Enterprise Warcraft(tm)

Since covert propaganda lackey investigative reporter Adric Antfarm recently spilled the beans in a weblog comment, I will take this opportunity to confirm the report: the next incursion of Global Megacorporations into the Virtual World space will indeed be into World of Warcraft.

Having sucked dry fully leveraged the potential of the Second Life(tm) World(tm), we at the controls of the heartless behemoth that is world capitalism will shortly announce Enterprise Warcraft(tm), an enterprise productivity enablement platform that combines the sensory immersiveness of a Second Life dance club with the strict warrior discipline of a party of level 80 Orc hunters.

Why base an enterprise virtual space on the World of Warcraft, you ask? As compared to Second Life, the World of Warcraft platform offers several advantages to the corporate purchaser:

  • Easy sharding: since the World of Warcraft server architecture is already based on a number of separate “realms”, there is no need for redesign to obtain an isolated environment: we will simply add a set of “Corporate” regions to the current “Americas”, “Europe” and “Oceanic” regions. Players (known as “employees”) will be able to connect to realms in Corporate regions only if they have a paid-up Enterprise Warcraft (EW) account (these start at a low introductory price of US$5,000 per year.)
  • Built-in hierarchy: unlike the hippy egalitarianism of Second Life, the WoW platform is all about rank and hierarchy. In EW, a character’s level is limited by the player’s rank in the organization. Rank-and-file employees may not advance beyond level 50, nor possess gear beyond Superior. Senior managers are given pre-built level 50 characters with Heirloom gear, and executives begin with level 80 characters in Epic gear (fully gemmed and appropriately enchanted). Lower-level characters will be forbidden from using the “ignore” function on higher-level characters, and from declining their duel challenges.
  • No troublesome creativity: while it has proven infeasible to entirely wipe out user creativity in Second Life, creativity in World of Warcraft is limited primarily to sneaking sexually-suggestive guild names past the censorship filters. By limiting EW players to a set of Enterprise Quests(tm) centered around corporate goals, management can assure that employees are not distracted by independent thoughts. And there is no sex in WoW! (That patch that lets you see Draenei females naked will be restricted to senior executives and authorized system administrators.)
  • Flexible interface: for Enterprise Warcraft, the open-source programmers that became mindless zombie slaves valuable collaborators during the Second Life project will be redirected to writing EW UI add-ons, in support of calendar management, project scheduling, and computing golf handicaps.

In addition to the changes mentioned above, Enterprise Warcraft will include an enhanced dungeon and party structure that more accurately reflects corporate culture and organization. First, the large monsters that are the main target of a run will no longer be called “Bosses”, but will instead be referred to as “Team Goals”. The traditional five-member party of one tank, one healer, and three DPS (damage-dealers) will be replaced by a mininum ten-member party, consisting of:

One tank, whose role is to absorb monster attacks and take the blame for all technical problems that occur during a run.

One healer, who attempts to keep the tank alive long enough to finish the run and achieve the Team Goals.

One DPS, whose role is to actually kill the monsters (this role is de-emphasized in Enterprise Warcraft).

Four Project Managers, who shout contradictory instructions at the tank, healer, and DPS during battles, and call for frequent stops to perform detailed analyses of the battle statistics and try to determine why the run is taking so long, and why the Team Goals have not yet been met.

Two Middle Managers, who run ahead of the tank and aggro any mobs encountered.

One Senior Manager, who has no role during the actual battle, but who determines whether the tank, healer, or DPS will be punished after each wipe, and who allocates all XP and loot after the run. (The Senior Manager automatically receives half of the total party XP gains for each run. If the Team Goals are not met, the Senior Manager designates either the tank, healer, or DPS for a level-based XP penalty.)

While the release date has not yet been officially announced, I am confident that within a year or two, the media will be reporting that the EW hype is now over, and that World of Warcraft is dead…