6) The Terms of Service. The very idea of using the terms of service as the de facto way to enforce a certain player-behavior goes against everything I've learned. A game should be a system of rules that allow the player to explore. If the player finds loopholes, then the game developer should fix them. It's never, ever the player's fault: it's the game developer's fault. People who currently make deals with enemy faction (Horde or Alliance ) to trade wins in battleground games are not really at fault. They are playing in a system that forces anyone who wants to be rank 14 to do exactly that. A line in the Terms of Service saying that you shouldn't behave this way changes nothing, and teaches nothing.
Or consider the humorous example of Lord Kazzak. He is an "outdoor raid boss." That means he's a big monster that wanders round the world, and you need 40 people to kill him. You don't get to go into your own instanced dungeon to fight your own personal copy of this guy; there is one wandering around the server and you all compete to kill him so you can get his good loot. When Lord Kazzak was added to the game, Blizzard also added a list of Terms of Service rules that would make your head spin. None of these rules were hard-coded; they were all "squishy" rules added on top of the actual game rules. And now for your reading enjoyment, the Lord Kazzak Official Rules of Engagement (I did not make these up; they are real!):
This policy is an extension of the current in-game harassment policies.
PvE Ruleset.
When a group of players has engaged Lord Kazzak, any other players interfering in the encounter may be given a warning, regardless of faction, as in the examples below:
A group of Alliance characters has legitimately engaged Lord Kazzak and a Horde character engages Lord Kazzak as well (Horde player receives a warning).
A group of Horde characters has legitimately engaged Lord Kazzak and a Horde character engages Lord Kazzak as well (the second Horde player receives a warning).
PvP Ruleset.
When a group of players has engaged Lord Kazzak, any same-faction players interfering in the encounter may be given a warning as in the examples below.
All other possibilities to join the battle are allowed.
A group of Alliance characters has legitimately engaged Lord Kazzak and Alliance character engages Lord Kazzak as well to disrupt this raid without any PvP solution for the Alliance group (the second Alliance player receives warning).
Here's some more things that will get you banned:
?Playing too much," using a rogue/warlock combo to lure bosses too far from their spawn points, fighting on rooftops, entering unfinished areas (why are they accessible at all?), buying gold or items on eBay (eventually the courts will probably overrule them on this), collaborating with the other faction in battlegrounds, "using terrain exploits to your advantage," player-created casinos (that merely use the in-game "/random" command), player-created bingo games, profanity (even though there is an in-game language filter, to say nothing of free speech), posting on forums about whether a guild is full of Blizzard employees, posting on the forums about why you were banned for posting about something seemingly constructive, advertising a gay and lesbian friendly guild that's a safe haven from the endless use of the words ?gay? and ?fag? in the general chat channels, having a name such as "JustKidding," "CmdrTaco," "TheAthiest," or "roflcopter"... and a whole lot more things, too.
These examples go on and on, but the basic idea here is that Blizzard treats the players like little children who need a babysitter. There are mountains of rules in the terms of service that tell you that you shouldn't do things that you totally can do in the game if you want. Why they don't just alter their design and code so you can't do these things is beyond me. But this mentality is drilled into the players to the point that they start believing that it's ok. They start believing that it's not ok to experiment, to try out anything the game allows in a non-threatening environment. Well?that's a dangerous thing. That's the point at which the game stops being "fun" by Raph Koster's definition, and it's also the point at which the game can no longer teach. The power of games is that they empower a player to try all the possibilities that he can think of that the game rules allow, not that they have pages of "rules of conduct" that prevent you from creative thinking.