World of WarCraft
Hybrid Windows/Mac
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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
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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
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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
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World of WarCraft offers players more pure fun than any online role-playing game to come before it. ~ T.J. Deci, All Game Guide
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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
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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
Community Reviews
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- World of WarCraft (Hybrid Windows/Mac)
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Will 10 days of World of Warcraft cure my hate?11 April 2009 1:43PM10 Comments
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