In response to "Casualty of Warhammer" from The Escapist Forum: My sympathies go out to the author of the article, but WAR was too much like WoW for its own good. The difference is yes, WAR's RVR was slightly better at some points in time than WoW's battlegrounds, but the PVE was severely lacking.
I got turned off of the game when I discovered I had to go to every map in my tier just to gain enough xp off of quests and killing mobs to get to the next tier. That right there kind of kills any hopes of rolling an alt and seriously having fun past Tier 1, because starting with tier 2 you've already seen all the content.
I know Mythic hyped WAR to be a pvp-based game so perhaps the fault is mine for assuming I would like the pvp (RVR) in it. In early access RVR was phenomenal because you didn't know who was going to win the matches. The official launch hit and Destruction (the side I was playing at the time) became filled with people who had no clue how to pvp and seemingly didn't know how to read English.
Now, I don't have a problem with people who don't know how to read English, but if you're playing on a server where a specified language is the primary language, you should know how to at least read it. Then again, it may be that all those people who rolled Destruction and failed at pvp knew how to read English but decided they wanted to be the big bad hero anyway.
WAR has a lot of promise. To the OP, I hope you get your job back or another that's just as good.
In response to "Method and Madness" from The Escapist Forum: Realism in games is fine, it's just that people designing games are going for the wrong type of realism. Many games, especially Military tactical shooters like the Call of Duty franchise, Gears of War, and MGS4 are hell-bent on giving realism of environment. The obsession over physics, the hi-res textures and models, the million-dollar particle effects engine; all this is done to put the player in a "real" environment, but it is at the expense of designing realistic characters that the player is interacting with.
Do you feel bad when your squad-mates get mowed down fifteen feet into enemy territory? No, you don't because they're not real, they've not been developed enough for you to give a damn if they live or die. Sure, your in-game character can get all broken up over them, but you as a player don't have that emotional attachment.
In my opinion, the most realistic game I've ever played was Wing Commander IV: The Price of Freedom. Sure, it's Wing Commander, set in space, in the future, and the human race is rebuilding itself after a long space-war with a race of humanoid cat-beings. BUT the characters are fleshed-out; your interactions with them have meaning and affect the way they behave toward you later on in the game. I still haven't played through enough times to hit all of the options in the Choice Tree that Colonel Blair has throughout the game.
I think the demand for Whiz-bang Graphics for the past 15 years has taken priority over creating characters we care about. Unfortunately, the advances in technology have done well to feed the cutting-edge graphics addiction, rather than helping designers write better characters.