italy to see how the meaning of “witch” changed over time. In the eyes of the Catholic church, the Benandanti were witches, even though they explicitly said they fought against witches and warlocks to protect their towns. In their eyes, they practiced magic akin to shamanism; channeling the good spirits in a battle against evil. (The book to read is Carlo Ginzberg’s The Night Battles.)

Consider the position of the Catholic Church on witchcraft; in early medieval times, before the witch-hunting craze hit Europe, it was considered a sin to believe that witchcraft existed. Thinking that people could wield magic innately was a pagan superstition.

In the fifteenth century, however, the church completely reversed itself; it became a sin to not accept that witchcraft was real, that people who wielded it were tools of the Devil. It’s a remarkable about face. But even during the height of the witch huntes, the concept of “good” witches lingered, and never completely died out.

The rise of neopaganism in the late 19th and 20th centuries did much to restore the good name of witches. By adopting the old name (wicca/wicce) and harkening back to a more shamanistic vision of a witch, the neopagan movement reclaimed the name. In the 20th century, the commercialization of Halloween made witches seem even more benevolent; in TV, books, advertisements, witches were helpful, if somewhat misunderstood.

Warlocks were left behind in this reclamation project. They remained true to their original form – dealers with the devil and demons, unrepentant evil, traitors to their race.

It’s interesting to see how Warcraft picked one word over the other, and what the implications for the class might have been had they named it differently.

You hang a lot on the name of a magic-user. Even that term – Magic User – carries with it connotoations and expectations. Sorceror, wizard, mage, enchanter, necromancer, conjourer, witch – all of these carry baggage and flavor. They’re interesting and distinct in their own right.

I have been flying around on Cynwise, getting enough treats for her to get a kitty on a broom. I’m still really uncomfortable on ‘wise, still working through issues in my own head with my relationship to my ex-main.

As I looked at her, I wondered how this would have all played out in a more traditional RPG, where you can change the flavor of the character to suit the desires of the player.

And I can’t help but wonder, would warlocks be more popular if they were witches?

Would I be happier if she a witch instead of a warlock?

Possibly.

Names are important, but their meaning to people change as the language develops.

I could get used to ‘wise being a witch. It would make a great change of pace.

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On the End of the World

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This isn’t a post about Mists of Pandaria. Let me get that out of the way right now. I might talk about Mists a little bit, but more about the idea of Mists than anything about the expansion itself. There’s a lot of buzz around the expansion announcement, and the coming days will be chock full of news tidbits. Some of them are going to be awesome. Some are going to induce panic and nerdrage.

Very little of it will be set in stone.

A lot of things will change over the next six months, year, however long it takes to get Mists done. But the announcement itself is, in many ways, a psychologically liberating event; it expands the horizons of our plans in-game, allowing us not only to look past Deathwing, but to say, hey, stuff is going to change again in a little while.

Be ready for it. Be flexible. Show some fucking adaptability, in the words of Doug Shaftoe.

(What? You haven’t read Cryptonomicon? Fix that, now!)

I need to learn to accept things as they are, not as I’d like them to be, and that those things are going to change. My hobby is going to stay relatively the same for a while – a few months, maybe a year, but not much longer – then things are going to be different again. The things which I learn to enjoy now may not be so fun later; the things I don’t find fun now could be completely different in Mists.

This is, ultimately, a good thing; we don’t find the same things fun forever; every activity grows stale with time.

Attachment leads to sorrow. I feel like I’m going back to my DT Suzuki books from college here, and revisiting the tenets of Buddhism in Warcraft, but I can see that the changes in the future mean that it’s important to find joy in play now, not later. If you don’t like something, put it down and try it later.

The annoucement spurred me to try new things tonight in Warcraft. I had a chance to run a normal instance with my guild, and I took it.

Not on Cynwise, though; on Cynwulf, my Death Knight. He’s been a mining mule for ages, but I dusted him off and am giving him a go. And instead of PvP, I ran a dungeon (Throne of the Tides) and lost my Cataclysm dungeon virginity.

Look at me, I’m PvEing! And not dying!

Holy fuck, but it’s a pretty instance!

And I had fun, wtf?!

I’d grown attached to the way things were going, or more correctly, the way I perceived things were going. It was a big step earlier this week to admit that I had a problem with warlocks, and that I not only had put them down for this patch, but that needed to put them down for a while longer. I needed to break free from the idea that my happiness was tied to a single character, a single way of experiencing things. Not only did I need to jettison the idea of having a main, but I needed to discard the idea that I should be having fun on a class I used to have fun on, just because I used to have fun on it!

Mists reminded me that there are changes coming, substantial changes, and that I can’t know how I’ll react to them. That’s okay.

Instead of attachment, cultivate mental flexibility. Instead of grinding out a single toon, have multiple options available for the future while playing now, while having fun now.

The world as you know it will change. Be ready to change with it.

—-

There’s only one real immediate problem I see, and it’s a kind of big deal to me. While I’m starting to have fun on my Death Knight right now, if I level him up to 85 and decide to do any Arenas, he’ll lose the Doomsday Messenger buff which gives him the sandwich board proclaiming the end of the world.

And we can’t have that! That would be a crime!

Okay, fine, I admit it, I’m really attached to him in that board. I should probably get over that.

(Or … I should roll another DK for PvP… ?!)

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