Intent on settling in Durotar, Thrall's Horde expanded its ranks by inviting the undead Forsaken to join orcs, tauren, and trolls. Meanwhile, dwarves, gnomes, and the ancient night elves pledged their loyalties to the Alliance, guided by the human kingdom of Stormwind. After Stormwind's king, Varian Wrynn, mysteriously disappeared, Highlord Bolvar Fordragon served as Regent but his service was affected by the mind control of the black dragon Onyxia, who ruled in disguise as a human noblewoman. As heroes investigated Onyxia's manipulations, the ancient elemental lord Ragnaros resurfaced to endanger both the Horde and Alliance.
I never got to play it back then when all the nerds at my school were playing it, because it was based of a subscription model. Instead i got my hands on Guild Wars in order to see what all the MMO rage was about, and though that was a solid experience it didnt really grab me in the long run.
Fortunatly Blizzard made the game free to play to anyone up to level 20, so i tried my hands with it a couple of months ago. And the experience i had was terrible. Maybe the game gets better in the latter levels, but the couple of hours i spent with it were some of the worst i have experienced in a AAA game.
The game is repetitive as hell. Everything is a fetch quest. And i dont mind fetch quests in rpg as long as they are well developed. But here its not, the lore is miserable. The NPCs are all go here get me 10 mcmuffins, go there grab me that, and the interaction with them is extremely limited. The writing is subpar and not enough motivation to keep me doing this grindy quests. Again these repetitive quest design wouldnt be a problem if the combat was good. But its not, its way too use that i dont even have to use abilities. And besides easy its also very clunky and unresponsive. Not to mention how terrible the visuals are for a game released in 2004.
What bothered me the most though is that for an MMO i felt incredibly alone in this game. There were people playing around me sure, but there is no motivation at all to interact with them. In guild wars any major quest requires a team to get through, in Wow the grinding is done alone. In fact you tend to isolate yourself from other people as they are stealing you grind. I understand that the game improves a lot in this front later on by the presence of raids and whatnot, but i dont have the motivation to play something terrible for 40 hours and hope for it to get good.
Maybe you had to be there at the time to enjoy it, but i found it to be a terrible game.
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undeniably the best experience of my life, MMORPGs teach boys how to be men
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I stopped playing with Cataclysm, so I guess this is for the vanilla. I care less about the fact of WoW's place in gaming history than about the qualities that made it so appealing to so many gamers and non-gamers alike in the first place. It's a rare case of more involved and accessible playstyles coexisting, and where a huge scale is carefully filled with details orienting players to an acute sense of place. Every location has its own distinct look and feel, but they're also organised such that you can see how one unfolds into the other. The skies change, or the design of rocks and trees, or a subtle transformation occurs in the colour palette, or the texture of the paths. Changes in the continent's climates and geologic features cause the design styles to mutate and hybridise, leading naturally to the kaleidoscopic heterogeneity of port cities. It feels lived-in, believable, because the settlements seem to have emerged to suit the landscape and not vice versa.
Blizzard's clumsily physical character and building designs encompass WoW's topography, which exploits a dynamic vertical axis with quick descents into craters and forests, and dizzying mountaintops overlooking desert stretches and floodplains. The thrill of discovery is just endless, and this is helped by the rather reserved achievement system and unobtrusive maps. Other games of this scale load these things with achievements and filled-in mini-maps such that watching the HUD takes precedence over the experience of physical traversal. WoW is all traversal, all cliffs and boulders and things to scale and jump off for no reason other than to do it. It doesn't really tell you much, but it makes not knowing intrinsically enjoyable, and a perfectly viable way of existing in the game. Happening across the zeppelin in Tirisfal Glades, totally by accident, and realising with a rush just how big this thing is on arriving at Orgrimmar is a feeling I won't forget. I had spent weeks just wandering around those undead forests, taking in every hill and lake and cabin, and now here the horizons rolled out to the infinite, with people spilling everywhere across the glowing yet formidable desert landscape.
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essentially 19 years of content (items, equipment, mounts, quests, zones, etc) stacked on top of eachother creating a unique and sometimes convoluted experience for someone jumping into the game today.
Fuck, man. I missed out on this game. I don't see the point in starting now. Internet culuture and society have changed so much that playing it now won't give me that same "thrill" as those who played it in it's prime. It's probably best to put aside the 2000's and 2010's and move on with my life.
100% convinced that this low rating is because people rate this instead of its shitty newer expansions lol. This era was one of the most pop culture defining titles of all time.
yeah, literally lolol
> Fishing