When was wow originally released




















The demons used this portal to pour into Azeroth which forced the Wardens to release the fel-enhanced demon hunters. Players end up defeating Gul'Dan again and bringing Illidan back to life. The story comes to a climactic end when they travel to Argus by using a massive ship called the Vindicaar.

Argus was Legion's final raid boss, and he would have destroyed everything if the Titan Pantheon had not intervened. Once the Titan World-Soul was defeated, the Pantheon used the last of Argus' power to imprison Sargeras, the Titan who served as the franchise's overarching villain.

Before he was imprisoned, Sargeras attempted to destroy Azeroth by plunging his sword into the planet, an act which resulted in the planet bleeding Azerite. Many fans were not pleased with Battle for Azeroth, which saw the Alliance and Horde in conflict after Warchief Sylvannas burned Teldrassil, the home of the Night Elves. The expansion brought players to the troll kingdom of Zandalar and the human kingdom of Kul'Tiras, but it also introduced Warfronts which were massive PVE events.

Players end up dealing with a blood troll uprising, which leads to the release of the Old God, G'huun. Trouble also stirs in the depths, leading both factions to Nazjatar, where they finally battled and defeated Queen Azshara. This act led to the release and eventual defeat of the powerful Old God, N'Zoth. Bolvar loses the fight, and Sylvanas ends up taking the Helm of Domination from him. Instead of wearing the Helm herself, she breaks it in half, and this causes the veil between Azeroth and the Shadowlands to shatter.

So far, Shadowlands , has been very well received, as it brings players to the realms of Bastion, Ardenweald, Revendreth, and Maldraxxus. As the story progresses, longtime fans get to see the spirits of characters who died a long time ago. Players learn that Sylvannas has joined forces with the Jailer, who is basically a God of Death, that is trying to conquer the entire Shadowlands.

Players have rescued every hero so far except for King Anduin. The expansion also added an endlessly playable, ever-changing dungeon called Torghast, Tower of the Damned. Additionally, the discovery of beings much greater than the Titans, who are called The First Ones, brings the universe of World of WarCraft into an even wider perspective.

While certain classes could benefit from Season of Mastery changes such as increased health pools for raid bosses , Blizzard is confident in its sample size of tests during the Season of Mastery beta. The developer is open to changing things up and releasing balance patches should the Season of Mastery alter the Classic meta extensively. To close out the update, Blizzard confirmed that once the Classic Season of Mastery concludes, players will have the opportunity to transfer their character to an existing Classic era server.

They were the first class to start at a higher level 55 , had their own instanced starting zone in eastern Lordaeron, and even a simple class-specific profession—Runeforging. Death Knights could fill both tanking and DPS roles, although they were more popular in the latter. The level cap was increased by ten once again, jumping from 70 to Apart from the usual addition of new abilities, the refinement of the talent system, the new zones, and dungeons, Wrath of the Lich King also added a considerable amount of PvP content, introducing two new battlegrounds and two new arenas, as well as the first dedicated world PvP zone in the form of Wintergrasp.

And then came Cataclysm, which changed not only the face of the in-game world of Azeroth but the face of the game and its community as a whole. Now, Cataclysm presented two new faction-specific races— Worgen and Goblins , complete with their own unique starting zones in Azeroth.

A few brand new zones were opened up, including the PvP area of Tol Barad , as well as two new battlegrounds. Mechanics-wise, the level cap was increased once again, though only by five levels this time around, making 85 the new maximum level. All the existing classes were redesigned and rebalanced, new race-class combinations were added, and the talent system was completely revamped. The only profession added in Cataclysm was the secondary profession of Archaeology , which allowed players to find valuable artifacts.

In addition to that, Cataclysm also added Reforging , which is the ability to tweak stat bonuses on the gear to make the item more useful to the player. Moreover, guild leveling was introduced, allowing players to attain useful extra perks as their guild leveled up. And finally, flying was made possible in Azeroth for the first time. Following Cataclysm , the fourth expansion was not very well received among the wider fan base, mainly because it was centered around a race that was initially introduced as an April Fools joke.

Exploring the new continent of Pandaria , the story focuses on the exploration of the mystical island, as well as the ever-present conflict between the Alliance and the Horde. The level cap for this expansion was increased by five once again, making 90 the new ceiling.

This expansion also marked the addition of the first new class since WotLK, the Monk —a hybrid class that could fill the roles of tank, healer, or DPS, all the while using light armor, with fist weapons and staves as weapons of choice. MoP also revamped the talent system once again, scrapping the old passive bonuses that up the majority of the old talent trees and letting players choose between three specific abilities once every 15 levels.

This expansion also introduced Scenarios —small dungeons that were designed to be overcome with three players, rather than the usual five. Street believes it would've turned out closer to the Ruby Sanctum in Wrath of the Lich King; a quick experience with reused content.

After several fairly dark and heavy expansions, putting players up against Illidan, Arthas, and Deathwing, Blizzard wanted to try something more lighthearted. Back in Warcraft 3, the studio introduced the Pandaren, a panda-like race that was more of a joke than anything else. The race offered a new opportunity though, a chance to explore a different look and aesthetic than players had become used to. Getting back to a vibe of exploration and adventure after a series of world-ending threats," Hazzikostas tells me.

We had been looking for an opportunity to fit them into the game at some point and so decided to kind of double down. Once again, Blizzard's art team had a chance to really cut loose and try out new ideas. Pandaria was a whole new continent featuring clear influences from Chinese art, architecture, mythology, and pop culture. It was very easy for the team to begin making concept art and prototypes.

At the very beginning everybody knew what it was about. There was not as much time trying to figure that out and now we could spend all that time figuring out what kind of cool stuff can we do now.

The style and overall tone of the early expansion also led to a lot of freedom on the part of the art team. What if the whole dungeon was a brewery? We were having a lot of fun just exploring that and jamming with people. You had that freedom. Not everything has to be super dramatic or serious. So that was a cool, different shift for the expansion," Lo says.

Blizzard also dramatically changed the Talents system. Before Mists of Pandaria, players had to put points into various talent trees. The one you put the most points into determined your specialization. World of Warcraft had carried that system forward throughout the years, but there was a problem: With each expansion, the talent trees were just getting longer.

Blizzard could trim the trees, but that would just punt the problem down the line. He was worried that the system we'd made was not scalable, and I think he was right. I want to give him credit for kind of identifying that that was something we needed to change. He and I kind of worked on the side project to see if we could build [a new talent system] for a class, because we were worried it'd be so controversial," says Street.

Instead, the player chooses their specialization first. Every certain number of levels, the player has the choice between one of three talents; the talent line tends to have a flavor, but each talent has a different focus. It's a streamlined system that was supposed to prize real player choice, as opposed to some of the false choices the old trees offered. You could put talent points into anything, but in practice, players would crunch the numbers and go with a build specifically tailored and maximized depending on what they wanted to do.

The complexity looked like choice, but it really wasn't, according to Street. You're making more choices. You have more room for specialization. That's a fantasy. I think we never really delivered on it and most games try to offer things like that never really deliver on them, because it's so hard to get right," he says. I just realistically don't think that was something we could develop a balance for. Mists of Pandaria represented a strong effort by Blizzard to knock down some of the walls built into the game.

It offered more choices and more things to do. Dungeon Challenge Modes allowed players to run difficult dungeons for timed rewards. The Pet Battle system was added, turning all of those collectible pets into a Pokemon-style fighting system. Collections allowed players to manage their pets, mounts, and eventually their Transmog appearances in a single UI window. Transmogrification was a feature added in Cataclysm, very beloved in certain parts of the community.

Players could now make their current armor look like any of the other armor they had obtained. The problem was you had to keep all the gear in your inventory. With the switch to Collections, Blizzard wanted to do away with the need to keep all that Transmog gear. The new system simply unlocked the appearance in Collections once you obtained the item. Blizzard also wanted to retroactively give you all the appearances you had previously earned; the game knew which quests you had completed, it was just a matter of giving you those rewards as appearances.

Go ahead and put that in your database. Thanks,'" explains Patrick Dawson. We said, 'Here's a bunch of stuff we already know. Does it matter that it's there within five minutes? So over the course of a few minutes we'll actually upload your items to the transmog database,".

I think they used my character as a litmus test. I am a hardcore raider and a collector. So yeah, it's pretty crazy. Dawson was also a part of "the second biggest re-architecture of World of Warcraft that we've ever done," in order to enable cross-realm zones. This new feature would seamlessly bring players questing in certain zones across different realms together. It allowed Blizzard to solve the problem of low population servers, you could just make sure they're in a cross-realm group with a high population server and those players will never be alone.

Like Elwynn Forest is different than Westfall. We didn't really have that before. What we actually had was more of a grid-like architecture, where we would split up the load based on where you were out of the grid. Everything was unified, so it wasn't about Elwynn versus Westfall.

It was about, are you going to cross this boundary? Now the boundaries are zone-based. And as a result, when you cross the boundary you might be moving to another piece of hardware. Dawson says the system faked the seamless nature by logging the player in and out when they crossed a zone boundary. Some players noticed some small hiccups back when cross-realm zones were introduced, and this was because of this logging process.

The system no longer works that way, but at the time, it was the best Blizzard could do. Cataclysm changed the world, but Mists of Pandaria offered a number of system changes to the game itself.

For veteran fans of the game, the departure from their expectations proved a bit too much. While players had liked the Pandaren as a small character in Warcraft 3, they did not like an entire Pandaren-themed expansion. Mists of Pandaria introduced the Pandaren as a new race for the Horde or the Alliance and the new martial arts-themed Monk class.

It was a new flavor for World of Warcraft players and they simply didn't want it. And I think in retrospect players agree, but there was definitely-understandably-this initial dissonance. Like, 'Wait, pandas? That's just like kiddie stuff. I don't get it. What do players expect to see from any Warcraft expansion and how can we make sure that what we're presenting really matches those expectations. Not named the expansion after it, not put a Pandaren Monk on the box, we probably wouldn't have gotten that response.

People saw the Pandaren and I think that was when they're like, 'Wow, they're forsaking their roots. Mists of Pandaria did push forward the game with even more unique content. The expansion introduced Scenarios, dungeon-like encounters that used assets and enemies from outdoor areas. Scenarios were built to be completed by one-to-three players, but with no composition limits. Anybody could join a Scenario and have a good experience, regardless of what spec they were.

The mandate was something like one developer, one designer can make on their own. We should be able to reuse existing chunks of the world, but we can do things players wouldn't normally be able to see. We could do much more focused storytelling. And then on the player side of things, we wanted something lighter weight than a dungeon rather than a commitment of 30 or 40 minutes with trying to find a healer that can actually keep up," says Street, outlining the aims of the new mode.

You're working your way through to confront the final boss. Scenarios often felt like part-dungeon, but also more of a directed form of outdoor gameplay. Hazzikostas is quick to note that Mists of Pandaria wasn't World of Warcraft becoming easier. World of Warcraft is still hardcore today, but that's not all it is. It offers solo content, dungeons and Scenarios to run with your friends, pet battles, Professions, the Auction House, and high-end raiding.

With World of Warcraft today, Blizzard is trying to offer something for everyone. With time and distance, many players see Mists of Pandaria as one of the better World of Warcraft expansions.

There were a host of smart system changes like cross-realm zones and Collections, some excellent dungeons and raids, and some of the best-looking zones in all of WoW history, like Valley of the Four Winds, Jade Forest, or the Vale of Eternal Blossoms.

Despite a rough initial response, the community came around on the expansion eventually. Mists of Pandaria marked the last expansion shipped by lead systems designer Greg Street.

He would leave in November 27, , almost a full year prior to the launch of the next expansion, becoming lead game designer at League of Legends developer Riot Games. Street is surprisingly candid about his reason for leaving Blizzard, though he still loves the company and thinks fondly of his time there. It was a decision that took months to make. At the time, kind of the direction was, 'We're really worried about returning players and the more class changes we make the harder it's going to be for returning players to be able to jump back in.

Everything has to stay. We're going to make super-minimal class changes. And even if that was the right thing for the game—you can argue maybe it was or maybe it wasn't—as a developer that just didn't interest me," Street adds. It was a company that really emphasized talking to players. I was always swimming upstream, whereas at Riot that was something they loved.

So it just felt like a natural fit for me. You take on Garrosh in the final raid of Mists, but he escapes. Together with series mainstay Gul'dan, Garrosh convinces an alternate reality version of Draenor's Orc clans to rise up and form an army: the Iron Horde. A lot of people were excited about that because it was an opportunity for us to kind of go back to the old school roots of Warcraft," says Jimmy Lo about the return to WoW's visual staples.

Going back to the foundations of World of Warcraft, but at the same time having the opportunity to actually like take some of these characters and update them. As part of the Warlords of Draenor launch, Blizzard also went back and updated the character models for most of the launch races. The aim was to keep the same basic look, but add more fidelity, facial animation, and overall character animation.

Most characters didn't even have fingers in their original models, just giant fleshy nobs that held weapons. This desire to update models is something that carries forward into the game; every expansion has a series of updates to old Vanilla and Burning Crusade models.

It's about keeping the game up-to-date. Some of it's more obvious, [high-resolution] textures and things like that," says Lo. More recently with our armor sets, component geometry, we actually added separate geo pieces within the armor. We're always kind of evolving just the look of the game in that respect.

The primary feature of Warlords though, the one that carried through everything, was the Garrison. Warlords saw a shift in the storytelling of World of Warcraft.

Previously, the player was another soldier on the battlefield, running behind the major characters in WoW's lore. But by Warlords, you had killed series bosses like Ragnaros, Arthas, Deathwing, and more. You were the one that had saved countless lives across all of Azeroth and Outland.

So characters in the game started treating you like it. In Warlords, you were the Commander, the hero of countless battles, the one trusted by the leaders of the Alliance or the Horde.

Named characters in the lore turn to you for counsel and support. You're the hero. The Garrison system put you front-and-center, as the Commander establishing not only your own town, but also various outposts on Draenor. You needed to actually raise an army. What does that mean in Warcraft? Well it means building a base, barracks, armory, lumber mill, and all of those things because those are some of the RTS origins of the franchise.

The Garrison itself was an instanced city for the player. Only you could see your Garrison and inside of it, all of your citizens and soldiers would acknowledge your presence. Except instead of having 30 or 40 people in it, you would have one.

An instance is expensive; it's not cheap, it's very costly to spin up an instance. So when you spin one up for each player, World of Warcraft can get a little expensive. So we had to do really clever things with memory sharing. So what we do actually a start of a process and then have a thread for each garrison for it. In the end though, Warlords of Draenor was the anti-Mists of Pandaria.

Fans were high on the expansion when it was first announced—servers couldn't keep up—but as they continued to play it, reception soured. Warlords had only three raids for its entire running time: Highmaul, Blackrock Foundry, and Hellfire Citadel.

It was an anemic two years in terms of playable content for the game. Warlords had the fewest content patches of any expansion and fans felt the pain. Our support of [Warlords of Draenor], in terms of stuff that there is to do and patch cycles and all that-we didn't do enough," said lead game designer Luis Barriga in an interview with PCGamesN around the same time. With the marketing misstep of Mists of Pandaria and Warlords of Draenor's low content, World of Warcraft: Legion was a strong return to form.

The expansion added the new Hero class, Demon Hunters, who followed the teachings of a revived Illidan. The Garrison was replaced with the class-specific Order Hall, bringing each player to the forefront of their class in the world of Azeroth and offering a specialization-specific Artifact Weapon.

Artifact Weapons replaced the basic and Legendary weapons players had equipped before you weapons drawn directly for World of Warcraft's lore, like Thrall's Doomhammer or the Ashbringer.

Not only were Artifact Weapons a great fulfillment of the class fantasy, it was also a nice progression system overall.



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