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World of Warcraft is quite possibly the only game you'll need to play for a decade

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World of Warcraft is quite possibly
Author's Note: To comply with GameFAQ file size restrictions, this review has been heavily edited. The full review can be found at the following link:
http://www.gamespot.com/pc/rpg/worldofwarcraft/player_review.html?id=251230

When I originally set out to review World of Warcraft, one of the most critically and commercially successful games of all time, I reconsidered. Despite being a regular on the GameFAQs World of Warcraft forum for almost a year, and a regular visitor of that website for almost four years, I had never before reviewed a game. I decided to wait, build my chops by reviewing a few other games first. That was two months ago as I write this (January '06). Though admittedly I didn't exactly challenge myself with the nine game's I chose to review (making this my tenth, what I perceived to be a kind of milestone), I believe have gotten a grasp on the art. Such a massively successful game deserves a critical, in-depth examination of what made it so popular in the first place.

Since it first appeared for the PC in the early 90s, the Warcraft franchise has been one of the most phenomenally successful franchises in PC gaming history (Only Half-Life and Starcraft come close, and Starcraft is by the same developers). Warcraft: Orcs & Humans created the Real Time Strategy genre, and pioneered one of the earliest Peer to Peer multiplayer options in PC Gaming. It's sequel, Tides of Darkness, improved upon the infrastructure of the original by offering increased micromanagement options and nearly tripling the tech tree.

Warcraft fell under the radar for a while when Blizzard Entertainment turned it's attention to Diablo and Starcraft. It proved to be a turning point in Blizzard's career - both games supported Blizzard's new Battle.net computer network. For the first time in the history of gaming, people from around the world could meet anonymously and compete against one another using this crazy gadget brought to us by the U.S. Government called “The Internet.“ No more bungling around with TCP/IP connections, no more exchanging phone numbers. Battle.net revolutionized online gaming, and is arguably one of the contributing factors towards the Internet's mainstream popularity today. The phenomenal success of Diablo II solidified Battle.net as the most successful internet gaming hub on the planet.

When Warcraft III: Reign of Chaos appeared, Blizzard had once again outdone themselves. While many maintain that Starcraft is the superior game, Reign of Chaos had a few aspects in it's favor which allowed it to hold it's own. First, the game had a 3-dimensional game engine, a first for a Blizzard RTS. Starcraft utilized tricks of perspective to create a 3-dimensonial environment; Reign of Chaos actually was 3D. But more importantly, Blizzard introduced an experience system for Hero units, an introduction to the franchise that would prove prophetic.

When World of Warcraft was first announced, the response from gamers was overwhelming. Blizzard already had some of the most successful PC games of all time under their belts, and had produced cult SNES classics like The Lost Vikings and Rock n' Roll Racing. Blizzard was famous for working wonders with anything they were given, and doubtless they could do the same with the Massively Multiplayer Online RPG genre. But the choice of Warcraft was interesting. Diablo was already the clearly established RPG from Blizzard; why take such a great RTS formula like Warcraft and make it into an MMO? In the end, it broke down to backstory and pre-established characters, both of which Warcraft completely whipped Diablo in.

The genre of Massively Multiplayer Online RPG was not only a mouthful to say, it was a mouthful to play. The genre featured seemingly limitless gameplay options, and indeed the first MMOs released almost ten years ago still have small but highly active communities. The first successful MMO was Ultima Online, which took the cult text adventure game and created one of the first worlds where people interacted in large groups. Everquest soon followed, and immediately proved the superior. Indeed, Everquest was arguably the most dominant of all the MMOs right up until the release of World of Warcraft.

So Blizzard had a lot on their plate, and a lot to live up to. They had the reputation of being one of the best (if not the best) PC Game developers out there, had a legendary and famous gaming world to create in it's entirety, and had already successful MMOs like Everquest and Dark Age of Camelot to contend with. Long story short, Blizzard not only lived up to expectations, Blizzard surpassed them. But the game has a few flaws, and makes some claims which frankly it doesn't live up to. And then there's the community of people who you have to interact with. But more on that later.

Blizzard made no secret that most of the developers of World of Warcraft were experienced players of other MMOs, particularly Everquest. This experience would prove invaluable. SOE (producers of Everquest, Star Wars Galaxies and Matrix Online MMOs to name a few) had been criticized for years for not listening to their players, and making arbitrary changes based on statistics and not actual game experience. In a sense, Warcraft was being developed by players for players. And the developers did a fantastic job, taking all of the great things about games like Everquest, Dark Age of Camelot and Ultima Online and putting them into Warcraft, while leaving out the bad things (grinding for endless hours and spawn camping being most notable amongst these).

Other MMOs featured level caps which very few players would actually reach. Even an extremely dedicated player could take a year, perhaps longer, to reach the level cap. To make matters worse, the constant stream of “Expansion Packs” (ironically a concept pioneered by Blizzard) released for these games regularly raised the level cap, but didn't really offer much in terms of new content to actually gain those extra levels. This is by far the way in which World of Warcraft stands out from it's peers.

The average player can take anywhere between ten and twenty days of total played time to reach the level cap, while other MMOs the same amount of time would get you maybe halfway. Despite the fact that Warcraft caters itself as the “Casual Player's MMO,” you still need to dedicate a lot of time to it. If you don't have the time to commit at least one or two hours a day to it, you won't reasonably get anywhere. Once you reach the endgame content, that time can easily reach to four or five hours a day.. .

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