Originally Posted by
Xcruiser
Games present challenges, which many actually consider one of the more compelling aspects to them. When a challenge is defeated in a game, the player is typically rewarded for their accomplishment. Simply purchasing a game/game time entitles you to nothing more than the opportunity to access everything available within that world. From there, the game is what you make of it. The recurring issue is that, more and more, players are wanting something for nothing. A perfect example of this is obtaining Tier gear while not raiding.
I would ask that someone explain the logic of why a player is able to obtain Tier 7, 8, 9, 10, 11, or 12 gear and has never stepped into the raid instance from which the gear corresponds, but there is no logic in that. For Tiers 1 through 6.5, World of WarCraft functioned logically -- If you wanted raiding gear, you raided. Upon the release of Wrath of the Lich King, certain pieces were now offered from vendors for points obtained via raiding (Tier 7 and Tier 8). When Tier 9 was released, any recognizable feature of how raiding gear was obtained was undone. If you spent enough time grinding Emblems/points from 5-player dungeons, you would eventually receive the latest Tier gear without ever having stepped foot into the content for which those armor sets were built.
Ironically enough, the truly talented players of this game spend less time on it overall than players who play "casually", yet they are geared to the teeth. So, to answer your question, World of WarCraft is what you make of it, but there are varying levels of content built for a variety of the eclectic set of gamers who frequent it. Each of our dollars are not more important than anyone else's, and there is content geared towards a multitude of play styles. Enjoy what suits you, but don't expect more for doing the bare minimum.