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{{Infobox CVG| title = World of Warcraft
{{Infobox CVG| title = World of Warcraft
|image = [[Image:WoW Box Art.jpg|250px|World of Warcraft box art]]
|image = [[Image:WoW Box Art.jpg|250px|World of Warcraft box art]]

Revision as of 19:50, 19 July 2006

World of Warcraft
World of Warcraft box art
Developer(s)Blizzard Entertainment
Publisher(s)Vivendi Universal
Designer(s)Rob Pardo
Platform(s)Windows, Mac OS X
ReleaseSouth Korea November 12, 2004
United States New Zealand Canada Australia November 23, 2004
Europe February 11, 2005
China June 6, 2005
Singapore July 21, 2005
Taiwan Hong Kong Macau November 8, 2005
Genre(s)Fantasy MMORPG
Mode(s)Multiplayer

World of Warcraft (commonly abbreviated as WoW) is a massive multiplayer online role-playing game (MMORPG) developed by Blizzard Entertainment. It is the fourth game in the Warcraft series, excluding expansion packs and the cancelled Warcraft Adventures: Lord of the Clans. The Warcraft games are set in the aptly named Warcraft Universe, a fantasy setting introduced by Warcraft: Orcs & Humans in 1994. World of Warcraft is currently set on the world of Azeroth, four years after the events at the conclusion of Blizzard's previous release, Warcraft III: The Frozen Throne. In the upcoming expansion, The Outland will be available for players to explore. World of Warcraft celebrated the 10th anniversary of the Warcraft franchise.

World of Warcraft is a radical departure from the standard real-time strategy style of the other Warcraft games. Featuring a low learning curve, easy level advancement, and "hack-n-slash" gameplay with minimal experience grinding and low down-time, World of Warcraft has become the most popular MMORPG in the world, with more than 6 million[1] active subscriptions. The game is widely regarded as a success, although its release was hampered by server stability and performance issues which continue intermittently.[2]

Launch and sales

File:Wowcollectors.jpg
Box shot of the World of Warcraft Collector's Edition

The game was officially released in Korea on November 12, 2004. Although the game was available online, the client CD was also distributed free for the first 150,000 people who had signed up. The game was free to play for about two months, but it officially became Pay to Play in South Korea on December 27, 2005. The game was simultaneously released on both Windows and Macintosh computer systems in North America, Australia and New Zealand on November 23, 2004. Blizzard released two versions of the game upon its launch. One was the regular CD edition, and the other was the limited Collector's Edition. The collector's box contained the following items:

File:Zergling Panda Diablo.jpg
The three exclusive in-game pets as seen in the Collector's Edition. A Panda, Mini Diablo and Zergling.
  • The entire game on both one DVD and five CDs.
  • A one-month subscription to the game.
  • A guest pass to the game, providing a player's friend with 10-day access.
  • A Behind the Scenes DVD.
  • A Collector's Edition Soundtrack.
  • A Collector's Edition manual signed by the game creators.
  • The Art of World of Warcraft (Hardcover book).
  • A cloth map of Azeroth.
  • An exclusive in-game pet for every character. The player can choose a Zergling, a Panda, or a Mini Diablo.

The game sold more than 240,000 copies in its first 24 hours on the market, more than any other PC game in history. The game was released in Europe on February 11, 2005 with English, French and German language versions. On March 2, 2005, 100,000 testers signed up for China's WoW beta test within the first hour. The game was released in China on June 6, 2005. The game got high praise at in 2003, including Gamer's Pulse's Best of Show award. World of Warcraft was declared by many in the computer gaming industry, including GameSpot and GameSpy, as 2004's game of the year. And, as with any game, it has its own language or terminology.

As is common with the launch of a MMORPG, World of Warcraft had its share of problems at first. Partly because of the huge number of people who bought the game, along with server instability, Blizzard chose to stop selling copies of the game some time after the launch. Sales were limited accordingly until more servers, called realms, could be assembled. Due to the massive initial sales, there were also periods where players had to wait in queues before playing, as some realms were at their maximum player limit. When more servers were added, these queues became less common and sales of the game resumed. Still, in certain high population areas (such as Ironforge and Orgrimmar), players continue to experience decreased game performance.

As of March 2006, World of Warcraft has more than 6,000,000 players worldwide. Over 1 million of these players live in the US, making it the most popular MMORPG in the US. 1.5 million of the players are from the Chinese launch on July 7, 2005. These numbers exclude all players under free promotional subscriptions, expired or canceled subscriptions, and expired pre-paid cards. Blizzard also stated that at any given time at least 500,000 subscribers are online.

Due to World of Warcrafts high sales it has been described as a "runaway success" with "overwhelming popularity", which other games, like The Matrix Online, blame for their lackluster sales.[3]

On August 3, 2005, China implemented legislation which forbids minors from playing games in which player characters kill each other. The impact of this on Blizzard's revenue is still to be determined.

World of Warcraft won critical acclaim in 2004 and achieved many awards as a result of this, some of which can be found at the official World of Warcraft list of awards.

On February 2, 2006, the game won the "Grand Prix" award at the 2006 Imagina Games Awards. [3]

On June 1, 2006 industry website MMOGchart.com reported that World of Warcraft had passed the 50 percent market share for MMOG games. The report was also reprinted in other technology-oriented websites, such as Arstechnica. [4]

System requirements

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 following system requirements were taken from the official World of Warcraft website:

Minimum system requirements
  • Mac® OS X 10.3.9:
    • 933 MHz or higher G4, or G5, or Intel processor
    • 512 MB RAM or higher; DDR RAM recommended
    • ATI Technologies or NVIDIA® video hardware with 32 MB VRAM or more
    • 4.0 GB available HD space
    • 4x CD-Rom drive
    • 56k or better Internet connection
Recommended system requirements
  • Windows® System 2000/XP OS:
    • Intel Pentium® 4 1.5 GHz or AMD XP 1500+ MHz
    • 1024 MB RAM
    • 64 MB 3D graphics card with Hardware Transform and Lighting, such as NVIDIA® GeForce™ FX 5700 class card or above
    • Broadband Internet connection
    • Two-button scroll-wheel mouse
  • Mac® OS X 10.3.9 or newer:
    • 1024 MB RAM or higher; DDR RAM recommended
    • ATI or NVIDIA® video hardware with 64 MB VRAM or more
    • Broadband Internet connection

World of Warcraft allows all users to play together, regardless of their operating system.

As of July 2005, Blizzard has no immediate plans to release a Linux version, but there is an online petition aimed at convincing Blizzard to release a true Linux port. However, support for World of Warcraft is present in Windows API implementations Wine and Cedega, allowing the game to be played on Linux. FreeBSD users have also been successful in using Wine to run the game.

As of Patch 1.9.3 the game added native support for the newer 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.

Realms

World of Warcraft uses server clusters, known as 'realms', to allow players to choose their preferred gameplay type, and to allow the game to support as many subscribers as it does. Users may have up to ten characters per realm, and up to a maximum of fifty characters per account. There are four types of realms: Normal (also known as PvE or player versus environment), PvP (player versus player), RP (roleplaying) and RP-PvP (roleplaying with player versus player features).

Blizzard posts announcements on the login screen of World of Warcraft about realm status or issues. The status for each realm can also be viewed on their main website.[4]

Normal (PvE)

On the PvE realms, throughout most of the world, the PvP flag may only be enabled by actively turning it on using the command /pvp or by attacking a hostile player, entering a city of the opposing faction or casting a buff/healing spell on a friendly PvP-flagged player. In battlegrounds and free-for-all arenas the PvP flag is also turned on. The PvP flag will be removed when the player has been out of PvP combat for 5 minutes. If the PvP flag was enabled using /pvp, the player will need to turn it off using the same command and then avoiding PvP combat for 5 minutes.

Player vs. player (PvP)

PvP realms will flag the player for PvP as soon as he or she leaves a friendly zone (indicated by the green color of the zone name). Faction specific zones (Zones made for characters between levels 1–20 and the major cities) are friendly to the player. Other zones are contested (indicated by a yellow color). PvP-flagged players may attack any other PvP-flagged player of the opposing faction without any moderation from the gamemasters.

Roleplaying (RP)

The roleplaying realms use the same ruleset as PvE realms, with the exception that players must act and behave in character.

Roleplaying PvP (RPPvP)

The roleplaying PvP realms are an extension to the roleplaying realms in that they use the PvP ruleset instead of the PvE ruleset. Blizzard did not initially have this server type when the game was launched. It was added due directly to player feedback.

Characters

Characters in World of Warcraft are tied to specific user accounts that can be used in all servers, or realms. However, characters created on one server are not usable on another, unless a server transfer is enabled. Users can create up to 10 characters per realm (with a maximum total of 50[5] ) which range from a diverse amount of races and classes. The two factions currently in the game are the Alliance and Horde, both consisting of four different races.

File:WoW-Lakeshire.jpg
A screenshot of the game

Races and classes

Players create characters which serve as their avatars in the online world of Azeroth. When creating a character in World of Warcraft, the player can choose from eight different races and nine different character classes. The races are split into two diametrically opposed factions, the Alliance and the Horde.

See also: Races in the Warcraft universe.

The nine available classes are Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock and Warrior. Two of the classes are faction-specific: Paladin, the Alliance's exclusive class, represent that faction's proclivity towards law and the "Holy Light"; whereas the Horde's exclusive class, the Shaman, symbolize that faction's ties to the forces of nature and the elements. Beyond this, classes are also limited by race. There are currently 20 possible combinations of race and class for each faction, for a total of 40 combinations across both factions; however, with the upcoming expansion The Burning Crusade, this will increase to 25 and 50, respectively. Template:World of Warcraft classes

Character types

There are two types of characters in the game: Player Characters (PC) and Non-Player Characters (NPCs), the latter having many different offshoots. Player Characters are people around the world actively playing the game. The color of a PC's name tag can vary from blue, green, yellow, or red depending on faction and Player vs. Player (PvP) status. NPCs are the characters that can only interact with player characters through scripted events or artificial intelligence (AI).

There are many types of NPCs. First are the friendly NPCs, whose names are displayed in green. Second come the many hostile NPCs; mainly the NPCs of the opposing faction and mobs (enemies controlled by AI). Any character whose name is displayed in red is hostile and should either be avoided or dealt with accordingly. Finally, some NPCs are neutral and will only attack if provoked; their names are displayed in yellow.

NPCs in major and minor cities can buy and sell merchandise, train class and profession skills, give quests, and provide all services that are needed in the game. While some will merely offer advice or further the story, others patrol around set paths to keep cities defended against attacking players.

Professions

Template:World of Warcraft professions

In addition to the character classes, a player may choose two primary professions and all three secondary professions that the game offers, if they so choose. Essentially, there are two types of professions: gathering and item creation. Many players choose to pair two related professions, thus allowing the character to gather the required materials for the crafting skill. The most commonly paired skills are as follows: Mining and Blacksmithing, Mining and Engineering, Skinning and Leatherworking, Herbalism and Alchemy, and to a lesser extent, Tailoring and Enchanting. Some players choose to select only "gathering" professions, opting to simply supply resources to players with item creation skills. These types of players will typically offer gathered items for sale in the game's auction houses. In the upcoming expansion, the Jewelcrafting profession will be introduced.

Attributes

Attributes are used by the game to calculate strengths and weaknesses for each character. The basic attributes that are used in World of Warcraft are as follows:

  • Armor (AC)
  • Agility (AGI)
  • Strength (STR)
  • Intellect (INT)
  • Stamina (STA)
  • Spirit (SPI)

The starting attributes are determined by your race and class. These attributes increase when the characters gain levels and can be boosted by various items.

More advanced attributes that you can get by using items are as follows:

For spell casters, like magi, warlocks and some priests:

  • Spell Power (+damage and healing by spells)
  • Spell Crit Chance (+crit)
  • Spell Hit Chance (+hit)

For healers, like most priests, druids, paladins and shamans:

  • Mana regen (+mp/s)
  • Healing Power (+healing)

For characters that use weapons to do damage, like warriors, rogues and hunters:

  • Attack Power (AP)
  • Hit Chance (HC)
  • Crit Chance (CC)

These attributes hold a key role in determining a character's health (hit points), mana (used for casting spells), attack or spell power (how strong your character's attacks or heals are), armor (reduces the amount of physical damage you take), dodge/parry/block chance, critical strike chances (a default of double damage with ranged and melee weapons, a default of 1.5 times with spells), health regeneration, and mana regeneration. For each class, different attributes are more important. For classes that rely on melee combat, strength is more important than spirit, while spell casters will benefit more from a spirit and intelligence boost than from a boost in strength.

The more advanced attributes are generally found on items with a higher level. Beginning magi often value stamina and intellect, but they only become really powerful when they use items with Spell Power.

Items and equipment

Player characters can acquire various items in the game. Items can vary from resources such as herbs or raw ores to items to be retrieved for quests. Player characters can also equip different weapons and armour, either to customise their character or improve abilities such as better attacks or defense skills. Items are classified by the colour their name is displayed in, Grey being the worst, White being Common, Green being Uncommon, Blue being Rare, Purple being Epic, Orange being Legendary, and Red being Artifact. Needless to say, Epic and Legendary items offer far better enhancements than Uncommon or Rare items. Certain items are also considered to be "Soulbound," and cannot be traded to other players. Items can start this way, being referred to as BOP, or Bind on Pickup, or become bound when equipped, or BOE. Players of higher levels can obtain mounts, such as horses or mechanostriders, that increase their movement speed when used. It is also wise to remember that some classes, as mentioned above, are more gear dependent than others. That is to say, on context of playing their class correctly, equipment plays an important role in the successful avenue that character takes.

PvP rankings

Players are ranked in the "PvP Honor System", earning points for killing a player of the opposing faction, and winning victories in the battleground instances. There are fourteen ranks, ranging from Private to Grand Marshal for Alliance players, and from Scout to High Warlord for the Horde. As players achieve higher ranks, they are able to buy items including a special PvP mount and rare and epic quality weapons and armor from military quartermasters. For more information on PvP in World of Warcraft, see Player versus Player.

The world

Geography

File:World of Warcraft World Map.jpg
World of Warcraft World Map

The current virtual world is built around two main continents: The Eastern Kingdoms and Kalimdor. While not all of the history of the four years between the end of The Frozen Throne and the start of World of Warcraft has been revealed, it is known that the conflict between the Horde's forces and the marines of the Theramore Isles at the end of the Orc mini-campaign were the kindling for the current conflict. This forced the Horde to mainly reside in Kalimdor, and the Alliance to settle predominantly in the Eastern Kingdoms.

There are three main cities for each 'side' and four neutral (goblin) cities. Horde cities are Thunder Bluff, Orgrimmar, and the Undercity. Alliance cities are Stormwind, Ironforge, and Darnassus. Neutral cities are Booty Bay, Ratchet, Gadgetzan, and Everlook. There are also neutral outposts controlled by various other factions, such as Cenarion Hold in Silithus and Light's Hope Chapel in the Eastern Plaguelands.

Some of the notable landmarks and locations in the game that were featured in previous Warcraft games are featured in the game. They are:

As of early 2006 a number of regions in the virtual world have yet to be implemented. Some examples of this are:

  • The Ironforge airport (small runway with gnomes and dwarves fighting trolls, viewable when flying north from Ironforge.) According to Blizzard, this area is designed for flavor only and not intended for player access.

It should be noted that many of the unopened areas in the game are off limits to players. However, using exploits or outright hacks, players have managed to enter these areas. Blizzard Game Masters can and do monitor this and have simply asked players to leave the banned areas or in some cases, banned them outright.

The Dark Portal will reopen and lead to Outland, remnants of the Orc homeworld, Draenor, according to Blizzard game designers, when the expansion set is released. Further, opening the Dark Portal will not require the defeat of Kel'Thuzad in Naxxramas Necropolis (Jeff Kaplan, as quoted in the New York Times, May 11, 2006). The Necropolis Naxxramas was added to the game in the 1.11 patch.

The other four portals in Ashenvale, Duskwood, Feralas, and the Hinterlands are connected to the Emerald Dream. Each one of these portals is guarded by a corrupted green dragon. The Emerald Dream itself is not yet accessible.

The 3rd major continent, Northrend, which was featured in Warcraft III and The Frozen Throne expansion, does not appear in the World of Warcraft at all. This might be added in a future expansion for this game.

Instances

World of Warcraft also features instances. Instances, or "Instanced Dungeons", are locations that have been designed and tailored specifically for certain sizes of groups and are duplicated for each group that enters it. This way a party can experience a dungeon without interference from other players and cannot zerg it by bringing in outside help to overwhelm the opposition. Instances will allow only a certain group size to enter, ranging from 5-man groups in some small instances, to 40-man raids. As of summer 2006 there are five instances which allow for a maximum of 40 people: Onyxia's Lair, Molten Core, Blackwing Lair, the Temple of Ahn'Qiraj, and Naxxramas. These are the toughest areas in the game and success in these five instances is virtually impossible without great organization and good equipment. The recently added Zul'Gurub and Ruins of Ahn'Qiraj instances allow for a maximum of 20 people and offer a more casual gameplay experience.

Typically, instanced dungeons are more elaborate and require more steps to be taken in a particular order for successful completion than are necessary in the main world. For example, an 'instance' quest might require several steps, all of which require cooperation to fully complete. This makes sense in an instanced environment, where interference and distraction from other players isn't a factor, but is impractical in a public area with hundreds of other players. Therefore, instanced dungeons tend to be much more interesting than normal areas, in which quest requirements are very simple (e.g. kill a certain number of enemies, or collect a certain number of objects.)

Instances in World of Warcraft also feature many more rare item drops than just the world itself. Some rare items such as armor sets, epic weapons, rare mounts, etc. can only be found within instances.

Template:World of Warcraft instances

Virtual community

In addition to playing the game itself and conversing on discussion forums provided by Blizzard, World of Warcraft players often participate in the World of Warcraft virtual community in creative ways, including fan artwork and comic strip style storytelling. Blizzard furthers this community by offering in game, and out of game prizes as well as highlighting community events and occurrences. Blizzard also provided incentives for introducing new members to World of Warcraft. In late October 2005 each subscribed player received a 10-day free pass[7] which they were suggested to use as seasonal gifts that could either be used or given to a friend. These passes would generate a free month's usage if the guest player purchased a full account.

Another popular phenomenon in the community is a video starring a player named Leeroy Jenkins, intended to provide publicity for Leeroy's guild. Leeroy's popularity inspired tributes in other games, and he was even part of a clue on the November 16th, 2005 episode of the TV game show College Jeopardy!.

There are various other memes, including "Face Melting", a reference to a very long thread on the priest forums on the World of Warcraft website which consisted of players saying "You will melt faces as a Shadow Priest in PvP" in different ways. These memes gain notoriety through postings on the World of Warcraft Forums. The term originates from the Indiana Jones film "Raiders of the Lost Ark" in which a character's face is "melted off" by extreme heat.

As of August 2005, the Dark Iron server has been home to the guilds of web-comic creators Scott Kurtz (PvPonline), Mike Krahulik and Jerry Holkins (Penny Arcade). Kurtz created Panda Attack and Djörk on the Horde side, while Holkins and Krahulik initiated a series of guilds that is now known as the Penny Arcade Alliance. This event became referred to as the Comic Guild Wars, and has created healthy competition between the authors, to the extent of dedicating some of their strips to the subject. Tim Buckley of Ctrl+Alt+Del and the creators of Holy Bibble have also joined in on making guilds for Dark Iron players.

Major World Events

For a time it was argued that dynamic world-changing events were in extremely short supply in Warcraft. There was an overall feeling that the ongoing "wars" from which the game takes its name were external and out of touch from the playerbase. The only cross-faction interaction took place during server-crashing city raids and skirmishes in certain "hot spots" around the world such as the popular "Southshore Tug of War" in which Alliance and Horde forces would fight back and forth over the stretch of land between Southshore and Tarren Mill.

The first world events were added in the form of outdoor raid bosses that could be accessed without entering an instance. These bosses were the blue dragon Azuregos of Azshara and the Burning Legion demon Lord Kazzak in the Blasted Lands. These were followed by four green dragons corrupted by the "Emerald Nightmare." In addition, certain areas of Azeroth experience an "elemental invasion" where waves of elemental-class monsters will run rampant for a time or until they are destroyed.

Blizzard has also implemented Holiday content that could be considered a world event. Christmas, Thanksgiving, Halloween, Memorial Day, an amalgam of Independence Days, Valentine's Day, and others all have their Warcraft-themed counterparts. During these several-week events players partake in holiday-themed quests usually involving humorous references to real-world pop culture surrounding the holiday. For example, one of the Winter's Veil (Christmas) quests involves fighting a creature known as the Greench and rescuing a kidnapped reindeer named Metzen (styled after lead designer, Chris Metzen.) In Blizzard style most of these events also include the consumption of generous amounts of in-game alcohol.

The Darkmoon Faire

In patch 1.6 players were given the opportunity to plunder the first new 40-player raid dungeon added since launch: Blackwing Lair. However, a more peaceful distraction appeared traveling across Azeroth and coming to rest in Mulgore and Elwynn Forest on opposing months called The Darkmoon Faire. The Darkmoon Faire features attractions from across the globe such as the world's strongest woman, a petting zoo for some of Azeroth's most interesting creatures, various games of skill, a fortune teller, a giant human-launching cannon, and plenty of ale.

Players can perform quests for various members of the Faire and receive Darkmoon Prize Tickets in return. These tickets can then be redeemed for items of various quality from "Month-old Mutton" to epic-quality jewelry. Additionally, players can occasionally find Darkmoon Cards scattered throughout the world. Four sets exist at the present time: Elementals, Beasts, Warlords, and Portals. Collecting all eight cards of a set (Ace through 8, there are no face cards) allows the player to combine them into a deck and redeem them for a powerful, epic-quality trinket depending on which set was completed.

The Faire sees sporadic updates and expansions in a semi-regular fashion. The most recent addition was a 'battle' minigame in which players take control of tiny, remote controlled tanks called 'Tonks' which use various weapons to disable other Tonks.

Corrupted Blood

While not an intentional world event, the Corrupted Blood plague nonetheless 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 an ancient tribe of jungle trolls under the sway of the ancient Blood God, Hakkar the Soulflayer. Upon engaging the demon players were stricken by a debuff (a spell that negatively affects a player) called "Corrupted Blood" which would periodically sap their life. The disease would also be passed on to other players who were simply standing in close proximity to an infected person. Originally this malady was confined within the Zul'Gurub instance but made its way into the outside world by way of hunter pets that contracted the disease.

Within hours Corrupted Blood had infected entire cities such as Ironforge and Orgrimmar because of their high player concentrations. Low-level players were killed in seconds by the high-damage disease. For days carpets of skeletons riddled the highest populated towns and were rendered unihabitable by the persistent plague. Eventually Blizzard fixed the issue so that the plague could not exist outside of Zul'Gurub but fan reaction to the epidemic was strangely positive and may influence Blizzard's world event design for the future.

The Gates of Ahn'Qiraj

Patch 1.9 saw the first true world event in the World of Warcraft. Located in the mysterious insect-infested, quasi-Egyptian themed area of Silithus, Ahn'Qiraj was the capital city of the powerful Qiraji, a race of magical creatures under the thrall of an ancient and terrible Old God who was chained beneath the earth in ages past. A coalition of Night Elves and dragons of the Four Flights fought a war against the Qiraji and their Silithid minions and sealed them behind the Scarab Wall. However, after many centuries the bonds of their prison began to break and Silithus was overrun by the creatures once more. A call for War against Ahn'Qiraj went out and the combined might of the Alliance and Horde sealed away the menace of the Old God for good.

The world event was triggered by a twofold action. First, the entire server population was able to take part in the Ahn'Qiraj War Effort. Players of every level could turn in various items in both Ironforge and Orgrimmar for their factions respective war preparations. Metals, herbs, textiles, and other commodities were all collected in quantity. For example, one collector in Ironforge required players to turn in a stack of 20 runecloth bandages at a time. The total number of runecloth bandages required numbered in the tens of thousands. The faster materials were turned in, the faster the War would commence. In the weeks leading up to the opening of the gates many servers were neck-and-neck as Blizzard provided a rankings page to monitor the progress of each realm. In the end the realm Medivh succeeded in being the first to open the gates of Ahn'Qiraj.

At the same time the War Effort was taking in supplies high level players could engage in a quest chain that spanned the entire world to piece together an artifact called the Scepter of the Shifting Sands. This item would be necessary to ring the Scarab Gong and break the seals holding the Scarab Wall closed. When the War Effort was completed the armies of the Alliance and Horde would march to Ahn'Qiraj. In a spectacular set-piece the armies formed ranks outside the Scarab Wall and the gong was sounded by one lucky person per server. The gates opened and the minions of the Qiraji spilled out in a titanic melee. Additionally, invasions of Silithid insects occurred in almost every populated area of Azeroth.

With the initial event completed the gates were open to everyone on a given server and players were able to access two new raid dungeons: the 20-man ruins zone and the 40-man temple zone and a few new quests.

Reactions to this world event were mixed. Some servers, unable to handle the high poplulation levels, would crash and many players were subject to frequent disconnects.

The Scourge Invasion

For months rumors abounded about Naxxramas, the mysterious undead necropolis that hovers above the fallen city of Stratholme. It is here that Kel'Thuzad, one of the most powerful creatures in the Warcraft universe makes his seat of power and receives orders from the Lich King. In patch 1.11 the Necropolis descended and Kel'Thuzad launched a war against the whole of Azeroth. Adventurers now assault the halls of Naxxramas in hopes that they can defeat the lich Kel'Thuzad and end the Scourge's plans for conquest once and for all.

The Invasion began with the launch of patch 1.11. Outside each major city and at various high level zones in the game players could encounter floating undead constructs called a Necropolis with at least four groups of undead creatures spread out in a diamond formation below. At each point lay a necrotic crystal guarded by legions of undead. Upon destroying these crystals players could render the accompanying necropolis inert for a time and score a "victory" against the Scourge.

Meanwhile the Argent Dawn is conducting its own war against Naxxramas itself and enlisting the aid of Azeroth's heroes. Players venturing into the Necropolis report gruesome patchwork abombinations and other undead constructs, rumors of the powerful Ashbringer; a legendary sword, and perhaps the most unsettling news of all that Kel'Thuzad himself may be in posession of the legendary Ateish, the staff of Medivh, the Last Guardian.

Deviation from the MMORPG archetype

Blizzard has used World of Warcraft to make some changes to the typical MMORPG in response to the common complaints received from players about other games in this genre. In particular the game play has been changed to make it more even and fair for both hardcore and casual players. For example, players gain similar experience overall from completing quests as by only killing monsters ('grinding'). Many players find grinding uninteresting and opt instead to continue to do quests.

The other system used by Blizzard to help the casual player is the "rested state". While in rested state, a character will earn twice as much experience as would normally be gained from killing monsters, but will gain the standard amount of experience from completing quests and exploring. This feature allows someone who has been away from the game for a period of time to double his leveling capability until he leaves the rested state, providing a "catch up" incentive upon returning to the game. However, in order to prevent players exploiting this by leaving one character logged off in an inn while playing another, the maximum amount of rest a character can accumulate is capped at 1.5 levels' worth; the quantity of experience this represents varies depending on the character's level. Players can increase the rate at which their characters gain rest by a factor of four by returning to an inn or capital city to log off. Rest increases whether or not a character is logged in, but slowly enough (10 days to reach a fully-rested state in an inn) that it is most easily noticed when a character is first logged in after not having been played for several hours or days.

However, gameplay changes drastically at level 60. In order to get access to the best gear, players must either invest in an 'honor grind' in battlegrounds, or spend copious amounts of time raiding in end-game instances. Furthermore, progression in these end-game instances may require additional grinding for 'resist' gear (fire, nature, and shadow predominantly), reputation for factions associated with the instance, money for repair bills, and consumables for use within the instance. The newest 40 man instance, Naxxaramas, requires considerable reputation grinding to even be allowed to enter the instance without expensive material costs. The gear obtained from high end instances is in most cases considerably superior to that available elsewhere, and can result in a pronounced disparity that is readily apparent in Player vs Player combat. While many agree that gear obtained from raiding is the result of large amounts of time and effort put into the game, endgame in World of Warcraft has reverted to the paradigm set by previous games such as EverQuest.

Modifications

Modifying the user interface (UI) of a game is nothing new, but Blizzard has included exceptional support for modifications. At a simple level it allows full control over the content of toolbars and hot keys, as well as macros to automate sets of operations and the ability to script much more elaborate tools. The range of modifications that are available can be anything from ways to automatically advertise tradeskills, to adding extra rows of button bars for spells, skills and more. There are also various humorous mods, including one that reproduces the infamous Leeroy Jenkins sound [5].

Addons are created using one or both Lua and XML, and images used for modifications are created using the .TGA (Targa) and .BLP image formats. Blizzard has also released a User Interface Customization toolto support and encourage to-be UI modders. However, Blizzard is unable to endorse or provide support for third party interfaces due to issues that may be caused by them.

Common websites for obtaining various user-made interface modifications include:


More information on interface customization can be found at: WoWWiki and the official UI & Macros forum.

Some third-party programs that operate in a stand-alone mode, or independent of World of Warcraft may be considered exploits, especially if they automate operation beyond that made available using the built-in macro functionality, or pass information in or out of the game. Use of these is against the Terms of Service agreed to when playing the game, and as such, may lead to possible suspension or closure of accounts. Blizzard has stated on the official forums that any modification that uses the Lua programming language will not be considered an exploit, though Blizzard reserves the right to change information available via the Lua language if the modification changes the nature of encounters in the game.

Expansion pack

On October 28, 2005 Blizzard revealed that the first expansion pack will be called World of Warcraft: The Burning Crusade. It will include an increased level cap of 70, a new crafting profession (Jewelcrafting), and two new races, one of which being the Blood Elves for the Horde, which will reside in the capital city of Quel'Thalas, and the other being the Draenei for Alliance. The expansion will also feature Outland as a new playable zone, as well as a new flying mount, the netherdragon, usable only in Outlands, for high-level players. Some of the expansion's features will be available to all players, though the most significant additions – visiting Outlands, creating characters of the two new races, and so on – will require the Burning Crusade to be installed.

On May 10, 2006 at E3, the new Alliance race, the Draenei, was announced.

Criticism

Due to World of Warcraft's large player base, and international appeal, it has experienced numerous criticisms. One of the most recent of these controversies had to do with Blizzard's treatment of a transgender player when she made a guild for other gay or gay-friendly players.[8] Other common criticisms or problems include lag related issues, hacking, exploits, and some design features.

World Of Warcraft has also come under criticism for stories of addictions to the popular video game. In June of 2005 it was reported that a child had died due to neglect by the World of Warcraft addictions of her parents. [9] In August of that year, the government of the People's Republic of China decided to enforce control over how many hours the country's 20 million gamers can play.[10]

See also

References

  1. ^ Blizzard Entertainment. Spanish version of World of Warcraft in development. February 28, 2006. Retrieved March, 23, 2006.
  2. ^ Massimilla, Bethany (2006). "Welcome to the World of Queuecraft". Gamespot. Retrieved 2006-04-16.
  3. ^ "Conqueror in a War of Virtual Worlds", The New York Times: September 6, 2005; by Seth Schiesel in "The Arts" section [1]
  4. ^ Reimer, Jeremy (2006-06-01). "World of Warcraft passes 50 percent market share". Arstechnica. Retrieved 2006-06-01. {{cite web}}: Check date values in: |date= (help)
  5. ^ Blizzard Entertainment (2005). World of Warcraft Community Site - Support Retrieved Reb. 23, 2005.
  6. ^ [2]
  7. ^ Blizzard Entertainment (2005). World of Warcraft Community Site - Check your inbox for the Recruit-A-Friend e-mail! Retrieved Mar. 6, 2006.
  8. ^ Vargas, Jose (21 Mar 2006). "Gay online gamers spark debate over identities". The Washington Post. Retrieved 20 Apr 2006. {{cite news}}: Check date values in: |accessdate= and |date= (help)
  9. ^ http://www.eurogamer.net/article.php?article_id=59697
  10. ^ "China imposes online gaming curbs". BBC. 25 August 2005. {{cite news}}: Check date values in: |date= (help)

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