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Online Objectivist Gaming Clans?

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For those of us who play online multiplayer, how about getting together with some other Objectivists? Let’s get started on a list of games where we’d like to play with other Objectivists.

Just post with the games you play and your online nick.

I’ll start:

Half Life 2: HeroicLife

Second Life: Apollo Apogee

Microsoft Flight Simulator

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I play WoW as well, Bbrevus-Paladin-Argent Dawn (RP-PvE).

This is a bit off topic, but do any of you WoW guys wonder if playing is even worth it? I mean the game is pretty fun...the first few times you do Dungeon/Raid X, but it quickly degenerates into doing the same thing over and over again in the hope that you might just get Item Y. Don't get me wrong, even Molten Core can be made bearable if you have the right set of guys joking with each other over Vent, but I could just as easily go hang out with some guys in person and joke around without doing the same boring Dungeon I've done who knows how many times before.

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This is a bit off topic, but do any of you WoW guys wonder if playing is even worth it?

I've been playing since December '04 and I still enjoy the game. All though the quest and instances are the same, it's fun to play as different races, classes and factions, at least for me. So my answer would be, yes, it's worth playing.

I'm particularly looking forward to the expansion coming out Jan. 16th.

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For me, WoW isn't really about the items, it's about progression. There's no better feeling than when, after hours of effort, wipes, frustration, and strategies modified on the fly between attempts, everything comes together, everyone is on top of their game, and the boss mob goes down for the first time for my guild. It's a feeling of triumph that's hard to match in other forms of recreation.

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I too was a relatively hardcore WoW player, and now I'm an uber-casual WoW player.

Was: Human Warlock on Azgalor (Choptastic in Guild "PiaS")

Now: Orc Warlock on The Forgotten Coast (Chops in Guild "Rain of Ninja Stars")

This is a bit off topic, but do any of you WoW guys wonder if playing is even worth it?

For me, playing WoW has easily been one of the best decisions I've ever made, oddly enough. I played HARD for a year and a half (from release to this past summer), a little too hard, even. All the while, I was building, modifying, and constantly updating my guild's website. After a year of running the website. I figured that my guild's site was functional enough to try to resell as a hosting service, and so I proceeded to add the necessary "finishing touches" so that it would be a complete "guild package." I launched formally in May of this year and since then it's been nothing but up. I now host over 500 guild websites at dkpsystem.com. It's an awesome feeling of accomplishment, and it wouldn't have happened (at least in this form) without WoW.

Don't get me wrong, even Molten Core can be made bearable if you have the right set of guys joking with each other over Vent, but I could just as easily go hang out with some guys in person and joke around without doing the same boring Dungeon I've done who knows how many times before.

True, you could. But at the same time, what do you do when you "hang out?" Play pool? Shoot Darts? Watch a movie? Shoot hoops? All of those are arguably as exciting as killing a boss, and they are all just something to do while hanging out with friends. Raiding provides you with two key things, 1) the conversations between bosses can be fun, and 2) The accomplishment of achieving a further goal is always exciting. Granted, the accomplishment is virtual, and overall meaningless in the real world, it's still a personal accomplishment. And for those who run the guilds, I think it gives them some management skills, or at least improves their management skills.

In a related topic, I'm working on a postmortem of my former guild that I'll be publishing on my service's website as a document to help out guilds with policy, and the most "controversial" opinion I'll be expressing is the fact that I feel our guild ultimately fell as a result of socialism. The mantra was always "For the guild, for the guild." That mantra worked fine when we had 15 close friends, it didn't work well when we had 150 members, but if we had embraced the selfishness of each member, we would have gotten much further, I can almost guarantee it.

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In a related topic, I'm working on a postmortem of my former guild that I'll be publishing on my service's website as a document to help out guilds with policy, and the most "controversial" opinion I'll be expressing is the fact that I feel our guild ultimately fell as a result of socialism.

Ironically, this is one of the reasons why I was reluctant to even join a guild in the first place. However, when you get to the endgame and high level instances you practically have to join a guild. Pick up groups doing instances are dicey and it seems too often you have ninjas that pop out as soon as they snag nice loot.

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Ironically, this is one of the reasons why I was reluctant to even join a guild in the first place. However, when you get to the endgame and high level instances you practically have to join a guild. Pick up groups doing instances are dicey and it seems too often you have ninjas that pop out as soon as they snag nice loot.

Indeed. And, a common accusation of the leaders of successful guilds is that they are "too selfish" and "only in it for themselves" and that all the members are just "loot whores." Yet, they are the most successful guilds, while the guilds that struggle to get people attending raids are those who chant about "dedication to the guild" and other such nonsense. The parallels to reality are striking and unignorable.

Edited by Chops
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I used to play WoW also. (City of Heroes before that.)

@Chops: I find it interesting that you think your guild fell because of socialism. You are probably right. Now, what do you reckon the best way to handle guild politics is? I take it you like DKP, but what else? Bidding or fixed prices? Will everyone earn the same DKP per raid? I'm trying to think of how one could implement a more capitalist loot distribution system, but it seems problematic.

For example, if one uses bidding and no fixed prices, the first person to get an item will probably pay at least a fair price for it, but what about the last person to get an item? He will have an incentive to pay as little as possible for it. What about price fixing, so to speak? How does one solve these types of problems? Has anyone thought this through?

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