World of Warcraft: Industry Titan

This year marks the 12th anniversary of Blizzard’s massively influential MMORPG World of Warcraft (WoW). One doesn’t need to look far to see the effects of this industry titan, from its frequent references in pop culture to its real-world impact as a model for economics and epidemiology. It has reigned supreme for over a decade, taking on all challengers. Multiple “WoW-killers” such as Star Wars: The Old Republic, Wildstar, and the Elder Scrolls: Online have come and gone, each failing to take down what has to be one of modern gaming’s most enduring titles. But it wasn’t always this way.

The World of Warcraft core game, affectionately referred to as “Vanilla” WoW, was released on November 23rd 2004. Originally planned as the next step in the popular fantasy series Warcraft, that initial game is almost unrecognizable from the product we have today. Originally the game spanned two continents, the maximum level cap was 60, and lots of the functionality we take for granted these days was missing. Flying mounts that made travel quicker were not available; indeed, players scrimped and saved for just the bare minimum required to learn riding. Groups had to be assembled by actually talking to other players in game and (unless you happened to know a mage with some portals) getting anywhere swiftly was inconceivable. Despite this, the game was hailed as a critical success on its release, perhaps buoyed by the rapid expansion of serviceable internet services. Never before were players able to interact on this scale, and never have they looked back.

In January of 2007, the first expansion was released titled The Burning Crusade. It added an entirely new continent to be explored and raised the cap by a full ten levels. This is a standard that each expansion has more or less strived to mimic. In addition to both of these content additions, the ability to use flying mounts was added. Every expansion since has tried to add a similar gimmick. Wrath of the Lich King which was released in November the following year, added the first new class to the game, the “Death Knight” who started at level 55 as opposed to 1. Incidentally, this was when WoW hit its peak with over 12 million monthly subscribers. Cataclysm followed soon after, adding two new playable races, the “Goblins” and the “Worgen”. Barely were we able to come to terms with these new entries when the two original continents were changed irrevocably and several new zones were opened up. From here, the numbers dipped and the next two expansions (Mists of Pandaria and Warlords of Draenor) were met with critical distaste. Their additions to the overall game were seen as either lackluster or stale. However, WoW’s numbers have started to climb once again after the addition of the latest expansion, Legion, which brings us back to the roots and reintroduces the prime antagonist of the series, “The Burning Legion”.

Another innovative technique is WoW’s “LFG” system. “Looking for Group” (LFG) is the manner by which players discover others attempting the same content. In most MMOs one needs to make friends, a daunting prospect to newcomers. However in World of Warcraft, one need only select their role in the party (healer, tank or damage) and the content they wish to progress through and the game places you in a group which suits your needs. For the casual gamer it’s a godsend, allowing you to taste every aspect of WoW without sinking your every waking moment into it. Indeed, if the game had any constant criticism it was perhaps the fact most of its late game content was inaccessible to your average player, a galling situation when you pay a monthly subscription. However, to the determined gamer, this was only an indication of the incredible hard work and care that went into crafting the game.

Rather than a Frankenstein’s monster of mish mashed content, bolted on patches and revised game play, World of Warcraft remains a remarkably polished linear experience from start to finish. Indeed, this careful integration of new mechanics is unprecedented and it all comes down to one simple value. Blizzard’s persistent service mentality has carried it through the years, their constant reaction to game feedback, their minor but constant tweaks and changes combined with their excellent community management have allowed it to adapt on the fly and meet their customer’s needs.

World of Warcraft has proven itself against the test of time, its fans loyal enough to support the game for over a decade. Its continual evolution keeps the experience fresh and its management have been proactive in keeping the community happy. Suffice it to say that with the direction and leadership which promotes this tactic, World of Warcraft will be here for many more years.

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