When I first picked up World of Warcraft in 2005, I had a grandiose idea of how it would be; the concept of an MMORPG was always appealing to me because of everyone playing in the same world, and I expected it to be vibrant, active, and thriving.
I have this problem, and it began with World of Warcraft. Burning out on it killed my ability to be immersed in a game full time, or at least long sessions. When the game came out, I was 14 — the prime age for a lack of responsibilities and a whole lot of time. I…