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How World of Warcraft changed MMOs forever

World of Warcraft

It wasn’t luck that made this the biggest MMO ever, and today you will learn why.

When World of Warcraft released back in November 2004 everyone expected it to be great, thanks to Blizzard game making precedents, but no one expected it to become as big as it is today. Not only becoming one of the biggest MMOs ever but becoming one of the biggest games in general. Everyone knows about it, and to this day it’s managed to remain relevant.

Here’s a deep dive into how World of Warcraft changed the MMO genre forever. From accessibility and design philosophies to social interaction and industry influence.

And if you want to get into the game, you might want to look into some WoW powerleveling to skip the grind and get into the good stuff and experience why WoW is as big as it is.

Barrier of entry

The other two big MMOs at the time were Ultima Online and EverQuest. Both of those titles were aimed at a hardcore audience and were pretty inaccessible for people that weren’t “in the know”. Blizzard decided to go for a more approachable design when creating World of Warcraft. Making death penalties way less severe than their competitors, having quest markers that told you where to go, a more user-friendly UI design that wasn’t confusing.

This made WoW a lot more accessible for newer players, and it helped it become the mainstream MMO.

The Blizzard touch

This wasn’t blizzard first game by a long shot and before WoW, among many other games, they had made the predecessor of this massive MMO, Warcraft, as well as the popular RPG series Diablo. So they were already familiar with the world they were creating and with making solid RPGs that gamers worldwide already loved. They took their already made formula and perfected it before implementing it into WoW.

They put extra attention into the UI, letting you move windows around to customize it, which was a big difference with other games. The animation and graphics were impressive, specially at the time. And the scaling of enemies and loot balance with your character progression was really well-made, no doubt thanks to their previous experience. It was so good in fact that it became the new standard for MMOs. If you were thinking of creating one, you had to be at least on par with WoW, which very few were able to achieve.

World

World of Warcraft introduced a world like you’ve never seen before. In Azeroth, everything seemed massive, specially for the time, and it was colorful and detailed, with each of the zones having their own immersive soundscapes and music that teleported you right into the world. It was also seamless. Where other games had loading screens between pieces of land, World of Warcraft let you walk through most of the map with no loading screens at all. Eventually the game got flying mounts which gave you a whole new axis of exploration and a true feeling of scale as you soared through the skies and saw hidden caves and other secrets around the world. No other game had everything this game had.

Quests

While other MMO’s let the lore of the game be the backdrop of it. WoW, had it on the forefront. You had objectives, and they were the best way to level your character, and you were an integral part of the story. With story-driven quests, zones were carefully designed to guide players through narrative arcs and varied environments. Eventually, doing missions would lead to dungeons that had dramatic battles that felt like the right culmination of the questlines. This emphasis on storytelling and progression through quests would become the default design for nearly every MMO released afterward.

Social aspect

No MMO is complete without interacting with other players, and in World of Warcraft you really felt this integration was built not only in the game but in the lore as well. From the start, you pick a race that’s part of one of two factions, the alliance and the horde. Both of these factions hate each other’s guts, even now that they’re during a ceasefire of sorts you can see the tension building and even the players participate in it! You would see people rallying behind the banner in real life and trash talking each other (playfully… for the most part!). A big part of this sense of community and great communication was achieved thanks to the game’s masterfully made social infrastructure. Guilds, friends lists, and chat channels made socializing easy. Raids brought groups of up to 40 players together.

More importantly, WoW built online friendships and communities that extended far beyond the game itself. It was common to meet lifelong friends through guilds, forums, or group content.

Updates and expansions

WoW wasn’t a game that shipped and sat on a shelf. Blizzard committed to a live service model before the term was widely used. Expansions arrived every couple of years, dramatically expanding the world, raising the level cap, and adding features. Between expansions, there were frequent content patches, seasonal events, and system overhauls. 

This kept players coming back for more and new ones to see what all the fuss was about.

This level of commitment wasn’t seen in the genre before, but it sure inspired games that came after it, like Final Fantasy XIV and The Elder Scrolls Online, among many others.

Payment model

WoW had a subscription plan, like many did before it, but they reinvented it when they introduced “Wow Tokens” which allowed players to buy game time, among other things, with in-game gold. They also pioneered some other systems like cosmetic microtransactions like mounts and transmogs as well as in game services like changing races or servers.

While Blizzard didn’t invent some of these, they innovated upon them and popularized it.

WoW Classic

If you need any proof of the effect of nostalgia and just how great the game was even back when it just came out, you only need to look at the release and popularity of WoW Classic. Which, as you probably can imagine, turns the game back into the default vanilla state, granted it has some fixes and changes to make it feel like you remember it more than how it really was. Not only did it bring millions of players back, it also proved the long-term value of nostalgic, legacy content.

The success of Classic and its subsequent expansions showed that players were deeply invested in the history of Azeroth. It reshaped the conversation around game preservation and long-term engagement.

In conclusion

This is only some of the proof that World of Warcraft really was changing the game. The fact that a game with a subscription model had as many players, around 12 million at its peak, says a lot about the quality and the care that Blizzard put into it. Other significant cultural proofs of its existence were shows like “The Guild” which creation was based around the game itself and even appearing prominently in an episode of South Park called “make love not warcraft”. Millions of players logged in daily. Raids were scheduled around real-life events. Friendships, romances, and even weddings started in the game.

No MMO before or since has matched that global, cultural presence. WoW helped legitimize online gaming and was one of the first titles that proved MMOs could be massive, social, and profitable.

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