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World of Warcraft: Why Don’t We Like Professions?

In the background, I have World of Warcraft running as I level my death knight’s professions. I’m following a guide so she can hit 525 blacksmithing as soon as possible. After that, I’ll be grinding out her leatherworking skill, following a guide to minimize my material investment and maximize my skill point gains.

Dammit, I have to buy ten stacks of iron bars, and they cost 20 gold each on the auction house. I might have to start doing mining runs on my main if I want to cut costs.

Right now in World of Warcraft, we’re at the end of an expansion, literally hours away from the launch of Mists of Pandaria. I don’t know why I’m bothering to level my professions now when I know the cap will just increase by another 75 points (to 600) in less than a week. I’m just going to have to grind them out when I reach 90 anyway, right? This brings me to the actual question: why do we not like professions? (While this talks largely about WoW, these same ideas can apply to other games with crafting professions.)

First Impressions: Guild Wars 2

Let me begin by saying that my experience with Guild Wars 2 is limited to the beta weekend that took place between April 27, 2012 and April 29, 2012. Since it was a beta weekend, and the game has no official release date, I was obviously only able to experience a work in progress. The final game may be significantly different than the game I saw. The only class, or “profession” as the game refers to it, that I played was the Necromancer and I only reached level 15 before the beta weekend finished. My background in massive multiplayer online (MMO) games comes from playing World of Warcraft since July 2008. I never played the original Guild Wars game. With that in mind, let me tell you what I thought.

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