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World of Warcraft

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- World of Warcraft

  • World of Warcraft is the fourth game in the Warcraft universe, and is set four years after the third game in the series.
  • World of Warcraft has 11 million monthly subscribers, and as such is a massively popular massively multiplayer online role-playing game (MMORPG).
  • Avatars can play against other players or against the environment.
  • Quests involve either killing other creatures or locating and transporting various resources and items.
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Games: World of WarCraft
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  • Release Date: November 23, 2004
  • Genre: Role-Playing
  • Style: Persistent World Online RPG

Game Description

Azeroth, the world of Blizzard's famously popular WarCraft games, is brought to life in this ongoing, online adventure, welcoming millions of player-controlled Humans, Orcs, Dwarves, Trolls, and other creatures to explore its lands and exploit its secrets. While many other persistent-world RPGs have offered the basic premise of warriors and wizards in a fantasy realm, World of WarCraft has the advantage of featuring the series' familiar incarnations of warriors and wizards, and of being based on an established fantasy world beloved by gamers since the success of the original Orcs & Humans in 1994.

At its launch, the game is set four years after the events of WarCraft III: Reign of Chaos. The war-weary peoples of Azeroth are beginning to rebuild, but toward an uncertain future. World of WarCraft offers a total of eight playable races. Humans, Dwarves, Gnomes, and Night Elves make up the Alliance, while Orcs, Tauren, Trolls, and Undead represent the Horde.

Classes available to player characters include Paladin, Rogue, Priest, Hunter, Warlock, Druid, Warrior, Mage, and Shaman. Some classes are exclusive to characters of certain races; only Humans and Dwarves may become Paladins, for example, and only Tauren and Night Elves may become Druids. Other classes, such as the Rogue or the Priest, may be assumed by characters of almost any race. Each class is gifted with a selection of distinct, supernatural powers, many of which will be immediately recognizable by veterans of the WarCraft real-time strategy games.

World of WarCraft is designed to be more forgiving than other contemporary online RPGs. The only real "death penalty" the game imposes is minor wear and tear on equipment (no experience point loss or debt), and characters that haven't logged on for a while gain a temporary bonus that helps them level more quickly, to catch up with companions that play more regularly.

The game world offers plenty of "player versus environment" opportunities, for exploration, monster slaying, and resource collection. Horde and Alliance characters can battle against one another as well, under a variety of conditions that depend in part on the type of game server (which players can choose when creating their characters).

The persistent, online version of Azeroth is home to six major cities, some of which also may be familiar to fans of earlier WarCraft games. Each city is a hub for quests, character services, and player interaction. A city's taverns are good places to find other, like-minded adventurers. If they make the right connections, player characters can obtain relatively inexpensive travel from one city to another -- on the backs of winged beasts such as Griffons and Wind Riders.
~ T.J. Deci, All Game Guide

Review: Overall

Similar to earlier games from Blizzard -- especially earlier games in the WarCraft series -- World of WarCraft succeeds more because of its artful refinements than because of any enhancements or innovations it brings to the genre. From a glance at the game's features, World of WarCraft seems to be just another swords-and-sorcery MMORPG. Its races are culled from myth and legend and its classes are based on fantasy literature archetypes. It offers "Player Versus Environment" adventure, "Player Versus Player" battle, crafting, trade, and character customization. World of WarCraft seems to have it all, but it's all been done before. So it must be the way these systems and standards are implemented, in carefully balanced alliance, that helps World of WarCraft step forward from the horde of competing online RPGs.

Beyond the charms of its polished presentation, World of WarCraft is simply easier to play than most other online RPGs. This is due to a couple of seemingly minor rule differences that end up making a major impact in the average player's overall enjoyment. Unlike in EverQuest and its sequel, Lineage and its sequel, Star Wars Galaxies, City of Heroes, or even the persistent-world hybrid Guild Wars, there is no penalty for dying in World of WarCraft. No items, abilities, or experience points are taken from characters who occasionally find themselves in more of a fight than they can handle, and this encourages players to take bigger risks. Characters also receive a "rest bonus" when they haven't played in a while, which helps them catch up with friends and rivals who play more often, and makes the first few hours of adventure after an extended break even more rewarding.

Another factor in World of WarCraft's unrivaled success is more ephemeral, though no less important. The game's widespread popularity itself has helped it grow to become even more popular. Online multiplayer games benefit by the size and quality of their communities, and the sense of culture that develops on World of WarCraft servers enhances the game for everyone, from loner soloists to full-time guild leaders. Gamers can be fickle, so it's impossible to say how long such self-fulfilling popularity might last. The game's inherent appeal is no fluke, however. Stock fantasy races like orcs and humans are just more engaging when they are the "Orcs & Humans" we've been war-gaming with for the past ten years. Adventures are just more adventuresome when rewards outweigh risks. For millions of players around the globe, online role-playing is just more fun when it's done in the World of WarCraft.
~ T.J. Deci, All Game Guide

Review: Enjoyment

World of WarCraft offers players more pure fun than any online role-playing game to come before it.
~ T.J. Deci, All Game Guide

Review: Graphics

Compared to those of its persistent-world peers, the people and places in World of WarCraft look blocky and crude, yet the craftsmanship and uniformity of the game's artistic style embed undeniable charm.
~ T.J. Deci, All Game Guide

Review: Sound

Voice acting is well performed. The dynamic soundtrack can be stirring, but some may find it repetitive after many hours of play.
~ T.J. Deci, All Game Guide

Review: Replay Value

Over 2,000 available quests provide engaging narrative for everyone, from brand new players to level-capped veterans and beyond. Diversity between races and factions makes it enjoyable to try different character types.
~ T.J. Deci, All Game Guide

Review: Documentation

The manual introduces basic gameplay and provides historical background. As the game slowly evolves, some details go out of date. Deeper, more accurate information can be found online, directly from {@Blizzard} or from a number of well-supported fan sites.
~ T.J. Deci, All Game Guide

Production Credits

Company 1: Blizzard Entertainment; Executive Producer: Mike Morhaime; Team Lead: Mark Kern; Art Director: William Petras; Creative Director: Chris Metzen; Lead Animator: Kevin Beardslee; Lead Artist: Justin Thavirat; Lead Character Artist: Brandon Idol; Lead Designer: Rob Pardo, Allen Adham; Lead Programmer: John Cash; Lead Technical Artist: Kyle Harrison; Producer: Shane Dabiri, Carlos Guerrero; Additional Production: Chris Sigaty; Programming: Jesse Blomberg, Dan Buckler, Robert Bridenbecker, Jeff Chow, Scott Hartin, Sam Lantinga, Twain Martin, Loren McQuade, Collin Murray, David Ray, Joe Rumsey, Derek Sakamoto, Tim Truesdale, Matthew Versluys, Jeremy Wood; Additional Programming: Andy Bond, Bob Fitch, Monte Krol, Graham Madarasz, Jay Patel; Install, Patch and Distribution Programming: Brian Fitzgerald, John Mikros, John Stiles, Tony Tribelli, Stephen C. Wong; Install, Patch and Distribution Producer: Derek Simmons; Macintosh Programming: John Mikros; Additional Macintosh Programming: Rob Barris, John Stiles; Animator: Adam Byrne, Jay Hathaway, Eric Henze, Solomon Lee; Dungeon and City Artist: Jose Aello Jr., Roger Eberhart, Dana Jan, Aaron Keller, Jimmy Lo, Matt Mocarski, Brian Morrisroe, Jamin Shoulet, John Staats; World Content Artist: Carlo Arellano, Sam Didier, Brian Hsu, Roman Kenney, Maxx Marshall, Matt Millizia, Dan Moore, Ted Park, Gary Platner; Technical Artist: Peter Underwood; Exterior Level Designer: Bo Bell, James Chadwick, Mark Downie, Alen Lapidis, Matt Sanders; Additional Art: Dave Berggren, Allen Dilling, Toph Gorham, Trevor Jacobs, Tom Jung, Cameron Lamprecht, Rob McNaughton, Mickey Nielson, Matt Oursbourn; Game Designer: Tom Chilton, Eric Dodds, Michael Heilberg, Kevin Jordan, Jeffrey Kaplan, John Yoo; Quest Designer: Alex Afrasiabi, Michael Backus, Suzanne Brownell, Shawn Carnes, Michael Chu, Jeffrey Kaplan, Pat Nagle; World Designer: Geoff Goodman, Andy Kirton, Joshua Kurtz, Steven Pierce; Additional Design: Tom Cadwell, Dave Fried, Dave Hale, Eric Maloof, Scott Mercer, Matt Morris, Jennifer Powell, Dean Shipley; Cinematic Intro Director and Writer: Matt Samia; Cinematic Trailer Director and Writer: Harley D. Huggins II; Cinematics Producer: Sott Abeyta; Video Processing & Post Production Supervisor: Joeyray Hall; Cinematic Artist: Jonathan Berube, Nicholas S. Carpenter, Jeff Chamberlain, Aaron Chan, Ben Dai, Fausto DeMartini, Sheng Jin, Jeremiah Johnson, Jon Lanz, James McCoy, Matthew Mead, Joe Peterson, Dennis Price, Jarett Riva, Xin Wang, Kenson Yu; Cinematic Technical Artist: John Burnett, Joe Frayne, Steeg Haskell, Jared Keller, Hung Le, Nelson Wang; Render Farm Supervisor: Mike Kramer; Additional Cinematic Artist: Dan Burke, John Chalfant, Ryan Duncan, Mark Skelton, Patrick Thomas, Seth Thompson, Ru Weerasuriya, Jason Wen; Audio Supervisor (Cinematics): Glenn Stafford; Sound Producer: Gloria Soto; Lead Composer: Jason Hayes; Lead Sound Designer: Brian Farr; Music: Tracy W. Bush, Derek Duke, Jason Hayes, Glenn Stafford; Sound Design: Tracy W. Bush, Victor Crews, Brian Farr; Casting Supervisor, VO and Sound Editor: Tami Donner Harrison; Voice Direction: Chris Metzen, Micky Neilson; Voice Acting: Michele Arko, Tracy W. Bush, Joey Cash, Johnny Cash, Victor Crews, Samwise Didier, Tami Donner Harrison, Derek Duke, Michelle Elbert, Brian Farr, Ron Frybarger, Manual Gonzales, Carrie Gordon-Lowrey, Trula Hoosier, Harley Huggins, Timothy Ismay, Monte Krol, Abe Lasser, Jon Mankin, Twain Martin, Holly Matecki, Sean McCrea, Chris Metzen, Kaeo Milker, Lani Minella, Mike Morhaime, Collin Murray, Gloria Neely, Mickey Neilson, Nicholas Pisani, Gary Platner, David Saunders, Evelyn Smith, Glenn Stafford, Snoopy Watkins, Sunda Zafrin; Worldwide Launch Executive: Paul Sams; Worldwide Launch Management: Itzik Ben-Bassat, Lisa Pearce; Manual Layout: Eli Catalan; Manual Producer: Jason Hutchins; Manual Development and Editing: Eli Catalan, Elliott Chin, Jason Hutchins, Mark Kern, Denise Lopez, Jonathan Mankin, Chris Metzen, Rob Pardo, Lisa Pearce, Evelyn Smith; Manual Artwork: Carlo Arellano, Adam Byrne, Samwise Didier, Allen Dilling, Eric Henze, Brian Hsu, Brandon Idol, Semi Kim, Chris Metzen, Ted Park, Beill Petras, Glenn Raine, John Staats, Justin Thavirat, Ru Weerasuriya; Quality Assurance Manager: John Lagrave; Quality Assurance Assistant Manager: Sean McCrea, Mark Moser; QA Night Supervisor: Jonathan Mankin; QA Lead Tester: Robert Foote, Michael Murphy; QA Lead Assistant: Kelly Chun; QA Technical Engineer: Jason Fader, Evelyn Smith; QA Compatibility Testing: Omar Gonzalez, Danny Nguyen, Taylor Russ; QA Team Lead: Michele Marie Arko, Scott N. Army, Ben Brode, Shane S. Cargilo, Jamie Chang, Michael Chen, Steven Chow, Dennis Crabtree, Les W. Douglas, Michelle Elbert, Ron Frybarger, Ed Kang, Jin Kim, Ray Laubach, Brian Love, Chris Manprin, Justin K. Parker, Lee Sparks, Craig Steele, David G. Wagner, Stan Wang; Game Tester: Nicholas Betteker, Edward Bui, Jeff Chang, Jack Chen, James Cho, Aaron Contreras, Brandon Crumpler, Tim Daniels, Foster Michael Elmendorf, Mei Dean Fracis, Jon Graves, Josh Hilborn, Timothy Ismay, Michael Maggard, Stuart Massie, Jeff McLean, Kurtis Paddock, RA Pearson, Nicholas M. Pisani, Anthony Reyes, Roseman, Chuck Slazman, David Sanchez, Samuel Schrimsher, Michael Schwan, Anant Singh, Brian Stakowitz, Shawn Su, Michael Mooteh Sun, Alex Tsang, Joseph Vales, Brandan Vanderpool, Sean Wang, Geoffrey Yeh, Tengying Yu; Additional Game Tester: Zach Allen, Zebulon Batke, Josh Bertram, Zach Callanan, Wesley Campbell, Greg Cucchissi, Dustin Chang, Yuan Cheng, Jack Cheung, Joel Clift, Matt Coalson, Beni Elgueta, Dave Eliasberg, Brian Fattorini, Gary Gibson, Manual Gonzales, Justin Hamilton, Jason Thro Hall, Patrick Henry, Lyno Hychong, Jeff Jones, Stephen Kim, Jason Liang, Richard Lin, Robert Lohaus, John Meyers, Brandon Norton, Haz Novoa, Wale Oyejide, David Potts, Emilio Segura, Kennetyh Shaw, Steve Shin, Geordie Swainbank, Walter Takata, Joshua Tapley, Jeffrey Therrien, Ian Welke, Chrisopher Van Der Westhuizen, Constance Wang, Daniel Westmoreland; Technical Support Manager: Thor Biafore; Assistant Technical Support Manager: Jason Stilwell; Billing and Account Services Lead: Doug Abel; Sales and Billing: Liam Knapp, Dean Sheldon, Jason White; Technical Support Programming: David Nguyen; Technical Support Representative: Charlie Areson, Jason Chen, Brett Dixon, Norman Harjms, Joseph Holley, John Hseih, Chad Jones, Jeff Jones, Richard Kennedy, Nathan Lutsock, Chris Cedrebo, Michael Nguyen, Michael Pierce, Cuong Quach, Adam Slack, Scott Sweeting, Martin Tande, Micah Whipple, Mataio Wilson, Jamie Wood, Kenny Zigler; In-Game Support Management: Eric Avila; In-Game Support Lead: Mitchell Bricker, Chris Manley, Jason Park, John Schwartz, Max Whitaker; In-Game Support: Dustin Chang, Jeremy Conrad, Josh Downs, Nathan Erickson, Bejan Fozdar, Justin Goad, Manuel Gonzales, Ryan Gunst, Justin Guthrie, Kristen Hewes, Danielle Homer, Tony Hsu, Bryan Langford, Corey Louie, Mark McCarty, Travis Otten, Kyle Riseling, Trevor Rothman, Julie Sklarew, Brian Smith, Laura Szigeti, Asheesh Thukral, Chris Voss, Oliver Voss, David Wareham; Localization Producer: Jason Hutchins; Associate Localization Producer: Jonas Laster; General Manager: Gerry Carty; European Localisation Manager: Barry Kehoe; Senior Project Manager: Eithne Hagan; Translation Vendor Manager: Annette Lee; Linguistic Project Manager: Laura Casanellas; Linguistic Coordinator: Corina Zaha; Engineering Manager: Lawrence Moran; Senior Engineer: David Doheny; Q.A. Manager: David Hickey; Senior Q.A. Lead: Conor Harlow; Q.A. Tester - French: Maurice Larkin, Russell Perin, Dimitry Renardet; Q.A. Tester - German: Sandra Rothig, Henry Ertner, Hugh Lawton; Graphics and Audio Coordination: Bill Sweeney, David Fleming; RTM Validation: Philippe Gendreau; Company 2: Blizzard Entertainment; Business Development & Business Operations: Paul Sams; Business Development & Operations: Elaine Dilorio, Denise Lopez, Isaac Matarasso, Lisa Pearce, Sarah Tucker; Information Technologies Manager: Robert Van Dusen; Information Technologies: Edward Hanes, Brian Hill, Mike Kramer, Hung Nguyen, Mike Pearce, Mike Schaefer, Jeremy Smith, Casey Suyeto, Stephen T. Wong; IT Engineering & Network Design: Adrian Luff, Jeff Berube; Data Archivist: Kris Mackey; Office Administration, Human Resources and Facilities Management: Kacy Dishon, Jeanette Gullock, Kaeo Milker, Jamie Neveaux, Hugh Todd, Talishia Thompson; Financial Management: David Gee, Paul Sams; Public Relations: Lisa Bucek-Jensen, Elliott Chin, Gil Shif, George Wang; Web Team: Lisa Bucek-Jensen, Mathieu Chauvin, Geoff Fraizer, Mike Hein, Jon Jelinek, Gil Shif, Alex Sun, Blaine Whittle; Community Management: Lisa Bucek-Jensen, Daniel Chin, Paul Della Bitta, Gil Shif; Legal Counsel: Kevin Crook, Terri Durham, Rod Rigole, Eric Roeder, Tracy Gibbs-Sargeant, James Shaw; Global Brand Management: Neal Hubbard, Marc Hutcheson, Matt Kassan; North American Sales: Philip O'Neil, Bruce Slywka, Lowell Vaughen; Marketing Creative Services: Kathy Carter-Humphreys, Jessica Drossin, Zachary Hubert, Steve Parker, Raul Ramirez, Hayley Sumner, Bill Watt; Recruiting: Jack Sterling; Packaging Artwork: Brom, William Petras, Justin Thavirat; Manufacturing: Tom Bryan, Bob Wharton; Hosting Partners: AT&T, DACOM/KIDC, Telia; Director of Dunsel Development: Frank Pearce; Dunsel Specialist: Alan Dabiri; Cinematic Sound Contractor: David Farmer, Paul Menichini, Jeff Kurtenacker, Michael Aarvold, Robert Michael Sherlock, Tom Brewer; Company 3: Blizzard Europe; Sales, Marketing & PR: Cédric Maréchal, Anne Bérard, Julia Gastaldi, Eric Chauveau, Yann Pallatier, Guillaume Sartre, Martin Leidenfrost, Prune Moldawan, Sebastien Garnault; Business Development and Finance: Delphine Le Corre, Benoit Mechineau, Benoit Dufor; Technical Team: Jean-Michel Courivaud, Julien Mariani, Steve Viegas, Philippe Peeters, Matthieu Chauvin; Support Services: Frederic Menou, Christian Scharling, Emmanuel Obert; Company 4: Blizzard Korea; Sales, Marketing & PR: Richard Kwon, Patrick Lee, Christy Um, Hyejin Yum, Jinkyu Ko, Yungjoo Ko, Sam Ohn, Steve Kang; Business Development: Tommy Park, Mac Kwon; Operations: Jungwon Han, Taewon Yun, Changuk Park; Network Operations: Sungsoo Khim, Sangwong Park, Minhong Kim, Manjung Ha; Technical Team: Jiwoong Kim, Joohho Lee, Juno Kwak, Hyunjoo Song, Jonghyuk Lee, Hanbaek Choi, Sangeun Gu, Jean Park, Seungki Choi, Hyojin Bae, Dohyeong Kim, Eunjin Kim; Support Services: James Kim, Jeongwon Min, Mkumshim Shin, Bum Choi, Young Namgoong, Wonjong Lee, Hyunshin Lim, Jihun Lee, Jiyoon Kim, Eunjung Lee, Jinman Park, Yooseok Pan, Taehee Kang, Jinsun Park, Yongjo Choi, Hosung Lee, Eunyoung Park, Jaehong Jeong, Minsun Back, Yoonhee Kim, Dongkyun Kang, Kyunghyo Kim, Hyojin Kim, Kyungtae Myung, Sungho Eom, Jaebum Ahn, Aungoun Lee, Jungjun Lee, Sanhak Jeon, Chulsoo Jung; Finance & Administration: Ahlim Kim, Kate Kim, Okyoung Lee, Chami Kang, Junghoon Kim, Hyunjung Noh; Asia Pacific HQ: Hubert Larenaudie, Franck Villet, Mark Warburton, Chris Ansell, Kim Watt, Michael Tan, Steve Voorman
~ Keith Adams, All Game Guide
Wikipedia: World of Warcraft
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World of Warcraft
WoW Box Art1.jpg
Developer(s) Blizzard Entertainment
Publisher(s) Blizzard Entertainment[1]
Designer(s) Rob Pardo, Jeff Kaplan, Tom Chilton
Series Warcraft
Version NA 3.2.2 (September 22, 2009)

EU 3.2.0a (August 19, 2009)

Platform(s) Mac OS X, Microsoft Windows
Release date(s) AUS / NA November 23, 2004

EU February 11, 2005[2]

Genre(s) Fantasy, MMORPG
Mode(s) Multiplayer online
Rating(s) ESRB: T
OFLC: Not Rated[3]
PEGI: 12+
Media 4 CDs (5 for the game of the year edition), 1 DVD, download
System requirements
Microsoft Windows
Mac OS X
  • Mac OS X 10.4.11 or newer
  • 1600 MHz or higher G5, or Intel Core Duo processor
  • 1 GB RAM or higher
  • ATI or NVIDIA video card with 64 MB Video RAM or more
  • 15 GB free HD space
  • 4× CD-ROM drive
  • Broadband Internet connection[4]
Input methods Keyboard, mouse

World of Warcraft, often referred to as WoW, is a massively multiplayer online role-playing game (MMORPG) by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994.[5] World of Warcraft takes place within the Warcraft world of Azeroth, approximately four years after the events at the conclusion of Blizzard's previous Warcraft release, Warcraft III: The Frozen Throne.[6] Blizzard Entertainment announced World of Warcraft on September 2, 2001.[7] The game was released on November 23, 2004, on the 10th anniversary of the Warcraft franchise.

The first expansion set of the game, The Burning Crusade, was released on January 16, 2007.[8] The second expansion set, Wrath of the Lich King, was released on November 13, 2008.[9] The third expansion set, Cataclysm, was announced at BlizzCon 2009.[10][11]

With more than 11.5 million (December 2008) monthly subscriptions,[12][13] World of Warcraft is currently the world's most-subscribed MMORPG[9][14][15] and holds the Guinness World Record for the most popular MMORPG by subscribers.[16][17][18][19] In April 2008, World of Warcraft was estimated to hold 62 percent of the massively multiplayer online game (MMOG) subscription market.[20]

Contents

Gameplay

Starting a character or a play session

As with other MMORPGs, players control a character avatar within a game world in third person view (with the option of playing in first person), exploring the landscape, fighting various monsters, completing quests, and interacting with NPCs or other players. In common with many other MMORPGs, World of Warcraft requires the player to pay for a subscription, either by buying game cards for a pre-selected amount of playing time, or by using a credit or debit card to pay on a regular basis.[21]

To enter the game, the player must select a realm (or server). Each realm acts as an individual copy of the game world, and falls into one of four rule-set categories. Realms are either Player versus player (PvP), where open combat among players is more common, or Player versus environment (PvE), where the gameplay is more focused on defeating monsters and completing quests; roleplay (RP, RP-PVP) variants of both realm types are also available. Realms are also categorized by language, with in-game support in the language available.[22] Players can make new characters on all realms, and it is also possible to move already established characters between realms for a fee.[23]

To create a new character, in keeping with the storyline in the previous games in the Warcraft series, players must choose between the opposing factions of Alliance or Horde. Characters from the opposing factions can perform rudimentary communication and trade, but only members of the same faction can speak, email, group, and share guilds. The player selects the new character's race (species), such as Orcs or Trolls for the Horde or Humans or Dwarves for the Alliance.[24] Players must also select the class for the character, with choices such as mages, warriors and priests available.[25] Some classes are limited to particular races.

Ongoing gameplay

As characters become more developed, they gain various talents and skills, requiring the player to further define the abilities of that character.[26] Professions such as tailoring, blacksmithing, mining, cooking and first-aid can also be learned by characters.[27] Characters may also form or join guilds, allowing characters in the same guild unified communications, a shared guild name, and possibly identity, guild bank and dues.

Much of World of Warcraft play involves "questing". These quests, also called "tasks" or "missions", are usually available from non-player characters (NPCs).[28] Quests usually reward the player with experience points, items, and/or in-game money. It is also through quests that much of the game's story is told, both through the quest text and through scripted NPC actions.[29] Quests are linked by a common theme, with the next quest triggered by the completion of the previous, forming a quest chain. Quests commonly involve killing a number of creatures, gathering a certain number of resources, finding a difficult to locate object, speaking to various NPCs, visiting specific locations, interacting with objects in the world, or delivering an item from one place to another.

While a character can be played on its own, players can also group up with others in order to tackle more challenging content. In this way, character classes are used in specific roles within a group.[28][30] World of Warcraft uses a "rested bonus" system, increasing the rate that a character can gain experience points after the player has spent time away from the game.[26] When a character dies, it becomes a ghost (or wisp for Night Elf characters) at a nearby graveyard.[31] Characters can be resurrected by other characters that have the ability, or can self-resurrect by moving from the graveyard to the place where they died. When a character dies, the items equipped by the character degrade, requiring in-game money and a specialist NPC to repair them. Items that have degraded heavily become unusable until they are repaired. If the location of the character's body is unreachable, they can use a special NPC known as a spirit healer to resurrect at the graveyard. When the spirit healer revives a character, items equipped by the character at that time suffer increased degradation, and the character is significantly weakened for ten minutes. This "Resurrection Sickness" does not occur and item degradation is less severe if the character revives by locating its body, or is resurrected by another player, through special items or spells.[32][33]

World of Warcraft contains a variety of mechanisms for player-versus-player (PvP) play. Some realms allow player-versus-player combat almost anywhere in the game world. In these environments, members of opposing factions can attack each other at almost any time or location. Player-versus-environment (PvE) servers, by contrast, allows a player to choose whether or not to engage in combat against other players. On both server types, there are special areas of the world where free-for-all combat is permitted.[34] Battlegrounds, for example, are similar to dungeons: only a set number of characters can enter a single battleground, but additional copies of the battleground can be made to accommodate additional players.[35] Each battleground has a set objective, such as capturing a flag or defeating an opposing general, that must be completed in order to win the battleground. Competing in battlegrounds rewards the character with tokens and honor points that can be used to buy armour and weapons.[34]

Setting

World of Warcraft is a massively multiplayer online role-playing game. In addition to sharing the "Warcraft" name with the real-time strategy games in the Warcraft series, it is set in the world of Azeroth and has similar art direction.[21]

World of Warcraft takes place in a 3D representation of the Warcraft universe that players can interact with through their characters. The game world initially features two continents of Azeroth (Kalimdor and the Eastern Kingdoms), with two separate expansions adding the realm of Outlands and the continent of Northrend adding to the playable area. In this game world, players use their characters to explore locations, defeat creatures, and complete quests, among other activities. Doing these, characters gain experience that allows them to attain higher levels, gain access to new skills and abilities, explore new areas, and attempt new quests.[31] As a player explores new locations, different routes and means of transportion become available. Players can access "flight masters" in newly discovered locations to fly to previously discovered locations in other parts of the world.[36] Players can also use boats, zeppelins, or portals to move from one continent to another. Although the game world remains reasonably similar from day to day, seasonal events reflecting real world events such as Halloween,[37] Christmas, Children's Week,[34] Easter and Midsummer have been added. Locations also have variable weather including, among other things, rain, snow, and dust storms.[36]

A number of facilities are available for characters while in towns and cities. In each major city characters can access a bank in order to deposit items, such as treasure or crafted items. Each character has access to personal bank storage with the option to purchase additional storage space using in-game gold.[38] Additionally, guild banks are available for use by members of a guild with restrictions being set by the guild leader.[39] Auction houses are also available for players to buy and sell items to others in a similar way to online auction sites such as eBay.[40] Players can also use mailboxes, which can be found in almost every town. The mailbox can be used to collect items won at auction and also to send messages, items and even in-game money to other characters.[26]

Some of the harder challenges in World of Warcraft require players to group together to defeat them. These usually take place in dungeons, also known as instances, that a group of characters can enter together. The term comes from each group or party having a separate copy or instance of the dungeon, complete with their own enemies to defeat and their own treasure or rewards.[41] This allows players to explore areas and complete quests without other players outside the group interfering. Dungeons are spread over the game world and are designed for characters of varying progression. A typical dungeon will allow up to five characters to enter as part of a group. Some dungeons require more players to group together and form a raid of limited size (up to forty players) to face some of the most difficult challenges.[42] As well as dungeon-based raid challenges, several creatures exist in the normal game environment that are designed for raids to attack.[37][43]

Development

World of Warcraft was first announced by Blizzard at the ECTS trade show in September 2001.[44] Development of the game took roughly 4–5 years, and included extensive testing. The 3-D graphics in WoW use elements of the proprietary graphics engine originally used in Warcraft III.[44] The game was designed to be an open environment where players are allowed to do what they please.[45] Quests are optional and were designed to help guide players, allow character development, and to spread characters across different zones to try to avoid what developers called 'player collision'.[46] The game interface allows players to customize appearance and controls, and to install add-ons and other modifications.[47]

World of Warcraft runs natively on both Macintosh and Windows platforms. Boxed copies of the game use a hybrid CD to install the game, eliminating the need for separate Mac and Windows retail products. The game allows all users to play together, regardless of their operating system. Although there is no official version for any other platform, support for World of Warcraft is present in Windows API implementations Wine and Cedega, allowing the game to be played under Linux and FreeBSD.[48]

Regional variations

In the United States, Canada and Europe, Blizzard distributes World of Warcraft via retail software packages.[49] The software package includes 30 days of gameplay for no additional cost. In order to continue playing after the initial 30 days, additional play time must be purchased using a credit card or prepaid game card. The minimum gameplay duration that a player can purchase is 30 days using a credit card, or 60 using a prepaid game card. A player also has the option of purchasing three or six months of gameplay at once for a slight (6% to 15%) discount.[50] In Australia, the United States, and many European countries, video game stores commonly stock the trial version of World of Warcraft in DVD form, which include the game and 14 days of gameplay, after which the player would have to upgrade to a retail account by supplying a valid credit card, or purchasing a game card as well as a retail copy of the game.

In South Korea, there is no software package or CD key requirement to activate the account. In order to play the game, however, players need to purchase time credits online via credit card or the ARS billing system. There are two kinds of time credits available, one where the player is billed based on the actual number of minutes that will be available, and one where the player can play the game for a number of days. In the former, time can be purchased in multiples of 5 hours or 30 hours, and in the latter, time can be purchased in multiples of 7 days, 1 month, or 3 months.[51] As software packages are not required, expansion pack contents are available to all players on launch day.

In China, because a large number of the players do not own the computer they use to play games (e.g. Internet cafes), the CD keys required to create an account can be purchased independently of the software package. In order to play the game, players must also purchase prepaid game cards that can be played for 66 hours and 40 minutes.[52] A monthly fee model is not available to players of this region. The Chinese government and NetEase, the licensee for World of Warcraft in China, have imposed a modification on Chinese versions of the game which places flesh on bare-boned skeletons and transforms dead character corpses into tidy graves. These changes were imposed by the Chinese government in an attempt to "promote a healthy and harmonious online game environment" in World of Warcraft.[53] The Chinese government has also delayed release of the Wrath of the Lich King expansion, due to what it feels is objectionable content.[54] NetEase took over licensing of World of Warcraft from The9 in June 2009 following the expiration of The9's contract.[55]

Post-launch development

World of Warcraft Launcher v3.2.0

The World of Warcraft Launcher (referred to in press releases and the menu bar as the "Blizzard Launcher") is a program designed to act as a starting point for World of Warcraft players. It provides a way to launch World of Warcraft and starts the blizzard updater. It was first included with the version 1.8.3 patch. The 2.1.0 patch allowed for an option to bypass the use of the launcher. Features of the launcher include news and updates for World of Warcraft players, access to World of Warcraft's support website, access to the test version of World of Warcraft when it is available to test upcoming patches, updates to Warden,[56] and updates to the updater itself. The 3.0.8 patch redesigned the launcher and added the ability to change the game settings from the launcher itself..

Patch 1.9.3 added native support for Intel-powered Macs, making World of Warcraft a Universal application. As a result of this, the minimum supported Mac OS X version has been changed to 10.3.9; World of Warcraft version 1.9.3 and later will not launch on older versions of Mac OS X.[57]

When new content is added to the game, official system requirements may change. In version 1.12.0 the requirements for Windows were increased from requiring 256 MB to 512 MB of RAM. Official Windows 98 technical support was dropped, but the game continued to run there until version 2.2.3.[58]

Audio

The soundtrack for World of Warcraft was composed and arranged by Jason Hayes, Tracy W. Bush, Derek Duke and Glenn Stafford. It was released on November 23, 2004 together with the Collectors edition of the game. It is also sold separately on 1 CD, in the MP3 format.

Reception

 Reception
Aggregate scores
Aggregator Score
GameRankings 92%[59]
Metacritic 93%[60]
Review scores
Publication Score
1UP.com A[61]
ActionTrip 9.1 out of 10[62]
Edge 9 out of 10[63]
Eurogamer 8 out of 10[64]
Game Informer 9.5 out of 10[65]
GamePro 4.5 out of 5[66]
GamesMaster 93%[63]
GameSpot 9.5 out of 10[21]
GameSpy 5/5 stars[29]
IGN 9.1 out of 10[31]
PC Gamer UK 94%[63]

World of Warcraft was almost universally praised by critics[60] upon release, following a period of high anticipation before launch.[62] Although the game follows a similar model to others in the genre[21] and was noted for having many familiar concepts from roleplaying games,[61] the new approaches to reduce pauses between game encounters was well liked.[29] A common example was the new approach to character death; in previous MMORPGs a player would suffer a high penalty for character death, while in WoW a player would be able to recover and start playing quickly.[21] Combat was another area where "downtime" or pauses between play were reduced. By allowing all character types to recover from damage taken, players could return to combat quickly.[29] It was felt that these changes in pacing would make the genre more accessible to casual players, who would be able to play for short periods and still achieve something,[29] while still having a depth of game that would attract players at all levels of interest in the genre.[31] The concept of a "rested bonus", or increasing the rate at which a player's character gains experience was also welcomed as a way for players to quickly catch up with their friends[21]

Questing was described as an integral part, often being used to continue a storyline or lead the player through the game.[29] The high number of quests in each location was popular, as well as the rewards for completing them.[21] It was felt that the range of quests removed the need for a player to "grind" or carry out repetitive tasks in order to advance their character.[31] Quests also seemed to require players to explore every section of the game world, potentially causing problems for social gamers or roleplayers seeking somewhere quiet.[29] Quests that required the player to collect items from the corpses of creatures they had killed were also unpopular, with a low "drop rate" or chance of finding the items required making them feel repetitive as a high number of creatures would need to be killed in order to complete the quest.[31] Some critics mentioned a lack of quests that required players to group up made the game feel as if it was designed for solo play,[64] while others complained that some dungeon or instance-based group quests were not friendly to new players and could take several hours to complete.[31] Upon release, a small number of quests had errors or bugs that would make them impossible to complete,[21] while the large number of new players in a particular area meant that there were often no creatures to kill,[29] or that players would have to wait and take turns to kill a particular creature in order to complete a quest.[21]

Characters were felt to be implemented well, with each class option appearing "viable and interesting", having unique and different mechanisms,[64] and each of the races having a distinct look and feel.[21] Character development was also liked, with the talent mechanism offering choice to players[61] and profession options being praised.[21] Character customization options were felt to be low,[31] but the detail of character models was praised.[62]

The appearance of the game world was praised by critics. Most popular was the feature that a player could run from one end of the continent to the other without having to pause at a "loading screen" while part of the game is retrieved from storage.[62] The environment was described as "breathtaking", with players finding it difficult to become lost and each area in the game world having a distinct look that blends from one to the next.[29] Critics described the environment as "a careful blend of cartoon, fantasy art, and realism".[61] The game was found to run smoothly on a range of systems,[21] although some described it as basic[29] and mentioned that the bloom graphics effect can blur things.[31] Having said that, one reviewer described being able to fly over long stretches of scenery as "very atmospheric".[64] The user interface was liked, being described as "simple", with tooltips helping to get the player started.[21]

The audio was well received, particularly the background music. By assigning music to different areas of the game world, reviewers felt that the fantasy style added to immersion[61] and that the replay value was increased.[31] The sounds and voices used by characters and NPCs, as well as the overall sound effects were felt to add a "personality" to the game.[61]

World of Warcraft won several awards from critics upon release, including Editor's Choice awards.[21][31] In addition, it won several annual awards from the media, being described as the best game in the RPG and MMORPG class.[67] The graphics and audio were also praised in the annual awards, with the cartoonish style[68] and overall sound makeup[69] being noted. The game was also awarded Best Mac OS X Entertainment Product at the 2005 Apple Design Awards.[70] Finally, World of Warcraft was recognised at the 2005 Spike TV Video Game Awards, where it won Best PC Game, Best Multiplayer Game, Best RPG and Most Addictive Game.[71] In 2008, World of Warcraft was honoured (along with Neverwinter Nights and EverQuest) at the 59th Annual Technology & Engineering Emmy Awards for advancing the art form of MMORPG games.[72]

World of Warcraft was the best-selling PC game of 2005 and 2006.[73] As of January 22, 2008, World of Warcraft has surpassed 10 million subscribers worldwide, with more than 2 million subscribers in Europe, more than 2.5 million in North America, and about 5.5 million in Asia.[74]

After beginning operation of WoW in China on September 19, 2009, NetEase was ordered after less than 2 months of operation to immediately stop charging players and to cease accepting registrations.[75][76] A press estimate indicates that if World of Warcraft is shut down in China, it could result in projected earnings of 60 cents per share, rather than 65 cents per share, for Activision Blizzard, as the firm would stand to lose their subscribers there.[75]

Corrupted Blood plague incident

The Corrupted Blood plague incident was one of the first events to affect entire servers. Patch 1.7 saw the opening of Zul'Gurub, the game's first 20-player raid dungeon where players faced off against a tribe of trolls under the sway of the god Hakkar the Soulflayer. Upon engaging Hakkar, players were stricken by a debuff called "Corrupted Blood" which would periodically sap their life. The disease was also passed on to other players simply by being near infected players. Originally this malady was confined within the Zul'Gurub instance but made its way into the outside world by way of hunter pets or warlock minions that contracted the disease.

Within hours Corrupted Blood had completely infected major cities because of their high player concentrations. Low-level players were killed in seconds by the high-damage disease. Eventually Blizzard fixed the issue so that the plague could not exist outside of Zul'Gurub.

The corrupted blood plague so closely resembled the outbreak of real-world epidemics that scientists are currently looking at ways MMORPGs or other massively distributed systems can model human behavior during outbreaks. The reaction of players to the plague closely resembled previously hard-to-model aspects of human behavior that may allow researchers to more accurately predict how diseases and outbreaks spread amongst a population.[77]

Security concerns

When a player creates a World of Warcraft account, they are asked to choose a username and password. Whenever that player then plays World of Warcraft, they are asked to supply the same username and password in full. This is also the case when using account management facilities online. This type of authentication is vulnerable to keystroke logging. While this is not unique to World of Warcraft and is common to many MMORPGs, the game has been directly targeted with trojans being specifically crafted to capture account login details.[78] Attacks have been reported as early as May 2006, although they may extend as far back as July 30, 2005.[79] The game does however allow players to save their account name to the program to allow the player to only have to type their password.

In September 2006, reports emerged of spoof World of Warcraft game advice websites that contained malware. Vulnerable computers would be infected through their web browser, downloading a program that would then relay back account information. Blizzard's account support teams experienced high demand during this episode, stating that many users had been affected. Claims were also made that telephone support was closed for isolated periods due to the volume of calls and resulting queues.[80] In April 2007, attacks evolved to take advantage of further exploits involving animated cursors, with multiple websites being used.[81][82] Security researcher group Symantec released a report stating that a compromised World of Warcraft account was worth US$10 on the black market, compared to US$6 to US$12 for a compromised computer (correct as of March 2007).[83] In February 2008, phishing emails were distributed requesting that users validate their account information using a fake version of the World of Warcraft account management pages.[84] In June 2008, Blizzard announced the Blizzard Authenticator, a hardware security token that provides two factor security. The token generates a one-time password based code that the player supplies when logging on. The password is only valid for a limited time, thus providing extra security against keylogging malware.[85]

In the United Kingdom in February 2008, the Halifax Bank claimed that stolen credit card details were regularly being used to fraudulently pay for World of Warcraft accounts.[86] A statement from the bank read that a "significant number of fraudulent transactions through Blizzard's gaming sites" had been observed. As a result, the Bank had stated that transactions with Blizzard would be blocked by default, requesting that customers contact them directly to authorise payments. However, in the Autumn of 2008 this was no longer the case and Halifax accepted that the majority of transactions were legitimate and removed the default ban.[citation needed]

Blizzard makes use of a system known as Warden on the Windows version of the game in order to detect third-party programs, such as botting software, allowing World of Warcraft to be played unattended. There has been some controversy as to the legality of Warden. Warden uses techniques similar to anti-virus software in order to analyse other running software on the players' PCs, as well as the file system. However, unlike most anti-virus software, it sends a portion of this information back to Blizzard, which caused privacy advocates to accuse it of being spyware.[87] One example of the information Warden collects is the title of every window open on the system while WoW is running.[88] Blizzard has not stated what information is passed by Warden over the Internet, or if that information is encrypted, so it is entirely possible this information is passed over the Internet back to Blizzard. On balance, many gamers responded positively about the development, stating that they supported the technology if it resulted in fewer cases of cheating. Blizzard's use of Warden was stated in the Terms of Agreement (TOA).[89]

The Warden's existence was acknowledged in March 2008, during the opening legal proceedings against MDY Industries.[90] The lawsuit was filed in federal court in Arizona, and also listed Michael Donnelly as a defendant. Donnelly was included in the suit as the creator of MMO Glider, software that can automatically play many tasks in the game. Blizzard claimed the software is an infringement of its copyright and software license agreement, stating that "Glider use severely harms the WoW gaming experience for other players by altering the balance of play, disrupting the social and immersive aspects of the game, and undermining the in-game economy". Donnelly claims to have sold 100,000 copies of the $25 software.[91]

Sale of virtual goods in the real world

As with other MMORPGs, companies have emerged offering to sell virtual gold and associated services. After Blizzard started offering free trial game-play accounts, players noticed an increase in spam from bots advertising these services.[92] One study shows that this problem is particularly prevalent on the European realms, with gold being over 14 times more expensive to buy on US realms than their European counterparts.[93]

In patch 2.1, Blizzard responded to this by adding additional anti-spam mechanics including whisper throttling and the report spam function. Additionally, trial accounts are prevented from speaking in the public chat channels (although they may speak to players within range or whisper to other players that have first whispered them), participating in-game trades, using the Auction House and the mail feature and several other limitations.

In May 2007, Blizzard filed a complaint against In Game Dollar LLC (trading as peons4hire) in US federal court. In February 2008, the parties filed a consent decree in which In Game Dollar agreed to refrain from using any World of Warcraft chat or communication to advertise any business or sell any services relating to World of Warcraft.[94]

As characters progress in World of Warcraft and take on some of the toughest challenges, many of the rewards received are bound to that character and cannot be traded, generating a market for the trading of accounts with well-equipped characters. The highest noted World of Warcraft account trade was for £5000 (€7000, $9,900 USD) in early September 2007.[95]

The practice of buying or selling gold in World of Warcraft has generated significant controversy.[96] On February 21, 2008, Blizzard released a statement concerning the consequences of buying gold. Blizzard reported that an "alarmingly high" proportion of all gold bought originates from "hacked" accounts. The article also stated that customers who had paid for character leveling services had found their accounts compromised months later, with all items stripped and sold for virtual gold. The article noted that leveling service companies often used "disruptive hacks ... which can cause realm performance and stability issues".[97]

Community

In addition to playing the game itself and conversing on discussion forums provided by Blizzard, World of Warcraft players often participate in the virtual community in creative ways, including fan artwork[98] and comic strip style storytelling.[99]

Blizzard garnered criticism for its decision in January 2006 to ban guilds from advertising sexual orientation preferences. The incident occurred after several players were cited for "harassment" after advocating a group for gay-straight alliance.[100][101] Blizzard later reversed the decision to issue warnings to players promoting LGBT-friendly guilds.

In other media

World of Warcraft has inspired artists to satirize and/or acknowledge its mark in popular culture. One example is the Emmy Award winning South Park episode "Make Love, Not Warcraft".[102][103]

The game has also been used to advertise unrelated products, such as Toyota trucks.[104]

In late 2007, a series of television commercials for the game began airing featuring pop culture celebrities such as Mr. T, William Shatner, and Verne Troyer discussing the virtues of the character classes they play in the game.[105] A Spanish commercial featuring Guillermo Toledo, and a French commercial featuring Jean-Claude Van Damme, were also televised.[106] Two more were shown in November 2008, featuring Ozzy Osbourne and Steve Van Zandt.[107]

World of Warcraft has inspired two board games, World of Warcraft: The Board Game (including Shadow of War and The Burning Crusade expansions)[108] and World of Warcraft: The Adventure Game,[109][110] produced by Fantasy Flight Games. There is also a trading card game[111] and a collectible miniatures game[112] on the market, both produced by Upper Deck Entertainment.

In November 2007, DC Comics published the first issue of the ongoing World of Warcraft comic under their Wildstorm imprint.[113]

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