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Terrific Neighborhood; Shame About The Neighbors
When it comes to refining gameplay, Blizzard is king. As a company, they don't do that much to innovate and create new play concepts. But if you need somebody to take an established genre and really make it sparkle, look no further. With World of WarCraft, Blizzard is taking on their biggest challenge yet: the savage world of the MMORPG. Have they learned from the mistakes of their predecessors yet again, and crafted the perfect game? Well, yes and no. While World of Warcraft's gameplay is without peer in its genre, the game itself is often undermined by the very community it is built around. Thoughtless, reckless, and plain old clueless players can often make the experience frustrating and tiresome. While this is hardly Blizzard's fault (they can't be expected to be surrogate babysitters for millions of players), it still effects their game, and hence, my final score.

While World of WarCraft bears the unique charm and personality you'd expect from a Blizzard game, it is very much a traditional fantasy-based MMORPG. Orcs, wizards, elves, paladins... you know the drill. Your two real major choices are whether to join the Horde or Alliance, and to decide which class to become. While your choice of faction is largely based on aesthetics (the Alliance are the clean-cut 'good guys' of sorts, while the Horde feature the rugged mugs of orcs and the living dead), each individual race has special traits that can be an asset in your World of WarCraft career. Since you'll be looking at your character for MANY hours, be sure it's someone you'll enjoy spending a lot of time with.

Your choice of class basically determines your role in the game, especially when you're in a group. Warriors are the damage-enduring 'tanks,' priests stay back and keep everyone healthy, and so on. As you get into higher-level areas and the other players get more dedicated, you'll often be chided for deviating from your specified purpose. Priests that 'waste' their magic points on attack spells, for example, tend to get an earful from their allies. Not surprisingly, players have really number-crunched World of WarCraft into oblivion over the years, and have calculated what the 'best' skills and talents are for each class in a group or solo setting. Hardcore players may criticize you if you use less-than-optimal attacks or powers, which can be a turn-off for those who just want to play the game the way they feel like. You might want to read up on your character class before you make your choice, although you can create plenty of multiple characters with one account, if you want to sample all of them.

As you might expect, there's no real singular goal in World of WarCraft. Reaching level 60 and doing the big-time raids is one route, although some people find those overly long and distasteful, and would rather spend their time battling other players. You can even sit in a tavern all day and chat with anyone who walks in. It's your call. Most likely, you'll spend your days out in the wild, battling monsters for experience and profit, or as part of a quest.

Questing is one of the nicest features of World of WarCraft, and is the heart of playing solo. Various characters in the game will give you missions to perform, and will reward you with goodies and experience for completing them. While the writing for these quests is hardly Shakespearean stuff, there's enough flavor there to make the missions seem more exciting than they would be normally. You can juggle up to 20 quests at once, and there's no penalty for dropping one, so you can go back and get it later if you want to. There's some serious satisfaction in returning to town after a hard day's questing, and getting the big pile of experience and treasure from 'cashing in' your completed missions.

As you gain levels, you can purchase more powerful skills from trainers. You also get a 'talent point' for every level from ten on up, which get placed into one of three talent trees that will instantly remind Blizzard fans of their past love, Diablo II. While the purchasable skills are the same for each player sharing a class, there's a finite number of talent points, allowing you to customize your character and make him/her a little more unique. You'll probably end up putting most of your talent points into one tree, making your character a 'specialist' of sorts. (Fire mages do more damage, for example, while frost mages can use the power of cold to slow or immobilize their enemies for safety's sake.) This is what gives World of WarCraft its addictive quality... the promise of new powers that are JUST around the corner, with which to destroy all local wildlife.

Still, sometimes those overworld monsters just aren't enough for you. You want to go into a dungeon (referred to as an 'instance' in World of WarCraft) and take on some elite baddies. The risk is higher, of course, but so is the reward. The trick here is that elite monsters, if they're at your level, are almost impossible to kill by yourself, especially when they come at you with friends. So you'll need to form a group, up to five players for the early instances, to get the job done. Groups, needless to say, involve other players, and here's where problems arise. Just finding four other players can be tough, and you often have to yak on the channels for quite a while, repeatedly asking for allies until you can round up enough people. Adding to the problem is that the two most crucial roles - the warrior and the priest - are in short supply. Everyone seems to want to DO damage, and not absorb or heal it away. This has led to a grotesque surplus of rogues, who can dish it out but can't take it all that well. In any case, Blizzard should explore ways to make warriors and priests a bit more glamorous, to help populate the realms. Half of the few warriors/priests I've met took those characters just to be more marketable for grouping, which seems a little sad. You shouldn't create a fantasy adventure character with market forces in mind. (For the record, being a priest is really rather exciting. Keeping your team alive and healing a wounded ally at the last minute is rather like being a medieval paramedic. I've never played a warrior, but hey, you get to wear shiny armor!).

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