In single-player games, given the opportunity, gamers will optimize for all kinds of cheese and hilarity never expected by the designers. Doubly so with the modern Internet, where sharing videos of your silly play confers social status in relevant on-line groups.
The transition from elementary school sports to middle school sports is pretty jarring. By the time you get to high school they've started weeding out anyone who enjoys the game versus dominating other people in preparation for college and the few who become pros.
Video games just make this obvious to kids who don't like sports.
The only real distinction between single-player games and multiplayer games in this manor is that in single-player games players can choose the 'category' they are currently playing, whereas in multiplayer it is chosen for them. This let's them pick the categories with environments that are most fun optimized which is where the hilarity comes.
> The only real distinction between single-player games and multiplayer games in this manor is that in single-player games players can choose the 'category' they are currently playing, whereas in multiplayer it is chosen for them.
Yes. That's the distinction that matters.
Certainly not true, it's a game design issue that comes up all the time. Even in the context of casual solo play, players will generally be driven by the very human instincts of risk aversion, resource accumulation, and seeking efficiency. It takes good design to make this behaviour be in line with having fun.
If anything, it's multiplayer environments that are easier to steer towards that, and also allow room for just horsing around.
Don't know about current state of WoW, but the other two games you mention, and games like Overwatch or even StarCraft 2, are hollowed out and devoid of substance, because the competitive multiplayer makes everyone focused on meta.