Yeah, no. Phones on students are vital, particularly the United States, where a shooter might just mosey on in any time and open fire. Phones play a huge role in active shooter situations, which unfortunately show no sign of slowing down.
Original post by Rumbleskim on /r/hobbydrama.
This is the seventh part of my write-up. You can read the other parts here.
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Part 1 - Beta and Vanilla
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Part 2 - Burning Crusade
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Part 3 - Wrath of the Lich King
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Part 4 - Cataclysm
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Part 5 - Mists of Pandaria
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Part 6 - Warlords of Draenor
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Part 8 - Battle for Azeroth
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Part 9 - Ruined Franchises
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Part 10 - The Fall of Blizzard
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Part 11 - Shadowlands
Part 7 – Classic and Legion
Classic was a separate game created to emulate early WoW. Legion was the sixth expansion for retail WoW, coming after Warlords of Draenor but preceding Battle for Azeroth. Since Legion was relatively uncontroversial, I didn't want to dedicate a whole post to discussing it, so I have added it to the end of this one.
“You don’t want to do that. You think you do, but you don’t.”
Those words, delivered by WoW executive producer J. Allen Brack, became immediately symbolic of the relationship Blizzard had with its community. The customer was not always right. In fact, the customer was a fucking idiot who needed to sit back, shut up, and keep paying. At least, that’s how it was seen. In the years since, Brack’s statement has only grown more infamous, more telling, and more painful for the company. It resurfaces whenever Blizzard shoots itself in the foot – an increasingly common occurrence these days.
It came in response to a question asked at the 2013 Blizzcon Q&A – had they ever considered creating legacy servers so that players could revisit old expansions? The answer wasn’t just ‘no’, it was a disgusted, emphatic, overwhelming ‘no’. It was a ‘no’ that said the developers were affronted that they had even been asked.
It wasn’t the first time, either. They had been refusing the idea for years. In February 2008 a community manager said, “We were at one time internally discussing the possibility fairly seriously, but the long term interest in continued play on them couldn't justify the extremely large amount of development and support resources it would take to implement and maintain them. We'd effectively be developing and supporting two different games."
Again in November 2009, they said no.
"We have answered these requests quite a few times now saying that we have no plans to open such realms, and this is still the case today. We have no plans to open classic realms or limited expansion content realms.”
And again in August 2010, Tom Chilton responded to requests with this,
"Currently, my answer would be probably not. The reason I say that is because any massively multiplayer game that has pretty much ever existed and has ever done any expansions has always gotten the nostalgia of, 'Oh God, wouldn't it be great if we could have classic servers!' and more than anything else that generally proves to be nostalgia. In most cases - in almost all cases - the way it ends up playing out is that the game wasn't as good back then as people remember it being and then when those servers become available, they go play there for a little bit and quickly remember that it wasn't quite as good as what they remembered in their minds and they don't play there anymore and you set up all these servers and you dedicated all this hardware to it and it really doesn't get much use. So, for me, the historical lesson is that it's not a very good idea to do"
Perhaps he was right. But the demand was clearly there. And since Blizzard failed to provide, players did the job themselves.
Enter the private server.
These were alternative copies of wow, hosted by a third party. Many private servers were simply replicas of the retail game, offering the same content for free. Others specialised, providing powers and mod commands, the ability to skip straight to max level, to gain items that might normally take weeks or months to get, or visit secret areas which were usually inaccessible.
Since private servers did not update along with the main game, they acted as a kind of time capsule. A private server created during Wrath of the Lich King would stay there long after new expansions had come and gone. Modern World of Warcraft bore almost no resemblance to its earliest form, not in its philosophy, its aesthetic, its gameplay, or most importantly, it’s community. As players became increasingly dissatisfied with WoW’s new direction, and began to hunger for return to the older instalments, these servers gained a new relevance. In some cases, private servers could be listed among the most popular MMORPGs in the world – quite the achievement for something technically illegal.
One of the most successful was Nostalrius, a server preserving Patch 1.12 – the sacred final patch before WoW’s first expansion. It was true to life in every possible way. Recreating the experience of vanilla WoW was easier said than done - not many servers had been able to crack it, but Nostalrius was one.
What’s more, it was a totally non-profit endeavour. Its creators never asked for any kind of re-numeration, though they could have. They ran the server at a loss. Over its short lifetime (it was up for little more than a year) Nostalrius grew at a faster rate than Guild Wars 2, FFXIV, or Elder Scrolls Online.
"The heart behind all private servers, including Nostalrius, is to recreate a version of the game that many enjoyed and that Blizzard no longer provides," the team wrote in their AMA (LINKS TO REDDIT).
But it was not to last.
On the 10th of April 2016, Blizzard issued the Nostalrius administrators with a cease and desist letter. At that time, the server had 800,000 registered accounts, 150,000 of which were active. The creators had no choice. During its final days, users flooded onto the server. Those crowds, a seething mass of furious indignation and loss, reached a scale that hadn’t been seen in retail WoW for years. It was covered across gaming media.
Some players fired off /cry emotes, others mounted their most impressive horses, or spammed the chat with calls to protest, or made a last ditch attempt to advertise their guilds, and a few simply wished a fond farewell to the server they had come to call home. On the Horde side, hundreds of players marched the hour-long journey from Orgrimmar to Thunder Bluff, before leaping to their deaths from its highest peak. “ATTACK BLIZZARD SERVERS!! TAKE THEM DOWN!!”, one player screamed as he fell.
”THANK YOU NOSTALRIUS FOR THE GREAT MEMORIES THANK YOU AND GOODBYE! <3”
Time ran out, and the game reset to the login screen, where the black portal sat glittering in the background. ‘Disconnected from server’, said a popup message in yellow text. The buttons no longer worked. Nostalrius was dead.
And its community exploded.
All of Blizzard’s social media accounts were overwhelmed by angry messages, begging them to find some morsel of mercy and, in some cases, threatening them if they didn’t. Major gaming figures weighed in. The scandal broke into every forum, every subreddit, and every server. No private server had ever been the topic of such passionate discourse. But the Nostalrius scandal had come to represent more than a server, it was a martyr in the fight for the right of the consumer to preserve games. Vanilla WoW was not the first game to disappear because its owners no longer wanted to support it. Someday, all online games would face the same fate.
Across the video game industry, a conversation arose. Was modern World of Warcraft the same game it used to be, or something else completely? If Blizzard were not going to provide vanilla servers, did they have the ethical right to stop players from making them, just because they owned the IP? Was this new attempt to clamp down on private servers a desperate bid to reclaim players who had left the retail game? That last question provoked a backlash of its own.
”This is not stealing profits from your game”, declared Jontron. “These people weren’t even subbed. In fact, most of these people just don’t like your current game, so they’re trying to go back and play your old one.”
A petition was created on Change.org to resurrect Nostalrius following its closure. Ex-World of Warcraft team lead Mark Kern pledged that if it gained more than 200,000 signatures, he would print all five thousand pages and deliver them to Blizzard President Mike Morhaime personally. It reached 279,000.
In June of that year, something remarkable happened. The team behind Nostalrius was invited to a meeting at Blizzard, where they met Morhaime and Brack, as well as Tom Chilton, Ion Hazzikostas, and Marco Koegler – all the men who held power over the future of Warcraft. For corporate executives to meet with people who had effectively stolen their game was unheard of. They didn’t even put them under a non-disclosure agreement – which Blizzard usually required for all visitors.
”People at key positions inside Blizzard attended the meeting. They were also all very interested, curious, attentive, and asked a lot of questions about all of the topics we mentioned.
We did everything we could to make this presentation & discussion as professional as possible, which was something that clearly was a pleasant unexpected surprise for the whole Blizzard team, Mike Morhaime included.”
It was planned to last two hours, but went on for five. It was summarised on the Nostalrius forum.
”One of the game developers said at a point that WoW belongs to gaming history and agreed that it should be playable again, at least for the sake of game preservation, and he would definitely enjoy playing again.”
The most important thing to come out of this meeting was a confirmation from Blizzard – they wanted legacy servers, but it would be a tremendous undertaking. At the end of the meeting, Blizzard promised to keep in touch.
But they didn’t. In fact, Brack wrote a letter prior to Blizzcon 2016 insisting that legacy servers would not be discussed at the event.
”We had invested our hearts and souls into this meeting, and we got some really good feedback while we were there. But after we left, we heard nothing from Blizzard for months - even after continuing to reach out. And so what were we supposed to do at that point? Were we supposed to just let the legacy server die? Is the dream dead? Well we took things into our own hands, and that’s when the Elysium project happened. We released the server code for the entire Nostalrius project to the Elysium team, Including the player databases for both of our servers.”
Elysium was a new project intended to take over from Nostalrius. A short while later, Nostalrius itself was re-created, but not for long. It shutdown and withdrew its code from Elysium under pressure from Blizzard. Elysium struggled on for a short while alone, until it was broken up from within by internal strife and embezzlement.
All seemed lost.
“I want to talk about ice cream.”
It was Blizzcon 2017. New adventures had been announced for Hearthstone, new maps for Overwatch, and StarCraft 2 was going free to play. The next World of Warcraft expansion was about to be revealed, and there was no doubt that ‘Battle for Azeroth’ would overshadow everything else at the convention. That was until J. Allen Brack stood on stage and started discussing food.
”Before we get to the big news, I want to take a minute. And I want to talk about ice cream. Ice cream is great. Ice cream is one of my favourite desserts. Personally, I love chocolate, and I love cookies and cream. Cookies and cream is actually my all-time favourite dessert. But I understand that for some of you, your favourite flavour… is vanilla.”
A trailer played, reversing through all of the expansions in order, before returning to the famous opening shot from when World of Warcraft first came out. The reaction was colossal.
”It brings tears to my eyes thinking of sitting down with my son and wife to show them WoW Classic.”
[…]
”Thank you blizzard for giving me the game i fell in love with back”
[...]
”THE ABSOLUTE MADMAN BLIZZARD ACTUALLY DID IT. STRAIGHT FROM THE GUY WHO GAVE US, "YOU THINK YOU DO BUT YOU DON'T".”
[…]
”No game has had me tear up before, that changed when I saw the announcement. And after rewatching this 40 times, I still get the same feeling.”
It wasn’t just a trailer, it was a landmark shift in Blizzard’s philosophy toward its games and its community.
With a quick two-minute trailer, Blizzard backpedaled on years of dismissal to finally offer fans an official, unblemished version of the world's most popular MMO as it existed in 2004. This is something they said they'd never do.
To this day, the trailer is the second most upvoted post on /r/wow (LINKS TO REDDIT).
”Amazing. I can now ruin my 30's in the exact same way as I ruined my teens.”
[…]
”This is not good for my career prospects”
[…]
”I'm legit crying right now. SO FUCKING PUMPED!”
[…]
”It took me a few seconds to get the ice cream bit, but when I got it my jaw fucking dropped.”
It’s really difficult for me to convey quite how shocked the community was. This wasn’t like any other announcement. It was spectacular to watch it all unfold.
There were a lot of questions asked in the following days.
Would this be covered by a normal WoW subscription, or separate service entirely? What version of Vanilla would be chosen? It had spanned two years and twelve patches, after all, each different in its own way. Which bugs, glitches and performance issues would be included for authenticity, and which would be left out?
No one at Blizzard knew the answers to most of these questions. The project was still in its early stages.
"We’re going to hire people specifically for this job, and we’re going to staff it with people who are interested in bringing back Classic WoW in the best, most authentic way," Brack says. "And that’s how we’ll be successful."
Even with the whole team focused on it, several years would pass before Classic went live. Blizzard has always loved deadlines – especially the whooshing noise they made as they went by. There were those who started asking why it was taking so long.
If you've been around the World of Warcraft ecosphere for a while, Blizzard's tentativeness might come as a surprise. There is no shortage of emulated vanilla servers on the internet. The official subreddit for the scene points to 15 of them, and there are dozens more holding crystallized copies of Burning Crusade, Wrath of the Lich King, or Cataclysm—wherever you happened to leave your happiness.
The reason was this: Blizzard didn’t want to just throw up an emulated Vanilla server. They wanted to fully integrate Classic into the modern game. Brack explained more in an interview with PCGamer,
"We think we have a way to run the Classic servers on the modern technical infrastructure. The infrastructure is how we spin up instances and continents, how the database works. It’s those core fundamental pieces, and running two MMOs of that size is a daunting problem. But now we think we have a way to have the old WoW version work on the modern infrastructure and feel really good."
Why did they bother? Well if they took the easy route, they faced a number of potential issues down the line. These servers were unstable, buggy and incredibly insecure to hacking. Anyone who had touched a private server could tell you so. The work required was immense.
”First, they DO have the source code for Vanilla WoW. Code version control systems are not something new, as it has been a standard in the industry for a long time. With these systems, they can retrieve the code at any given previous backup date.
However, in order to generate the server (and the client), a complex build system is being used. It is not just about generating the “WoW.exe” and “Server.exe” files. The build process takes data, models, maps, etc. created by Blizzard and also generates client and server specific files. The client only has the information it needs and the server only has the information that it needs.
This means that before re-launching vanilla realms, all of the data needed for the build processes has to be gathered in one place with the code. Not all of this information was under a version control system. In the end, whichever of these parts were lost at any point, they will have to be recreated: this is likely to take a lot of resources through a long development process.
In addition to the technical aspects of releasing a legacy server Blizzard also needs to provide a very polished game that will be available to their millions of players, something existing unofficial legacy servers cannot provide.”
A lot was still up in the air. Blizzard were clear, however, that it would be as authentic as possible. They sneered down their noses at the quality-of-life changes which had, according to fans, ruined the game. Guns and bows would need ammo, pets needed to be fed, and they even laboured to recreate the annoyances caused by early 2000s dial-up internet, like spell batching, which processed user inputs in clusters rather than instantly. But some changes remained, like the in-game clock (which wasn’t originally added until Wrath).
Cross-realm grouping? Never.
Flying? Come on.
Achievements? Nope.
Unified Auction Houses? No Way.
”ITS FUCKING HAPPENING!”
On Tuesday 14th March 2019, the fandom awoke. News. Fresh news. Wherever they were, whatever they were doing, thousands of nerds stopped on the spot, and scampered back to their mothers’ basements like they’d just won a golden ticket to the chocolate factory. They finally knew (LINKS TO REDDIT) when Classic would go live.
”I just have to stay alive for 3 more months.”
Another user wrote, “THAT'S THE WEEK OF MY HONEYMOON - WEDDING'S CANCELLED”, and he was reassured that if his fiancé was ‘the one’, she would understand. She did not.
”This is what I imagine a former junkie feels like when they’re offered an Oxy.”
Rather than start at 1.12, Blizzard decided to resurrect Vanilla from its first moment. It would begin with Onyxia and Molten Core - the two first raids to be added originally. From there, the patches of Vanilla would be added over the course of a year and a half, so that players could relive Classic as authentically as possible – and so they wouldn’t get bored and unsubscribe.
The days ticked slowly by, and the hype grew to astronomical levels.
I've dreamt of this since I first got into private servers and I never thought they'd do it but the mad lads did it
Honestly half the fun right now is being part of they hype wave, it's like sitting at a starting line revving your engine”
[…]
”Shit, it's like being back in 2004 all over again, waiting for release. But the hype is deeper, I have so many memories I can't wait to re-live.”
[…]
”Never in my life have I been this excited to play a game.
AZEROTH, I'M COMING HOME BABY! JUST 11 MORE DAYS, 10 HOURS, 12 MINUTES AND 30 SECONDS!!”
Then all of a sudden, the day had arrived. On 26th August 2019, the Classic servers opened, and immediately collapsed due to high demand. But once players got past the hours-long queues, they rushed into the Azeroth of their childhoods. To many, it was everything they had dreamed of. They dived in with youthful abandon. Over a million concurrent viewers tuned in just to watch it on Twitch.
”WoW was essentially struck with a nuclear blast of nostalgia that sent the franchise back into the stratosphere, appropriately enough, for the first time since 2004.
Sixteen years after the game’s original release, WoW permeates the many spheres of online culture once more. What’s most impressive, though, is how the game has stayed resurgent. While the nostalgia surrounding Classic WoW was a driving force for the resurrection of the franchise in August 2019, that nostalgia has morphed into a sustainable platform for WoW.”
During an earnings call a few months later, J Allen Brack revealed the extent of Classic’s success.
“Given the content updates for modern WoW, and the cadence that we have for Classic, we exited our year with a subscriber base that was double what it was at the end of Q2.”
Stories immediately flooded out of the game. Screenshots showed players queuing up in their hundreds to kill mobs in busy areas. One player sent another a box full of mangoes following a conversation in a random battleground. A famous Guild sponsored a race (LINKS TO REDDIT) to be the world’s first max level character, only for a completely separate unrelated player to beat them to the punch. In one bizarre case, hackers discovered a way to leap between copies of the world, in order to get a PvP advantage. I would write about the political intrigue and guild drama surrounding the opening of Ahn’Qiraj, but someone has already done a good job of it (LINKS TO REDDIT).
The long and short of it is this: Classic was a resounding success. It re-vitalised the game and even prompted people to look at retail wow in a more positive light. That was a return to player driven adventures, bizarre encounters, and collective action. For the first time in many years, Warcraft was a community defined by its optimism, not it’s nihilism. And all this did wonders for Blizzards reputation at a time when they desperately needed some good PR.
”People were loving this recreation of the great massively multiplayer game's early days and lamenting what WOW had become in the 14 years since. Someone celebrated freedom from the tyranny of item levels. Someone mentioned the hushed sound design, noting that they could hear every footstep and clink of their chainmail. Someone else remembered how the community was so much friendlier back then, in so much less of a rush.”
”git gud scrub”
For some, Classic was a rude awakening.
WoW had been slowly replaced over the years like the ship of Theseus, piece by piece, patch by patch, until nothing remained of its original form. Those who noticed the change were often unable to pinpoint what exactly was happening, or why. But Classic peeled back all the layers to reveal the bones of Warcraft, and it suddenly became clear.
It wasn’t just that the game was buggy or janky or tedious – though it was all of those things. It was a product of a its time, built in the days of Ultima and Everquest, and that showed in its philosophy. What should be rewarded? What should be punished? How should players overcome challenges? What makes a game fun? Is it more liberating to have a thousand things to do, or nothing at all?
Blizzard answered these questions differently in 2004. Nothing came easily. The time and effort required simply to hit max level were crushing. And for every player the game captured in a cruel cycle of addiction, another bounced right off it.
Perhaps more than anything, Vanilla WoW had been designed for new players. That might sound contradictory, but stick with me. Vanilla had been a new game. Most of its players had never seen anything like it, and it was made with that in mind. While every new expansion brought along more and more features to help newbies find their feet, they gradually abandoned them as the target demographic. Rather than inspiring wonder, they opted for spectacle. The point was not to capitalise on Vanilla, but to depart from it.
The best example is when Cataclysm remade the two continents from Vanilla. Each zone became a sequel to its previous (lost forever) self. A new player wouldn’t understand the references or story threads, but that was okay. New players weren’t who Blizzard wanted to impress.
Vanilla had been awkward, unintuitive, confusing, unforgiving, and full of bizarre experimental edges, but it was only after Blizzard ironed out those wrinkles that players realised how much they lent the game its character.
[…]
”There can be no argument at all that quest design and storytelling were better in early WoW. They could be quite poor. There's an awful lot of mechanical drudgery, with endless culling of wildlife and troublesome local populations, low drop rates and high kill counts padding out the levels with makework. You can find grace notes, of course, like an amusing spat between rival goblin factions, but these could often end up fighting the game systems or poor design.”
It has always been difficult to pin down what made Vanilla great. Topics like design philosophy and historical context are complicated and difficult to explain.
”I logged into current WoW, and just looked at the character screen, wondering: How it was possible to start with such a great game, and end up here like this?”
A lot of people in the Classic community boiled it down to difficulty. Its leaders encouraged an almost cult-like obsession with ‘the grind’, because things had been better back in the day, before the game went soft. They thought suffering and inconvenience were part of what made WoW great.
”If there's no sense of challenge, there's no sense of reward (LINKS TO REDDIT)
In retail, challenge is only an optional way to see content, so there's much less incentive to actually do the challenging content”
Not everyone was unreasonable, and plenty of Classic fans (LINKS TO REDDIT) mocked those who took it all too seriously. But some were, and unfortunately they clung to the spotlight. To them, you weren’t a ‘true fan’ until you accepted Vanilla into your heart. And if you weren’t a true fan, you were the enemy.
Yes, rose-coloured glasses were involved, but you couldn’t say that to people in these circles. To suggest their feelings were the product of nostalgia meant implying they weren’t ‘real’. It was tantamount to an insult, and had been used by the fans and developers of modern WoW for years to dismiss calls for legacy servers.
”Nostalgia is, of course, an important part of the overall picture. WoW landed at a really formative time for a lot of people, a time when they were in high school or in college, had a lot of free time, and all their friends had a lot of free time, and their lives meshed well with the pace of the game, and the game became their shared social space. That is a potent element.”
[…]
When asked about the differences (LINKS TO REDDIT) between modern WoW and Vanilla, one user responded, “Vanilla didn't have people crying about how much better Vanilla allegedly was.”
Discussions of difficulty in games have always evoked strong emotions, and WoW is no exception. This Puritan style of thinking was nothing new – fans of the Souls games had been treading these waters for years. But in the lead-up to Classic, it gained a toxic edge.
Vanilla became an almost mythological entity. Its strengths made it great, they said, but its weaknesses also made it great. Criticism wasn’t just wrong, it was seen by some as actively harmful, borderline blasphemous. But a lot of the people who bought into this idea had never actually been around during WoW’s early days, and so when the first servers came online, they saw behind the curtain.
”For many, this complete lack of direction was clearly overwhelming. The global chat was a chaotic mess of players asking where to find gnolls and bandits, with many picking a random direction from the quest hub and striking out to explore the region, hoping to get lucky and happen upon the right kind of enemy.”
For a lot of players, that was the moment they realised this promised land had never been that great to begin with. They found themselves apostates, cast out of a fandom which was far too busy touching heaven to even notice them leave.
”Wow Classic is god awful. (LINKS TO REDDIT) I played the game at various stages and i have no idea how Wow even survived when it launched in this state. People shit on retail when its magnitudes superior to classic no matter its faults. Classic doesnt even do the basic things well at all.”
[…]
”There is a strong and passionate fanbase of folks for whom this is the best thing ever, but I think a number of people don't realize how many quality-of-life and mechanical changes have been made in the years since.
Blizzard may have strayed too far in some areas, but it's hard not to see some of the tedium reintroduced to WoW with Classic.”
Some weren’t sure if they loved it or hated it.
”Blizzard could not have picked a better zone to stir nostalgia and then skewer it on the truth of how boring the game could be.”
But everyone acknowledged there was something here.
”World of Warcraft Classic is compelling in ways that modern WOW isn't.”
[…]
”I think it’s true that Classic offers something for everyone that retail WoW cannot. They say it’s about the journey not the destination, and I definitely feel that’s the case with WoW.”
And veterans weren’t the only ones who loved it.
”I figure this is mostly for older gamers who have a rose-colored, nostalgic view of the game, but I'm a little curious, so I test it out.
Oh boy was I wrong.” (LINKS TO REDDIT)
It’s hard to have an impartial talk about Classic. The discourse has always been fraught. Classic actively fosters an in-group mentality, due to its emphasis on social dependency. You can't get by as a lone wolf. You can't dip a toe in the water and hope to remain competitive. Either you give everything to the game, or you get left behind.
”If you've only got a few hours a week to dedicate to an MMO, Classic may not be the game for you and you may be better off looking at modern Warcraft to fill that Azeroth-shaped hole.”
[…]
”You spent time together (LINKS TO REDDIT) and got to know each other. Maybe that still happens in small doses but it used to be the whole game.”
This aspect was so strong that for some players, Vanilla WoW was less a game and more a social network.
”WoW was so popular because it gave a sense of community (LINKS TO REDDIT) - something that wasn't really available elsewhere. Social media wasn't a thing, outside of MySpace(lol) and bare bones Facebook you needed a college email to sign up for. No Twitter, Snapchat, Instagram, Discord, etc. So after a long hard day at work/school, you chilled with your guildmates, who were doing the same.”
Original post by Rumbleskim on /r/hobbydrama.
This is the sixth part of my write-up. You can read the other parts here.
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Part 1 - Beta and Vanilla
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Part 2 - Burning Crusade
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Part 3 - Wrath of the Lich King
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Part 4 - Cataclysm
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Part 5 - Mists of Pandaria
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Part 7 - Classic and Legion
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Part 8 - Battle for Azeroth
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Part 9 - Ruined Franchises
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Part 10 - The Fall of Blizzard
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Part 11 - Shadowlands
Part 6 – Warlords of Draenor
This might seem like a bizarre topic to start with, but stay with me here. It all links together.
The Warcraft Movie
On 9th May 2006, a Blizzard press release announced the production of a live-action movie set in the Warcraft universe, in partnership with Legendary Pictures. Fans were euphoric. Blizzard’s cinematic trailers had some of the best CGI in the world. Even today, they have never released a bad one. Fans wanted something like that, only 90 minutes long.
"We searched for a very long time to find the right studio for developing a movie based on one of our game universes," said Paul Sams, chief operating officer of Blizzard Entertainment. "Many companies approached us in the past, but it wasn't until we met with Legendary Pictures that we felt we'd found the perfect partner. They clearly share our high standards for creative development, and because they understand the vision that we've always strived for with our Warcraft games, we feel there isn't a better studio out there for bringing the Warcraft story to film."
However good their intentions may have been, the film would linger in production hell for a decade before seeing the light of day. It was scheduled to hit theatres in 2009 under the direction of Sam Raimi (of Spiderman fame), but it was still only in its early stages when Blizzcon 2011 came around..
Uwe Boll, grim reaper of video game adaptations, tried to get his fingers on the film. Blizzard’s response was emphatic.
"We will not sell the movie rights, not to you… especially not to you. Because it's such a big online game success, maybe a bad movie would destroy that ongoing income, what the company has with it.”
Seven years into production, they settled on a director. Duncan Jones (son of David Bowie) had directed three films and one of them had been somewhat successful – Moon. He immediately set about changing the story, which set the film back a bit, but they were finally able to make progress. A ‘sizzle reel’ was shown at San Diego Comic Con later that year, featuring a battle between a human and an orc. By the end of 2013, the film had been cast, and began shooting in mid-2014.
Warcraft finally premiered in Paris on 24th May 2016. It grossed $439 million, making it the most successful video game adaptation of all time, but the costs of production and promotion were so high that it still made a loss of up to $40 million for the studio.
The film was… divisive. The average Western viewer was alienated by the dense lore and confusing plot. In fact, it made most of its profit in China, where people flocked to see some CGI warriors smash into each other. Critics (most of whom knew nothing about the Warcraft franchise) absolutely hated it. Writing for Movie Freak, Sara Michelle Fetters said:
”Warcraft can't help but be a major disappointment, the game all but over as far as this particular fantasy franchise is alas concerned.”
Vanity Fair’s Richard Lawson had a similar opinion.
”Having sat through this baffling movie's grueling two hours, I can't in good conscience even recommend it to Warcraft devotees. There's nothing here for anyone --neither man nor orc”
The New York Post was very critical too.
”Jones ... is trying to deliver something like "The Lord of the Rings" minus the boring bits, but without the boring bits what you have is Itchy and Scratchy with maces.”
It’s true that the film was… a fixer upper. The CGI was impressive but often awkward, the accents were all over the place, the armour looked like bad cosplay, the tone was off, and the characters were hard to empathise with. Nonetheless, it found a following among Warcraft’s oldest fans. On Rotten Tomatoes and Metacritic, it has user scores of 76/100 and 8.1/10 respectively, which speaks to its cult classic status.
It was a thrill seeing the places and people they’d been playing alongside for years, rendered with such love and care on the silver screen. Stormwind City and Dalaran, the Dark Portal, Durotar and Thrall. It was a love letter to the fans.
The user ‘nerdlife’ had this to say:
”A truly work of love. As a diehard warcraft fan this movie was amazing. So many details, amazing art design and amazing sound design. It truly shows how disconnected the critics are to the everyone else. Me and everyone i know that went to watch the movie truly liked it.”
Here are some more responses.
”Simply a great movie, enjoyed every single bit of it as a Warcraft fan.”
[…]
”As a fan of Warcraft I went into this movie a little bit sceptical, but from ten minutes in I was already loving the film. The majority of critic reviews are pathetic and should just be ignored. The CGI is mostly fantastic, and the story while it is a little rushed at the start is also pretty good.”
In 2018, Duncan Jones would speak out about the issue he raced making Warcraft. It took place during a tumultuous time, both for his personal life and for the film. He said production was plague by ‘studio politics’, with Blizzard and Legendary picking the film apart and forcing multiple re-writes.
Despite all of its issues, rumours circulated in 2020 that a sequel was in the works. The rumours were picked up by Lore Daddy Chris Metzen, who helped create the story of Warcraft, though he has since left Blizzard.
"A new movie based on the huge video game series, World of Warcraft, is reportedly in the works at Legendary Pictures. According to relatively reliable scooper, Daniel Ritchman, Warcraft 2 is now in development, thanks largely to the game and first movie's popularity overseas."
Now, you might be wondering why I started a post about the next World of Warcraft expansion by talking about the film. You see, there was a problem. The movie focused on the ‘First War’, which played out in ‘Warcraft: Orcs and Humans’, the original Warcraft game from 1994. It was pretty light on plot, so most of its story was added retroactively in sequels and novelizations. Only the hardcore lore-nerds really knew much about it.
The most recent WoW expansion, Mists of Pandaria, took place thirty years later, and those years were full of incredibly dense plot. Blizzard were setting their film so far in the past and basing it on a game so few people played, they worried it would alienate fans.
Their solution was ingenious. And by ingenious, I do of course mean mind-bogglingly stupid. The next expansion would take players to an alternate universe, set thirty years in the past.
The Big Announcement
Blizzcon 2013 was a good one. Siege of Orgrimmar had recently come out, and players were loving it. They had seen four patches in the last year, and two of the best raids ever. Diablo III’s expansion was revealed, and it looked great. Blizzard also showed off Heroes of the Storm, their first foray into the MOBA genre, the movie was making strides, and the trading-card game Hearthstone got a beta release. In terms of content, it was one of the busiest conventions Blizzard had ever held.
With so much going on, Chris Metzen didn’t have to generate any hype when he took to Stage D – the audience was already excited. But he took his time warming them up anyway. When he promised a return to Warcraft’s roots, they practically foamed at the mouth. The trailer was a hit. You can watch it here.
People weren’t quite sure what they were looking at, but they liked it.
I need to cover quite a lot of lore to give you a sense of what’s going on, but I’ve boiled it down to its absolute simplest form. Feel free to skip to the next section it if you don’t care.
There were two planets: Draenor and Azeroth. Draenor was the homeland of the Orcs, Ogres and Draenei. Azeroth had the Humans, Elves, Dwarves, Trolls, and so on.
The Draenei were being pursued by the Burning Legion, an infinite army of demons. The legion didn’t find the Draenei, but they found the Orcs and began corrupting them, starting with Gul’Dan.
Gul’Dan manipulated the Orcs into uniting to form the Horde, and waged a war on the Draenei. In an iconic scene, the Orcs drank the blood of the demon Mannoroth, turning their brown skin green and making them fully subservient to the Legion.
Empowered with demonic magic, they easily overcame the Draenei, who fled (and eventually found Azeroth). In response to all the evil energy, Draenor began to die, and the Orcs were forced to kill each other for what little food remained.
While all this had been going on, an extremely powerful wizard named Medivh was born on Azeroth, with his own demonic corruption. He made contact with Gul’Dan and together they hatched a plan. Two Dark Portals were built, one in Draenor and one in Azeroth, and Orcs flooded through. They fought the humans and succeeded destroying Stormwind, one of the Seven Kingdoms. That concludes ‘The First War’.
The Second War followed the Horde as they moved north, conquering most of the continent. The remaining Human kingdoms united with the Dwarves, Gnomes and High Elves to form the Alliance. The Horde was defeated and most of the Orcs were locked up in camps. One of them, a baby called Thrall, would go on to liberate the Orcs, cross the ocean to Kalimdor, and create a new ‘honorable’ Horde. Here’s a helpful map.
Ner’Zhul, an important dude who I’ve mostly left out of this summary, was chased back through the portal into Draenor by the Alliance. He cast an extremely powerful spell which ended up destroying the planet, turning it into Outland.
Anyway.
Thirty (in-game) years later at the end of Mists of Pandaria, Garrosh is put on trial for all those War Crimes he did. Through some confusing plot shenanigans, he’s spirited away to an alternate universe version of Draenor, right before Gul’Dan convinces everyone to drink demon blood. Garrosh sees this as the moment everything turned to shit for the Orcs, so he intervenes and stops it, as we see in the Warlords of Draenor cinematic. Rather than serving the Legion, the Orcish clans unite to form the Iron Horde. Wrathion (from the Mists write-up) engineered all this to happen because he wanted to conscript the Iron Horde to fight the Burning Legion.
They still build a portal and invade Azeroth (our Azeroth, not an alternative Azeroth), but this time they’re just doing it to be dicks I guess. The leaders of each clan make up the titular Warlords.
If you’re interested in learning more, RUN. It won’t end well for you. You don’t want to get into Wow Lore.
But if you do, here’s a concise history of the entire Warcraft universe told by a friendly Dutch fellow. Go to 13:13 for the story I told above.
The bizarre concept wasn’t as controversial as you’d expect. At least not at first. The community was eager to leave Pandaria behind and return to the themes and characters that had made Warcraft great. Draenor offered limitless possibilities for creative storytelling.
Blizzard marketed it as a dark, cut-throat, visceral expansion. The word ‘savage’ was used so much that it became a meme. When the cinematic came out, Chris Metzen tweeted, “the age of the whimsical panda is over”. To help players overcome to premise of Warlords, they showed off detailed plans for zones, patches, the new ‘garrison’ feature, and even the end boss.
This was a mistake.
Death By A Thousand Content Cuts
The beta for Warlords of Draenor began on 5th June 2014, and by all accounts it was kind of a mess.
A bug caused female Draenei characters to ‘fail to display their default undergarments’, which made it possible to be fully naked. The female draenei population skyrocketed on the affected servers. Another bug warped Night Elf facial textures, which one beta tester described as ‘similar to the aliens from They Live’. The dungeons were ‘violently unstable’, and ‘the loading bar boss was reported to have defeated 99% of players’. All characters were wiped – multiple times. At one point the servers were knocked offline due to a fire at a substation near Blizzard’s offices. One of the servers was labelled [EU] when they were all actually US servers, so that server became overpopulated because all the European players were using it.
And that was just July.
In the PvP zone ‘Ashran’, Paladins were given an overpowered item that let them stun enemies and teleport them to the Stormshield dungeon. A group of Alliance roleplayers began abducting members of the Horde, keeping them stunned while they held trials, sentenced them to death, and summarily executed them. A developer discovered this and described it as ‘awesome’, but the item was removed.
WoW betas are best compared to the Wild West. They’re a chaotic storm of bugs and half-finished assets. It can be difficult to figure out what exactly is going on. But it soon started to seem like almost as much was being taken away from Draenor as was being added.
On 26 June, Blizzard cancelled the cities. The beautiful temple complex of Karabor had been promised to the Alliance, and the Horde had been offered Bladespire Citadel, a colossal and intimidating fortress. The buildings remained as empty shells where a few story quests took place, but were otherwise abandoned. Instead, players would get Warspear and Stormshield, small villages made from generic assets, nested on either end of Ashran.
The reaction was immediate. Complaints filled every forum. The main MMOChampion thread stretched out to well over six-hundred pages. There wasn’t much debate – everyone was pissed off.
"Yes I was positive about other changes in warlords, but this one makes me one to not play the game."
[…]
"This is absolutely horrible, why would they do this?! I don't understand. I was looking forward to these cities a lot. Please change it back."
The community speculated on why this had happened. Was Blizzard cramming the Horde and Alliance together to encourage PvP? Was there a lore reason? Did they have more important plans for Bladespire and Karabor? Some players believed the faction capitals were being made deliberately shitty because Blizzard were going to introduce new, cooler ones later (LINKS TO REDDIT).
Blizzard tried to create some story-based reason, which was immediately torn apart in a storm of mockery (LINKS TO REDDIT) and sarcasm.
As more information came out, it became clear that the truth was much less exciting. Blizzard was struggling for time. Bashiok, one of the developers, said ‘We saw how much time it would take, said that’s not reasonable, and went for a reasonable solution’.
But if you read my previous post, you would know why that explanation fell on deaf ears. Mists of Pandaria had the longest content drought ever, specifically due to the development of warlords taking so long. So this expansion was taking longer to make, but delivering less? (LINKS TO REDDIT)
"This is a huge part of every expansion (LINKS TO REDDIT) because it's where we spend the most time in the expansions lifetime. And after our previous lackluster faction hubs in MoP to have an even more lackluster faction hub in warlords puts a MAJOR damper on my excitement. I REALLY hope blizzard finds a way to give us what we want."
[…]
"Ice Mountain Tower would have been better. That's something new for a city. Instead we got Orc Camp 37G."
[…]
"Fuck the shattered capital, beacon of light in a dark world. Fuck the mystical floating city. Fuck the golden pavilion hidden away in the ancient grove.
We've got wooden huts with red roofs! Maybe get some sharpened logs jutting out everywhere. Slap some spikey iron on a couple of the important buildings. And the floor can stay dirt."
There was a subset of players who tried to defend the decision, pointing out that things can change during the beta of a video game and it doesn’t always constitute broken promises, or that it simply didn’t matter.
"People are making this a bigger issue than it is. (LINKS TO REDDIT) Your just going to use it for portals and the bank anyway so what is the problem?
Honestly, I'm fine with the change. Apparently the sky is falling circle jerk revolving around this change is so strong that someone trying to stay positive is treated as a pariah, though."
The outrage which flared in response to this logic was almost worse than the fury aimed at Blizzard. The fans began to turn on one another. It can be very dangerous to see things from somebody else’s point of view without the proper training.
"Suddenly the thread is full of people who never commented on the issue before, for some reason trying to support Blizzard's bullshit. Smells pretty bad in here. Lots of people aren't just going to follow along with blizzard on this one, fucking deal with it."
At first Blizzard had given the impression that the cities had been cancelled during development. It later came to light that though the exteriors were complete, there was ‘never any actual work done to build them into faction hubs’. It seemed Blizzard had known for a while that the cities were never going to materialise – perhaps even before Blizzcon - but they had chosen to avoid mentioning it until as late as the beta. It was never going to go down well.
"So they were teased specifically to get people to preorder the expansion with no intention of actually making them?"
This realisation only added more fuel to the fire.
"Thats not even changing their minds during the developing process, which they said they did, they just fucking lied when they told us Karabor would be a city."
The discourse was getting rough, but the cuts had barely begun.
Things were disappearing from the map. This included a large island at the bottom-left of the main continent and Farahlon - one of the main zones revealed at Blizzcon. The loss of Farahlon was particularly controversial because it was meant to become Netherstorm in Outland.
"It's such a shame (LINKS TO REDDIT), because it was the zone I was looking the most forward to, and now that it doesn't even exist on Draenor, Netherstorm feels out of place…"
[…]
"Not having Farahlon leaves the experience of seeing Draenor pre-shattering incomplete, IMO."
[…]
"Fucking half assed expansion."
The explanation Blizzard gave for abandoning the zone was rooted in a lack of direction - no one could agree on how Netherstorm should have looked before it was destroyed. In a later Blizzcon, the developers revealed that the zone was originally planned as a starting area for boosted characters, but the idea was abandoned. Whether that is true, or Blizzard was simply struggling with time and resources, we may never know. We can only be sure that it was scrapped early on, at a time when almost nothing had been built yet.
Since Farahlon was promised as patch content, nobody could be quite sure whether it had been cancelled or simply delayed. There was no big bombshell moment. Blizzard certainly weren’t offering one.
"I don't necessarily think it's confirmed it's not coming so I'm holding out a tiny bit of hope but I'm not too optimistic about it."
Time passed and the map stayed empty and players were left to draw their own conclusions.
The third blow came on the 24th of July when Blizzard cut Tanaan Jungle from launch. Once again this major announcement came in the form of a tweet from a developer, but at least this time they were able to offer a little clarity. It would still arrive in the form of a patch. As Tanaan was the base of the Iron Horde, Blizzard explained, it wouldn’t be practical for players to go there straight away. And it surely had nothing to do with the fact that the zone was so incomplete on the current beta that it could barely be recognised.
The excuse would have gone down more smoothly if it hasn’t accompanied yet another lie. Once again, Blizzard said:
"As to Tanaan, the rest of the zone has always been planned as patch content."
Players were quick to pick holes in that.
"For having been in and following the beta there has been no evidence or hint Tanaan would be pushed into another patch. I don't mind personally but there has been absolutely 0 hints on Tanaan being "intended" to be a patch."
[…]
"I feel if that's the case then this should have been clarified earlier. Today is the first day that its been mentioned that the rest of Tanaan is a patch zone, it's been months since WoD was announced. People have been thinking Tanaan in its entirety would have been with WoD launch.
I have zero issue with the rest of Tanaan zone being patch content, personally. If that was always the plan, then it is what it is. But the lack of communication is disconcerting."
[…]
"Their PR is horrible nowadays (LINKS TO REDDIT). How do they advertise a zone at BlizzCon and then act like we misinterpreted when it was coming out? We understood Farahlon's status as a patch content area easily enough. Tanaan was never presented that way."
To those players closely involved in the beta, it was impossible not to notice that this was a recurring issue. It was starting to draw attention.
"It seems like every week something is getting cut, gated or completely changed from what was announced and hyped people up at Blizzcon."
[…]
"They are getting caught with their pants down, time and time again now."
[…]
"Something is definitely going on behind closed curtains over at Blizzard, the amount of cut content is ludicrous."
[…]
"We can only speculate as to what caused so many issues inside Blizzard."
Then there was the Zangar Sea, which was implied to be a zone – it had its own music, its own enemies, concept art, and someone had clearly started building it. In fact the seas all around the continent were surprisingly detailed. But the Zangar Sea simply never materialised.
There was never any official statement on Zangar. After everything else that had been cut, no one held out much hope.
At Blizzcon, developers discussed the Gorian Empire, the homeland of the Ogres. They heavily implied it might be explored in a patch. But like so much else, it was cut.
While we’re on the topic of cut content, I need to mention the Chronal Spire. This appeared in very early maps as the gateway from Azeroth to Draenor. For whatever reason, Blizzard changed their plans to have players enter through the Dark Portal instead. The only problem was that they had already paid Christie Golden to write the book leading into the expansion. Garrosh travelled to Draenor with the help a rogue bronze dragon (the ones with power over timelines).
By changing this plot point, they undermined the book’s narrative, and caused a number of plot holes to appear. By connecting the dark portal in Azeroth to Draenor, they effectively cut off access to Outland. And since players broke that new connection immediately after visiting Draenor, the Dark Portal was rendered useless. Nowadays when players step through, they are teleported to Ashran – which makes no in-game sense whatsoever.
This Bronze Dragon stuff is actually kind of important and cutting it is a huge issue, but I digress.
The player Kikiteno summarised it this way: (LINKS TO REDDIT)
"Blizzard stated they didn't want this to come across as a "time travel expansion" so they really toned down any and all elements of chronal/bronze/infinite anything.
The problem is WoD became a time travel expansion the moment they decided to use fucking time travel as a plot device. Honestly, I would have preferred a time travel expansion, as dumb as it would have been, to a goddamn orc expansion."
But goddamn orcs is what they would get.
A Promising Start
Gamers can be fickle. After all the cuts, all the convoluted plot threads, the bad communication, the messy beta, and after much of the community had begun to notice serious problems behind the scenes at Blizzard, all it took to turn the tide was one really good cinematic. We’ve talked about the trailer before, but I really need to emphasise just how popular it was. To this day, it remains the most viewed video on the World of Warcraft YouTube channel. It had an extraordinary effect. The hype hadn’t been this intense since just before Cataclysm.
There were also the shorts. To promote Mists of Pandaria, Blizzard had released ‘The Burdens of Shaohao’, a set of animations explaining the themes of the expansion. Warlords of Draenor established this as a tradition. If you’re interested in seeing them all, the other sets are, ‘Harbingers’, ‘Warbringers’, and ‘Afterlives’.
Even at this point, perceptive players were beginning to voice serious doubts, but they were helpless in the face of the expansion’s unstoppable momentum. When Warlords released, ten million players flooded its servers. No one in their wildest dreams had predicted numbers like these. Clearly Blizzard hadn’t either, because in the days that followed, almost every realm was brought low by rolling crashes and waves of lag. Most players could barely stay logged on, let alone make progress. Garrisons were totally unusable. Even moving near the garrison area caused the game to break.
It was a problem, but to Blizzard, it was a good problem.
And what’s more, fans loved it. The zones were beautiful, the stories were well-told and ended with lavish in-game cinematics, the dungeons were fun (though there were angry murmurs about how few there were), the garrison system was incredibly popular, and while there was only one raid available at launch, it was extremely good. The Warcraft renaissance heralded by Siege of Orgrimmar was a bust, but this felt real. WoW was back.
While we’re here, let’s just look at what the final product contained.
There were six questing zones, but one was exclusive to each faction. The introductory sequence involved players beating back the Iron Horde at the Dark Portal, passing through, and shutting it down from the inside. Trapped in this new world, players fled on boats to their starting zones.
The Horde started in Frostfire Ridge, a snowy region littered with jagged volcanoes and full of Orcish architecture. Players followed Thrall as he got to know some of Warcraft’s big-name Orcs, such as Orgrim Doomhammer and Durotan – Thrall’s dad.
The Alliance got Shadowmoon Valley, widely considered to be the stand-out zone of the expansion. It was a blue-tinted land full of willows, glowing fae creatures, and crystalline Draenei temples. Its focal character was Yrel, a young paladin trying to find purpose.
After completing their starting zone, players were sent to Gorgrond, a beautiful and wild zone based on Yellowstone park. It typified the ‘savagery’ Blizzard had promised. Then came Talador, a Draenei zone full of fantasy forests. Spires of Arak followed, a totally original zone which explored the origins of Outland’s Arrakoa. Cities were built into its twisted rock formations, and made for an impressive sight. Finally came Nagrand, a remake of the most beloved Burning Crusade zone. It was very similar to the original, and players wouldn’t have wanted anything else.
Blizzard had clearly taken liberties when they designed Draenor, creating zones that had no business existing and ignoring zones which should have been there, but the ‘tourist sights’ had been preserved. The Dark Portal, Black Temple, Auchindoun, Shattrath, Oshu’gun. Blizzard had become masters at exploiting the draw of nostalgia, and they did it excellently here.
Pandaria’s treasures, lore tidbits, and rare enemies had been so popular, Blizzard took them to the next extreme. Draenor was packed full of things to find. Exploring was half of the fun. These zones also saw the advent of World Quests - rather than follow the tightly-choreographed story, they offered broad goals which could be completed in numerous ways, and gave the player huge EXP rewards. It was a welcome change that made levelling alts easier than it had ever been.
Every zone offered the option of two unique abilities which would only be available in that zone. It might be a mount you could use while in combat, or a tank, or a second hearthstone, or the option to call in an airstrike. Each one opened up new gameplay options, and made every zone feel distinct. Players loved it. The idea of ‘borrowed power’ would be much more prevalent in later expansions, and much more controversial, but in Warlords it was beloved.
After reaching max-level, it all became about the garrison. The much-maligned dailies of Mists were almost completely gone, and what little ones remained were kind of pointless. Choosing which buildings to place, upgrading them, collecting followers, and sending them out on missions was incredibly fun. You could have your own inn, your own bank and auction house and farm and mine. It was the player housing that the community had begged for since the game began. The system was popular.
At this point, you might be starting to wonder why anyone hated Warlords at all.
Writing for Polygon, Phillip Kollar said:
"At launch, this expansion was a brilliant addition to an already massive game, brimming with new ideas and dozens of potential directions to take things in the future. But following release, Blizzard dropped the ball in a way so spectacular that it’s still hard to believe."
The Problems With Garrisons
It didn’t take long for the first cracks to show.
After a month or two, everyone finished getting their garrisons how they liked them, and settled in for the long haul. The entire end-game was built up around garrisons, and every commodity players could possibly need was within arm’s reach. They were simply too convenient. No one had any reason to leave. Rather than purely acting as a nice place to hang out (like player housing in every other game), Blizzard had needed to make them ‘practical’, and this backfired immensely.
Writing for Massively Overpowered, Eliot Lefebvre suggested that the problem with garrisons was Blizzard’s aversion to customisation for the sake of customisation.
"…the design choices were pretty much universally made with a strictly functional viewpoint. The stated goal of having WoW‘s version of housing fell away based upon the designer assertion that no one wants to play The Sims in WoW, disregarding that the two aren’t mutually exclusive goals. There’s space to argue that these were bad choices, but I think that ties in nicely with examining the other major complaint about Garrisons being an unpleasant chore.
When you can get better rewards from Garrisons than from doing anything else short of Heroic raiding, so to speak, you are naturally going to do that, because why would you not?"
Since every aspect of the garrison had to carry a clear practical purpose, Blizzard found themselves increasingly limited in the customisation options. The features advertised at Blizzcon gradually fell away. Players couldn’t choose which zone to build their garrison in, as they had been promised. They couldn’t choose between multiple layouts - that was scrapped in development. They couldn’t name followers or display trophies taken from enemies. They were very limited in which buildings could go where.
"I think the biggest misstep here is that Blizzard stubbornly refused to acknowledge that players don’t just want an identical castle to everyone else in the game, but that they craved their own personal space to customize.
There is virtually no room in garrisons to express individual creativity. Sure, you can place buildings slightly different and choose music and I think pick a tapestry here or there, but my garrison is going to look pretty much the same as every other alliance character’s place.
Look at how rabid players are with transmog — it’s because that’s pretty much the only way that the game allows them to express creativity and visual personality. Proper player housing in WoW could have been that to the nth degree."
Original post by Rumbleskim on /r/hobbydrama.
This is the fifth part of my write-up about World of Warcraft. You can read the first four by clicking the links below.
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Part 1 - Beta and Vanilla
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Part 2 - Burning Crusade
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Part 3 - Wrath of the Lich King
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Part 4 - Cataclysm
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Part 6 - Warlords of Draenor
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Part 7 - Classic and Legion
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Part 8 - Battle for Azeroth
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Part 9 - Ruined Franchises
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Part 10 - The Fall of Blizzard
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Part 11 - Shadowlands
Part 5 - Mists of Pandaria
It was mid-2011. The final patch of Cataclysm was on its way, and Blizzcon was just around the corner. The subject of World of Warcraft’s next expansion had begun to gain traction once again, and as was tradition, the internet became awash with leaks. Some promised Old Gods, some foresaw Kul’Tiras or Zandalar or Nazjatar, Tel’Abim or Suramar or Sargeras – in short, players made every possible prediction in the vain hope that one of them might be proven right.
But none of them were.
No one could have predicted Pandaria.
An Unexpected Trademark
It wasn’t until the user ‘Mynsc’ went wading through the US Patent and Trademark Office website in search of info about Titan – Blizzard’s ‘open-secret’ new game in development – that they stumbled upon a recently-filed trademark by the name of ‘Mists of Pandaria’. Among all the theory-crafting and scavenging for information, it had been there a week, out in the open where anyone could find it, and yet completely overlooked.
It was immediately dismissed by many users as a book, a figurine, an in-game microtransaction perhaps. They cast it aside and turned to the more realistic leaks. But upon further inspection, the trademark was for a game, distributed on CD-ROMs with instruction manuals and guides. It had to be WoW content.
Okay, the community said. It was a patch.
”they don't trademark patches. If they never did before, why now?”
Then it had to be some kind of trading-card game spin off. Definitely not an expansion.
”The international class used in the trademark is the same as they used for previous expansions. The timing and information for the Mists of Pandaria trademark matches that of The Burning Crusade, Wrath of the Lich King, and Cataclysm. If this is not going to be the expansion, they would really need to hurry to come up with a name and trademark it before they announce it at Blizzcon. Seems risky. Seems unlikely.”
It was a red herring, said the user ‘Johnnyarr’.
”Do you think blizz trademarked it to throw people off because they know we'll be searching pre-blizzcon?”
This sentiment echoed around the forums. Players simply refused to believe that Mists of Pandaria could be a real, genuine, true-to-life WoW expansion. What even were the ‘Mists of Pandaria’? A lot of them had never heard of Pandaren before.
But they did exist. Sort of.
One of Blizzard’s main artists, Samwise Didier, was known by the nickname ‘Panda’ to his friends, and had imagined and drawn Pandaren in the early 2000s. Blizzard had announced their addition to ‘Warcraft III: Reign of Chaos’ as an April Fools joke, and the response had been overwhelmingly positive. In fact, many fans were disappointed it had been a prank.
Pandaren became a favourite after that, an inside joke, and they began to worm their way into the game for real as easter eggs hidden away for perceptive players to find. When Blizzard released ‘Warcraft III: The Frozen Throne’, it was with a real Pandaren playable character, Chen Stormstout.
In World of Warcraft’s early development, questions arose about whether Pandaren would make a return. A community manager replied with the following:
pandaren will not be a playable race ... at this time. Will they make cameo appearances in the game as NPCs? Some things are best left unanswered I think :)
There were a couple of items that referred to the Pandaren, and one NPC child who would walk around telling unbelievable stories, one of which was ‘I swear, people have actually seen them. Pandaren really do exist!’
They re-emerged in 2005 as part of another April Fools joke. This time it was the Pandaren X-Press, a service that allowed players to order Chinese food deliveries within the game. A few years later in 2009, a cosmetic pet was added – The Pandaren Monk. I actually covered it in my Wrath of the Lich King write-up.
In fact, Blizzard had originally planned to make Pandaren a playable race in the Burning Crusade. They had created the models, designed the cities and the buildings, and written the lore. But when the Chinese government found out, they put a stop to it. Draenei were cobbled together to replace them at the last minute. That didn’t go public until after Mists was announced.
In a 2009 podcast, Sam Didier and Chris Metzen joked that Pandaren would be added as a playable race in ‘Patch 201732-and-a-half’. You can see why the trademark was dismissed as a red-herring at first. They had always been a joke, never a serious part of the lore. And that’s how Mists was seen.
”Decoy, I'm calling it right now,” said ‘Ryme’.
[...]
”Hehe, I know the news is slow at the moment, but I don't think this is the answer.”
[…]
’Vetali’ replied, ”I think they be trolling..... or they better be....”
[…]
”obviously a decoy before blizzcon, no way would they do a whole f'ing expansion on pandaria,” said another user.
Some players were receptive to the idea of a Pandaren expansion.
’Austilias’ replied, ”I was always under the impression that Blizzard avoided the Pandaren issue with respect to WoW, due to problems that it might cause in China which already has a pretty strict code on what aspects of WoW they permit (investigate Abominations in the Chinese version, for example, compared to the EU/US versions). Still, if the Pandaren are to be introduced as a race, I know that i'd be rather overjoyed where they a neutral race who perhaps in a questline would pledge themselves to the Alliance or the Horde.”
The expansion was divisive. There were those, like the user ‘Gunner_recall’, who said “If this is happening....SUPER STOKED!!!!”
‘Kathandira’ had the honour of being the expansion’s very first hater. Sixteen minutes after the trademark was posted, they responded:
“if this goes live, you will see my goodbye thread soon after, this game has been bordering TOO cartoony for me, this would be the last nail in the coffin.”
It caused quite the stir. I won’t post every reply, so you’ll have to take my word for it. Most people dismissed the entire concept, and those who didn’t were heavily divided. In an IGN interview a few weeks after the trademark, Game Director Tom Chilton further put players off the trail.
Chilton said the speculation was, "wildly overhyped." He added, "if you look at traditionally how we've handled that race it's been in those secondary products because we haven't realized it in the world. Most of the time when we do anything panda-related it's going to be a comic book or a figurine or something like that."
That put rest to the debate. For a while.
The Desolation of WoW
The stage had been set for one of the biggest dramas in World of Warcraft history.
Blizzcon 2011 had a different tone. The cosplay was still there like always, the esports were still going ahead, the merch shop still sold keyboards and hoodies. But there was an unspoken tension in the air – World of Warcraft had lost two million subscribers by that point, with no clear end in sight. Unlike every other announcement year, there hadn’t been any conclusive leaks. No one knew what to expect. It was with uneasy, desperate excitement that fans packed Stage Hall D. Chris Metzen (or as we real fans know him, Daddy) warmed up the crowd with his usual charm and some rather obscure promises of a new faction war. Daddy told us a war was coming, but this expansion would be the calm before the storm. He got everyone hyped up, and then the trailer began to play.
At Blizzcon, the guests went wild. But most of these players already knew about the trademark. They were prepared. And there’s something to be said for the effect of a good atmosphere. The announcement streamed out to Blizzcon pass holders, and then was uploaded to Youtube. Within minutes, it was on every forum, every server, and every gaming news site. Nothing travels faster than the speed of light with the possible exception of pandas, which obey their own special laws.
It was official. Mists of Pandaria (hereafter abbreviated to MoP) was the next World of Warcraft expansion.
The community imploded. It was utter pandamonium.
From the frost-bitten slopes of Northrend to the sands of Uldum, the reactions came in thick and fast.
I though the Pandaren were a running joke? I stopped playing WoW just after Cataclysm but I still keep up with it since I do think it's a great game and I still love the art direction. But seriously. Pandas? What. The. Actual. Fuck?
The MMOChampion user ‘Quackie’ said, “Pandas? This is Blizz just trolling us right? […] Time for a new game.” To which others responded with, “Don't forget to close the door behind you, lock it and throw away your keys!!!”
My personal favourites were those who looked at it and said ‘Oh, how original,’ the way a kindergarten teacher might do when one of their students turns in a messy crayon drawing of their parents fighting.
Reporting on the scene of Blizzcon, Simon of the Yogscast said:
”I played a monk, a panda monk. It was strange. I sort of just waddled around, I hit things, I was doing [KUNG FU SOUNDS].”
”There’s no weapons, you don’t even punch things, you hug them. It’s going to be renamed World of Hugcraft,” he said, before reaching over and giving his colleague a big old squeeze.
There were reactions of confusion, bewilderment, incredulity, reactions of despair and anger, reactions of tentative anticipation. And some, like me, actually liked the look of MoP, if you can believe it.
Fans had a number of gripes.
The first, and perhaps the most knee-jerk response, was that it was just dumb. It had no solid foundation in the lore, it was too girly and cheery and bright (WoW’s worldbuilding was historically quite dark), and conflicted with the existing style of art, music and story-telling. It was a jarring Kung Fu Panda rip off..
Some thought the resemblance was so uncanny that there might be legal action
”Oh dear... I would not be surprised if this ended in a lawsuit, its too close, even if you can argue that the concept are not similar (martial art pandas vs... martial art pandas?)almost every environment they showed looks like a Kung Fu Panda set...”
Another responded.
My knee jerk reaction as well, the camera shots, building layouts and color pallets are uncanny. There's the building with the pool of water similar to the scroll room from the movie, and the squared courtyard very similar to where the festival takes place at the beggining of kung fu panda. The scene with the peach tree in particular with the bright pinks and dark purples are almost short for shot.
However not everyone felt that way.
Most likely because both pull from the same real world sources of ancient china and martial arts.
[…]
Yeah I just don't see it. It's like saying racing movie B copied racing movie A because they both have american cars in it....
Nathan Grayson, writing for VG247, had this to say.
Back in my day, Warcraft had orcs and humans. Squishy, weak-willed, whiny humans who wouldn't stop saying, “Moah work?” That was it. And now? Pandas. Warcraft has rotund kung-fu pa-- [CONTENT REMOVED, ALL RIGHTS RESERVED DREAMWORKS ENTERTAINMENT].
During BlizzCon's opening ceremonies, Blizzard roundhouse kicked fans' perceptions of what Warcraft's all about with warm, soothing colors, furry fists of fury, and heaping dollops of d'aaaaaaw. Folks weaned on bloodshed, angst, and cold, calculating strategy were understandably (and audibly) upset.
Are things really as bad as they seem, though? Will Blizzard's behemoth be done in not by a giant apocalypse dragon, but by fluffy – and perhaps even wuffy – pandas?
Far from a departure, Senior Game Producer John Lagrave promised a return to form. Conflict between the Horde and Alliance had driven the story of the original Warcraft games, and it was WoW that constantly forced the two factions to work together against a common enemy.
“It really hearkens back to the original game where you landed in Hillsbrad because the Alliance were coming up and starting to fight. That spontaneous world PVP was happening. That's the old war that's coming back.”
But even then, there was no hook, no big bad, nothing to keep players engaged beyond ‘faction conflict’. There was a villain, but it was ‘the Sha’, which was explained as a kind of misty black manifestation of negative emotion. It had no personality, no goals, no motives, and was generally difficult to care about.
”So how do you even get players excited about that? You're billing it as ‘the calm.’ Generally, that connotates to “not very exciting.” The point between the epic clashes. Those pages everybody skipped in Lord of the Rings where people started singing.” Nathan said. “How do you make people say “Oh boy!” about that?
One classic mock-trailer kept the deep angry voice but changed a few words around.
“An adventure safer than any we’ve known thus far. Low textured clouds, retextured trees.A mystery shrouded in a mystery. Architecture that looks really, really close to Chinese. And a people that may well know… how to sprinkle water on their opium an easier way…”
Here’s another.
”A mystery shrouded by April Fools jokes, a land of forgotten power – mainly because we made it up over the last couple of months.”
One of the biggest accusations levelled at Blizzard was that they were trying to win over the girls, the gays, the kids, the Chinese, the causals – everyone except the ‘real fans’. Of course, those ‘real fans’ only made up a tiny percentage of the playerbase.
”glad I stopped playing this game. getting gayer every update,” said one user.
[..]
Over the past seven years since WoW’s launch it’s gotten increasingly more cartoonish and playful. Gone are the savage looking armor sets and the grotesque demons littering the various dungeons, to make way for foam weapons, motorcycles, helicopters, and now, a playable Panda race. The Pandaren are the hardest to defend, take a look at them, they’re a race composed of bipedal Panda Bears–there’s no getting around it.
Many people within the community voiced similar opinions.
"I gotta say I really, really dislike the addition of pandas. Yes, I am going to get a lot of stick from morons who have no concept "OPINION". I just think they are way too silly, even though this has never been the most serious game in the world. The worst part is that it seems they are trying to do it with a straight face, which makes it even more hilarious (not in a good way).Apart from that though? I think the expac looks really, really good."
Not everyone had a problem with all the players complaining, and promising to leave.
"I think it's better that the people who don't like the next expac leave anyway. They are probably the sticks in the mud."
There were, of course, plenty of players who really looked forward to Mists. Here are a few of those reactions.
”I'm very satisfied with what I saw at Blizzcon today. MoP looks fantastic.”
[…]
”I don't get the hate for this expansion. They're adding some fantastic features, and are taking a much better design direction with the game. If only people looked passed Pandas. People are so freaking dense.”
[…]
The moment I saw this I cried. I don't ever care if that's crazy. I CRIED.THANK YOU BLIZZARD!
The China Problem
There was a whole section of this debate relating to China. Some players saw it as a shallow appeal to the Chinese market.
“The only reason Blizzard created Mists of Pandaria was to save their sinking ship. Only about 20% of WoW subs come from North America. Half of the subs come from Asia, and the rest are from Europe and other countries. To put it simple, Blizzard isn't solely surviving off of North American subs ..so they created Mists of Pandaria to appeal to the people from Asian countries.”
One response said:
”I wouldn't be suprised when Deathwing will be changed into a Charizard...”
To which another player replied,
Others took issue with all this blatant racism.
”Rather arrogant statement your making about how WoW should be a game aimed only for Americans and not rest of the world.
Old Asian culture is interesting it has nice potential of creating interesting zones and the story of that area has almost zero lore behind it. This gives Blizzard as a company to explore new idea's and gives them freedom that they didn't have before when trying to create a story.”
Some not only rejected the idea that MoP was meant to satisfy the Chinese, they accused it of being a carefully coordinated insult. They claimed the whole expansion was a caricature, which not only combined stereotypes from all across East Asia without regard for their origin, it also made a total mockery of them.
“Mists of Pandaria,” Blizzard’s latest expansion for their legendary massively multi-player online role-playing game “World of Warcraft,” is a high-resolution mishmash of every Asian stereotype available, sans poor driving and high grades — however untrue any of those stereotypes may be. From the dragon kites to the koi in various ponds, everything is all so Asian.
Notice I don’t say Chinese — though the humanoid pandas are certainly based more closely on the the Middle Kingdom’s history than the Land of the Rising Sun’s.
But it’s all so shallow — and borderline racist. The Pandaren speak in near “Engrish,” the dialogue is ripped straight from a midnight kung-fu film and some Pandaren have Fu Manchu mustaches. I’m already encountering lazy yin-yang themes that draw heavily on spirit worship and ancestor references.
It’s hard to dismiss this take. The Pandaren were not ‘cool’, like in the Sam Didier art, nor did they try to be. They were fat, goofy, greedy, lazy, characters with silly accents.
”Although they are anthropomorphic pandas and always have been, early sketches of the race depicted them as more muscular than chubby, and their samurai armor gave off an air of ferocity and strength. Now that the race has been made playable in Mists, they’ve been significantly de-fanged.” Sophie Pell wrote for NBC News. “Every pandaren has a belly, and they remark constantly how they love to eat, very similar to Po from the Kung Fu Panda franchise. They have not one, but two racial bonuses that apply to food.”
An NPR article criticised their portrayal:
“To be completely honest, I don't know what Blizzard was thinking when they announced the new Pandaren race and having them be known for their "Art of Acupressure"? Laughable.”
Commenting on the ‘wow-ladies’ blog, the user ‘Baisuzhen’ was also unhappy:
I'll be honest here. Being Asian Chinese in South East Asia, personally I am not entirely very fond of the entire theme itself, since it's practically my heritage/culture. The translated names are just cheesy beyond belief, as Blizzard literally translated many Chinese words/names directly.
Maybe also having grown up and surrounded by Chinese temples, culture, history etc, having to see all these in a predominantly fantasy land is just jarring to me. This is different from other Chinese MMOs that takes place in Ancient China as those are still Earth while Azeroth is definitely not. To have so many familiar themes, words, history and social nuances translated in a rather cheesy manner across just irritates me.
Again I would like to reiterate that this is my personal views and I am not attacking anyone.
Indeed, according to Blizzard CEO Mike Morhaime, most of the player losses following the announcement of Mists came from Asia. Over a million of them dropped WoW and went to go… find something else for their whole lives to be about. And that was before MoP even came out. But if you’ve read my Cataclysm write-up, you’d know that 2012 was dominated by ‘Hour of Twilight’, an infamously hated patch which went on for over a year.
When confronted with the whole ‘racism’ issue in an interview with Wired, WoW Production Director J. Allen Brack dismissed concerns:
”We’ve always tried to make Warcraft very much its own thing. Certainly we have influences from all around the world. And certainly the panda is the symbol of China. Obviously, there’s a lot of influence, but it’s a very light touch of how much China it is or how much it is the rest of Asia. We just tried to take little bits here and there and incorporate it into our own thing.”
There were some who acknowledged the ‘problematic’ aspects of Mists, while also still wanting to play it.
I agree wholeheartedly that MoP is appropriating a wonderful culture and creating some kind of Disneyland trip.
So how do we respond? For those of us who DO want to play it, what kind of action should we take? Should I feel bad for even wanting to play it? What kinds of things would be critical to point out in a letter to Blizz? And would a letter do anything at this point in their creation of the new expansion? I've really been quarreling with myself about the expansion because I'm really excited to play it, while at the same time recognizing that it's culturally insensitive and there are several things I take issue with.
I’ve been all doomy and gloomy, but a lot of Chinese players responded positively to the expansion. One user from Beihang gushed about it in a Quora response:
”From my perspective, the MoP was really a shock to us. Blizzard does made it a fatastic game for us with lots of Chinese elements in the game, including the cute pandas, beautiful buildings in traditional Chinese style such as the WALL, the awesome BGMs made by some Chinese instruments, some of the famous characters in Chinese stroies...
What I really want to express is that, thank you Blizzard, thank you for working on such a wonderful masterpiece, thank you for carry out all these details, that really made us feel a special bond to see so many familar stuff in such a western background game.”
As if that wasn’t enough drama, there was a whole controversy in which Chinese players complained that there were non-Chinese elements in the expansion. Particularly here, in which a pillar has writing on it in gasp Japanese characters.
On Weibo – China’s Twitter equivalent – an angry user said:
“What’s the next chapter in World of Warcraft? The Mists of Pandaria! Everyone can fucking see you’re just trying to sweep up the mainland Chinese market again. So how is it that the fucking whole thing is full of Japanese culture, it makes me so disturbed!”
And another.
“[…] even though there are pandas [in the expansion], for the sake of the [game’s popularity] you mixed in Japanese culture. If you love Japanese culture so much, why didn’t you just make it Japanese monkeys [instead of pandas] and call it a day?”
Of course, WoW had always had Japanese influences.
”Have you seen how many tentacles Deathwing has? And that is just the beginning.”
In fact, the characters were not Japanese. They were ‘Pandaren’, a totally fictional script which Blizzard made up, and which Chinese players had just assumed was Japanese.
One Chinese commenter said it didn’t matter, because ‘Chinese people invented Japanese people and Korean people’, so it was all Chinese culture at the end of the day.
This reply sums everything up wonderfully in my opinion:
”To say that the Chinese have a bad past with Japan is like saying that a drinking a mixture of cyanide, rat poison, jet fuel and a bowl of lit matches is a bad idea. It's a HUMONGOUS understatement, so I would understand if blizzard didn't want to risk it.”
The Million-Man Beta
I usually wouldn’t discuss the betas in these threads. Every patch and expansion has a beta, so there’s not much to talk about. But MoP was different.
In a last-ditch effort to cling on to their subscribers, Blizzard made them an offer they couldn’t refuse. The Annual Pass. If players simply committed to remaining subscribed for a single year, they would get three very tantalising things.
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A free digital copy of the heavily anticipated Diablo III
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An extremely sexy Diablo-themed mount, Tyreal’s Charger
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Guaranteed access to the Mists of Pandaria beta.
A whopping 1.2 million players signed up. It was a colossal success – I certainly continued paying long after I got bored and wanted to stop.
But there was a problem. Everyone got to see the expansion months before they had to buy it. They got to play through all of its content while Cataclysm was still out. And not only that – they saw all of its content while it was being developed.
I recall seeing broken combat, half-finished zones, crippling lag, server crashes, buggy quests, buildings without any textures. Personally, I loved the experience of ‘seeing behind the curtain’, but not everyone did. First impressions matter, and these people (many of whom were already wary about the concept to begin with) were not seeing Pandaria at its best. For those who didn’t get the Annual Pass, the internet was littered with first impressions and gameplay videos which exposed the half-finished expansion. Sometimes these online personalities laid out disclaimers about the nature of a beta. Sometimes.
It’s kind of surprising how incomplete it is. A couple of my buddies were in the Burning Crusade beta, and from what I saw and played it felt like a complete game that we were just basically stress testing. While I can’t speak for the WotLK or Cata betas, the Pandaria beta definitely caught me off guard in that context. Zones are still inaccessible, many animations are still missing, and overall it feels more like an alpha than a beta. Many quests are buggy and include testing notes in the quest text to get around the bugs
To make matters worse, World of Warcraft and the Beta took place on totally separate servers with separate launchers and installers. This had the added downside of splitting the World of Warcraft player-base. In a year when subscribers were already dropping, over a million of the most dedicated players simply disappeared from the main game. And it was really noticeable. Online communities came apart at the seams because so many of the old faces were off traipsing through the Beta.
Until then, the weeks and days preceding an expansion were filled with excitement. Many players have memories of waiting outside shops until midnight so they could storm inside and buy their copies of Burning Crusade or Wrath of the Lich King, staying up until the early hours of the morning. When Mists of Pandaria finally released, there was very little of the usual fanfare. Everyone who wanted to see the expansion had already done it. A lot of them would be levelling through its zones for the second, third, or fourth time now.
Blizzard had shot themselves in the foot.
The Game Comes Out
And so, it was with a whimper, not a bang, that the expansion began. On the 4th October, the mists finally lifted. Blizzard sold only 2.7 million copies within the first week. Cataclysm had sold considerably more, within a single day. There were a few hiccups, such as the hilariously broken gyrocopter quest, but those are core to every expansion.
We’ve spent all this time focusing on the outrage, without ever looking at what people were outraged about. So here’s the lowdown on Mists of Pandaria.
During Deathwing’s world-breaking shenanigans, he disrupted the titular ‘Mists’, a supernatural veil which had hidden the Southern continent of Pandaria from the rest of the world for ten thousand years. Both the Alliance and Horde, finally free of a big bad to unite against, sent teams to explore the continent and plunder its resources.
The two factions encountered one another and quickly came to blows. The story revolved around this growing conflict, which consumed all of Pandaria. All that negative energy reawakened the Sha, a force unique to Pandaria, which began to corrupt everyone there. Especially Garrosh Hellscream, the leader of the Horde. Before Mists began, he dropped the Warcraft equivalent of a nuke on the alliance city of Theramore, which is what kicked off this whole faction war. He had always had… anger management issues, but gradually became more and more paranoid, vicious, and dangerous, to the point where most of the Horde turned on him and, with the help of the Alliance, besieged him in the Horde capital of Orgrimmar. But we’ll get to that.
There’s not a huge amount to say about Pandaren or Monks. Despite the massive dramas prior to release, they sort of faded into the background. The Pandaren get a stunning starter zone, which is actually the back of a giant turtle. But that’s it, really. The big thing with Pandaren was that they started neutral, and could choose a faction to join at level 10.
The furry community welcomed them with open paws. Until then, they had satisfied themselves with Worgen and Tauren, but the Disney-like designs of the Pandaren made them a firm favourite. I played on a Roleplay server and let me tell you, exploring the many hidden nooks and crannies of Pandaria was often a lot less rewarding than the developers intended. This was not the last time Blizzard threw a bone to the furries, but they were still half a decade away at this point.
There was a fun story of a Pandaren player called ‘Doubleagent’ who refused to choose a side, and instead reached max level without ever leaving the turtle, by picking flowers. It took him 8000 hours.
As of 2020, Pandaren are the least popular race in each faction, but when we combine the Pandaren on Horde and Alliance, they sit on par with most other races. Of course, they’re nowhere near the Night Elf/Human/Blood Elf trio, which makes up a majority of all players. But they haven’t been a failure by any means. Monks on the other hand remain the least played class, just below Shaman.
From my research, the problem seems to be that players are unable to separate Pandaren from Monks. Pandaren mages seem wrong, as do undead monks. So a lot of players seem less willing to be creative with them than other races or classes. Also, while the aesthetic of the Pandaren fits fantastically in Pandaria, it kind of clashes in any other setting.
Five Hundred Dailies of Summer
Overall, the continent of Pandaria was a mixed bag.
All players started in the Jade Forest, one of the most visually spectacular zones Blizzard has ever produced. It had a tightly written story and an excellent plot. There were dozens of hidden locations all around the zone that only max players could find, once they had unlocked flying.
the Jade Forest zone is hands-down my favorite place in WoW (LINKS TO REDDIT). I love flying around, looking at the little solitary houses on the earth pillars, and pretending my panda owns one of them.
I’m so lame, no need to tell me.
After Jade Forest, players could go to either the swampy, atmospheric Krasarang Wilds, or the fertile farmlands of the Valley of the Four Winds. By all accounts, this wasn’t a difficult choice. Players overwhelmingly preferred the Valley. At this point, the story became less linear, and players got more options that branched out across the game-world.
Next was the imposing mountains and plains of Kun Lai Summit. While I loved it, I know some players didn’t.
After that came another choice, this time between the expansion’s less popular zones, Townlong Steppes and Dread Waste. The latter was particularly controversial. It was designed as the dangerous homeland of the ‘Klaxxi’, and as such it was full of enemies – to the point where it was hard to get around without attracting constant attention.
In a Reddit rant (LINKS TO REDDIT), the user /u/hMJem echoed the feelings of most players.
I just hate everything about it. You enter the zone and it's clustered and just looks boring/ugly.
However not everyone agreed.
It's the only zone in MoP I actually like, exactly for the reasons that other people seem to dislike it. I think it pulled the "dark desolated corrupted wasteland" off perfectly, having only a few bits that are actually safe.
There was also the max-level zone Vale of Eternal Blossoms, another visually spectacular zone with an interesting story.
Overall, the expansion is considered to be one of, if not the most beautiful. The music also deserves a shout-out. While there was a narrative that proceeded from zone to zone, they remained disconnected. Each one focused on a totally different enemy – from the Yaungol to the Virmen to the Saurok to the Mogu to the Mantid to the Klaxxi. It was a lot to handle. However, Pandaria was absolutely brimming with lore. Someone at Blizzard had clearly spent months coming up with the history and culture of its various races, and it showed.
”If, pre-launch, you had told people they’d be getting one of the darkest WoW expansions ever, they’d have laughed at you. Early on, they’d still be laughing at you – there was a basic tale of how raw emotion can get the best of you in Jade Forest, but it was pretty light-hearted for most of the zone. Around Krasarang Wilds, it starts to turn darker, getting darker in Kun Lai Summit, and then ultimately leading to the odd brutality of Dread Wastes. There is a military excursion happening, a tale of what happens when a native people are pushed to the brink by a war that they are barely involved in.”
The levelling experience was well-received in general. But after that, things became a little more divisive.
Original post by Rumbleskim on /r/hobbydrama.
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Part 1 - Beta and Vanilla
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Part 2 - Burning Crusade
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Part 3 - Wrath of the Lich King
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Part 5 - Mists of Pandaria
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Part 6 - Warlords of Draenor
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Part 7 - Classic and Legion
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Part 8 - Battle for Azeroth
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Part 9 - Ruined Franchises
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Part 10 - The Fall of Blizzard
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Part 11 - Shadowlands
Part 4 - Cataclysm
This post is pretty short compared to the others. There were a number of smaller dramas like the banning of swifty or item duping or WoW closing in Iran, but I struggled to cobble them together into anything worth reading. I was getting into a bit of a rut with this post, so I cut my losses and posted the topics I've finished, rather than leave it unfinished forever.
The Leaks
Cataclysm didn’t just contain controversy. For the first time, an expansion was the controversy. So we need to go right back to the beginning to figure out how it all unfolded.
MMO Champion has always been one of the largest platforms for WoW discourse outside of the official forums. And it was here, on the 15th of August 2009, that Cataclysm was leaked. World of Warcraft was no stranger to leaks – there had already been half a dozen, each promising a different vision of WoW’s next expansion - but they were rarely this detailed, which lent these particular leaks a certain credibility.
In short, the premise was this:
The ancient dragon aspect Deathwing (one of the only big baddies left from the original Warcraft games) had broken free from his prison in the centre of the world, and had used his enormous power to tear Azeroth to pieces. The continents from WoW’s first release (Kalimdor and the Eastern Kingdoms] were going to be totally overhauled with new visuals and new stories, as well as the addition of player-flying.
Five new zones would be slotted in around the world too, where players could level from 80 to 85. Each new zone had an elemental theme, which would continue throughout the expansion. They included the lore-heavy Mount Hyjal, the expansive underwater world of Vashj’ir, the dark and atmospheric subterranean Deepholm, the Arabian Nights-Ancient Egypt fusion which was Uldum and the once peaceful, now apocalyptic Twilight Highlands.
Every expansion included new classes or races, and Cataclysm would be no exception. The Alliance would get Worgen – the human inhabitants of the walled off nation of Gilneas, who had the ability to turn into werewolves. The Horde would get goblins. I joined during Cataclysm, and to this day Gilneas is my favourite zone in the game.
It almost seemed too good to be true. Players had been begging for an alternative to the Vanilla zones, which were really starting to show their age. But no one had expected the scale or scope of these leaks.
The user Naya said, “Everything I read here is all I ever wanted.”
Some fans were wary that too much was being promised.
”I love all of this, and really looking forward to it, but I wouldn't bet running around naked in paris on all of this (stick to the races) just yet,” the user Skysin warned, “a lot of it seems very far fetched, compared to what has been speculated so far. none the less this would be an awesome next expansion if even 75% of it makes it into the next expansion.”
And some didn’t believe it at all.
”giant troll by blizzard imo”, said revasky
Luckily, they wouldn’t have to wait too long in suspense. Blizzcon was just around the corner.
The Announcement
The 21st August was a sunny day in Anaheim, California - as every day is there. The city’s convention centre was packed to bursting with over twenty thousand fans. Most of them had turned up with one primary desire: to be there in person when the third World of Warcraft expansion was announced.
The Opening Ceremony began at 11:30 sharp. When Mike Morhaime took to the stage in Main Hall D, it was to raucous applause. He warmed up the crowd like a pro; he played them a montage of historic Blizzard opening nights, showed off a glossy new WoW ad featuring Ozzy Osbourne, and when the moment was right, brought out the only man capable of eliciting more hype than himself - Chris Metzen. Chris was the mastermind behind Warcaft, and his arrival could mean only one thing. Something big was about to happen.
Sure enough, in the ceremony’s closing minutes, the announcement was made and the trailer began to play. It wasn’t very impressive – the content being revealed was clearly in an early state of development. But that didn’t matter. The cheer that rose up from the crowd would never be matched by any announcement Blizzard made after that.
The leaks had been true, to the last word. Cataclysm would be the biggest expansion Blizzard ever made, and its development even outpaced the original production of the game in many ways. Perhaps for that reason, well over a year passed before the next big reveal, a glossy cinematic trailer.
Players were drip-fed information over that time, and due to WoW’s use of large scale beta testers, everyone knew exactly what the expansion was like months before it released. The hype had never been so high.
On 7th December 2010, Cataclysm released. It represents the time when World of Warcraft hit its peak. For a brief period, it would boast twelve million players, a number no subscription-based MMORPG had ever achieved before, or would ever achieve again. After a few months, WoW would begin its inexorable decline, but no one could ever have seen it at the time. On the contrary. World of Warcraft looked unstoppable.
Players loved it… for a while.
But slowly, the cracks began to show. Familiarity breeds resentment, and players had a lot of time to mull over the many problems with Cataclysm. Those cracks grew into canyons. And by the time the expansion ended in September 2012, World of Warcraft was a shadow of it its former self.
Many were increasingly of the opinion that they’d all made a big mistake in coming down from Northrend in the first place. And some said that even Northrend had been a bad move, and that no one should ever have left Outland.
There wasn’t any single thing that doomed Cataclysm. Trying to pin down the thing that killed it is like trying to pinpoint what ended the Roman Empire. It endured a death by a thousand cuts, some of which are complicated and difficult to explain.
But I’ll do the best I can.
Problem 1: Remaking the old world was pointless
In a tragic twist of fate, it was Cataclysm’s biggest and most anticipated feature which dealt the greatest blow: the recreation of Azeroth. You see, almost every single zone was remade from scratch, changed up a little, and given a whole new plot told through entirely new quests (all of them set during the time of Cataclysm). And for what it’s worth, they were very good. Great stories, creative design, nice visuals, and some of the funniest quests ever added to WoW.
But their purpose within the game was unchanged – they were levelling zones to get players to level 60, at which point they would go on to the Burning Crusade zones (until level 70) then the Wrath of the Lich King zones (until level 80), before finally returning to Azeroth for the new Cataclysm zones, which would take them through to level 85.
As you can imagine, this made the timeline incredibly confusing for any new players. But more importantly, levelling wasn’t a big deal any more. Every time Blizzard added a new expansion, players had to go through more content to reach max level, and so levelling was made quicker. By the time Cataclysm released, the 1-60 process was incredibly fast. If you were already max level when Cata came out, and didn’t want to level up alts (secondary characters), then you wouldn’t see any of the new content. And even if you did create a new character, you could always level through PvP or dungeons instead. If you made the specific decision to level through questing, you might only see five of the thirty-eight re-made zones. A vast amount of development time and resources had been put into a feature which was, in hindsight, expendable.
"They reworked the 1-60 content to be faster and easier for new players, but in my personal opinion reached a point of being too easy (almost mind numbing, what was wrong with having a few elites around every now and then?)," one user said. "The fact that world content was easier along with heirlooms and dungeon finder (even though the latter two were from WotLK) really made the leveling experience rather impersonal, where there was rarely any reason to really even speak to other players."
Azeroth was big. Really big. You won’t believe how vastly, hugely, mindbogglingly big it was. I mean, you may think it’s a long way down the road to the chemist’s, but that’s just peanuts to Azeroth. Blizzard could only create so much content for Cataclysm, and most of their time and resources had been spent on the revamp. This would reduce every other aspect of the expansion to its barest bones.
Problem 2: There was nothing to do
There were only five new levels. The other expansions had ten. There were only five ‘new’ zones (six if we include the PvP zone, Tol Barad). Burning Crusade had seven and Wrath had eight (nine if we include Wintergrasp). There was no new city. Both previous expansions had included a city.
To make matters worse, the new zones weren’t even that good. Uldum had promised players a detailed look into the ancient lore of the Titans (WoW’s mysterious gods), but it turned out to be a prolonged Indiana Jones goof. Mount Hyjal felt artificial due to its over-reliance on ‘phasing’ – technology Blizzard had developed to seamlessly change zones around you, based on your actions.
And most controversial of all was Vashj’ir. It was huge (so big that they split it into three sub-zones), mostly empty, and entirely underwater. Players were given special extra-fast mounts to get them from place to place, as well as the ability to run on the sea floor, but it wasn’t enough to stop the zone from feeling like a chore to get around. The zone’s three-dimensional setting was difficult to navigate, because Vashj’ir had a number of vertically-layered areas, and quest markers never told the player how high or low their objectives were.
On top of that, WoW’s gameplay was never designed to work underwater. In the featureless abyss, it was often difficult to tell how far away an enemy was, and since they could be anywhere above or below you, players often found themselves taken by surprise.
Vashj’ir had its fans – in fact, all the new zones did. But they were a vocal minority. It wasn’t long before the community labelled Vashj’ir the worst, most hated zone in the game.
You didn't have a brand new continent to level up on, instead you had zones that weren't as 'linked together' as the ones in Outland or Northrend. Vash'jir, to most people, was a terrible leveling zone simply because it had a Z-axis. Mount Hyjal was on the other side of Kalimdor from Uldum, Twilight Highlands was off by itself in the Eastern Kingdoms, Vash'jir was underwater and Deepholm was underground. The game kept sending you back to Stormwind or Orgrimmar every time you finished up a zone just to send you through portals to get the next area. It seemed disjointed.
There were plenty of other hints that Blizzard had run out of time on Cataclysm. While Blood Elves and Draenei had been core to the story of Burning Crusade, Worgen and Goblins were often forgotten. Blizzard elected to totally block access to the Goblin starting zones (which was a big deal because one of them, Kezan, was the Goblin homeland), but they got the consolation prize of Azshara (one of the vanilla zones) being revamped with a Goblin story, a mono-rail and a mini-city, Bilgewater Harbour.
The Worgen got no such luck. Once they finished their starting zone, all of the NPCs, animals, and quests vanished. Gilneas was lavishly decorated and incredibly atmospheric and even included a fully built and decorated city. But for whatever reason, Blizzard decided not to finish it. To this day, its houses, streets, and villages are conspicuously empty. This is kind of a problem, because Gilneas is crucial to the story of Lordaeron. The lack of clear resolution on Gilneas would anger fans (particularly the Lore nerds) for over a decade.
Okay, so this all looks bad. But there was other stuff to do, right?
Usually, expansions would have ‘dailies’ – a set of quests in each new zone that you could re-do every day in order to fill up a ‘reputation’ meter with a certain faction. As you filled it, you gained access to a Quartermaster who sold lots of cool stuff, like fancy new mounts. But dailies took time to design, so Blizzard let players gain reputation by playing dungeons instead. Blizzard had promised other end-game content instead. Path of the Titans was planned to be a max level progression system, but it was canned in development. There was also the addition of the archaeology skill. But it had originally been devised as a way to work through the Path of the Titans, and without it, all that remained was a crushingly dull minigame. So in the end, dungeons were basically all there was to do.
But as long as they were good, the fans would manage, right?
Problem 3: Dungeons and raids were a mess
Wrath of the Lich King’s dungeons had been easy. Comically easy. Fans complained, and Blizzard promised to bring back the hard-core difficulty they had once loved. So when Cataclysm released, it was with brutal dungeons, unforgiving bosses and oodles of ‘trash’ – groups of enemies players had to dispatch before they could get to the important fights. Tanks struggled with crowd control, and healers often had to chug mana potions after every trash fight. Every dungeon group needs a tank and a healer, but no one wanted to take up those roles, so the queue to join a dungeon often exceeded two hours. When it finally happened, it was a slog which often ended with everyone dying and subsequently quitting.
The entire game devolved into players idling in Stormwind and Orgrimmar until the Dungeon Finder told them they could go out, struggle with a dungeon, fail, and teleport back. ‘Never Leave Major City Syndrome’ slowly destroyed the community and the game-world.
Casual fans were angry at Blizzard for making the game so difficult to play. Hard-core fans were angry at casual fans for being angry at Blizzard, and for not being better at the game. Casual fans then responded that they shouldn’t be expected to treat World of Warcraft like a full time job just to be good at it – it was meant to be fun. Hard-core fans replied that the difficulty was part of the fun. And this argument on for months.
In World of Warcraft, hard-core raiders had always assumed that they were more intelligent than casuals because they had achieved so much — the fall of the Lich King, Karazhan, Black Temple and so on — whilst all the casuals had ever done was muck about in the questing zones having a good time. But conversely, the casuals had always believed that they were far more intelligent than the hard-core raiders — for precisely the same reasons.
Blizzard weighed in on the issue, with Ghostcrawler basically telling players to stop shouting at each other and have fun.
We do understand that some healers are frustrated and giving up. That is sad and unfortunate. But the degree to which it's happening, at least at this point in time, is vastly overstated on the forums. We also know that plenty of players like the changes and find healing more enjoyable now. Both sides need to spend a little less effort trying to drown out the other side claiming that everyone they know -- and by extension, “the majority of players” -- agree with their point. You shouldn’t need to invoke a silent majority if you can make an articulate and salient point.
It didn’t work.
In April 2011, the first major patch came out, and made the problem even worse. ‘Rise of the Zandalari’ brought two ‘new’ dungeons (they were remakes of Vanilla dungeons), Zul’Aman and Zul’Gurub. Not only did these dungeons make Cataclysm’s twelve other obsolete (because they had better gear), they were even harder. The player-base was livid. World of Warcraft was down 600,000 subscribers since the start of the expansion, and that was just the beginning.
Blizzard was desperate. They made every dungeon dramatically easier in order to stem the losses, which pissed off the only remaining people who had been happy about Cataclysm. Then they scrambled to release the next major patch as soon as possible, and even that wasn’t soon enough – another 300,000 subscribers would leave during patch 4.1. Rage of the Firelands was no instant-classic, but it was a much needed breath of fresh air in a very stale room. In addition to the Firelands raid, Blizzard introduced ‘the Molten Front’, a daily questing zone.
But the quick release of Firelands came at a cost. The patch was meant to resolve the two unfinished ‘elemental’ plots – fire and water. In one of Cataclysm’s first dungeons, the ruler of the plane of water (Neptulon) was abducted by Deathwing’s minions. A huge raid called The Abyssal Maw was designed where players would free him, but it was scrapped due to time constraints, and so Neptulon simply… stayed abducted forever?
When asked at Blizzon, Chris Metzen summed it up as ‘a damn mess’.
The fan speculation about the raid garnered more and more attention throughout Firelands. Greg ‘Ghostcrawler’ Street tried to minimise the loss of the Abyssal Maw, describing it as ‘three bosses inside Nespirah (a giant shell), with no unique art”. However players had seen the art and early designs, and so they knew this wasn’t true. Ghostcrawler insisted that it would have been shitty and cited the player pushback against the underwater gameplay of Vashj’ir as the major reason for its cancellation. Whether he was right, we will never know. But Firelands alone was not enough to tide the playerbase over for long.
I'm so salty about this getting scrapped. It would've been so much more unique than the rest of the raids.
[…]
It's kinda sad to look at the what-could-have-been... so much great content scrapped, remnants of it all left, a shadow of what it should have become. Makes me think, wouldn't it be so cool if it was in the game?
Problem 4: The terrible final patch
It was the end of November when the final patch released: Hour of Twilight. Sure, another 800,000 subscribers had left since Firelands, but Blizzard planned on winning them all back. The story of Cataclysm would be tied up, and players would finally get the chance to slay Deathwing. It would go down as one of the most despised patches in World of Warcraft history. This was all rooted in the fact that Deathwing was too big to engage in a conventional fight, and either Blizzard didn’t want to come up with anything creative, or they simply didn’t have the time or money to make it happen.
There were three new dungeons, and the idea was that they told a coherent story which players could follow through to the raid. Of these, one was well received - probably because it was originally going to be a raid, which had gotten shelved. The other two were slight edits of a Wrath of the Lich King zone called Dragonblight. ‘End time’ at least varied it up a bit but ‘Hour of Twilight’ (the dungeon, not the patch) barely changed anything.
But these disappointments were nothing to ‘Dragon Soul’, the final battle against Deathwing. Not only did it take place in another re-skin of Dragonblight, and not only was it an underwhelming end for WoW’s greatest villain, it also included some of the most mechanically awkward boss battles in the game – ‘Madness of Deathwing’ was especially hated for this reason.
80% of the raid is rehashed environments and models and the 20% that isn't was among the worst or most frustrating encounters in the history of the game. also the story was f***ing laughable
One of the new features introduced during this patch was the Raid Finder. It was a simple premise – the Dungeon Finder from Wrath of the Lich King had been a massive success, so Blizzard created a new one for Raids. LFR (Looking for Raid) was treated as a separate mode to the normal raids, which was astronomically easier. Personally, I loved it. I had never been good at WoW, so it was the first time I actually got to see current raid content, and feel like I was actually involved in the story (rather than watching it play out on youtube). I know a lot of people in the community loved it for the same reason.
Hardcore raiders made up a very small percentage of the community, and a huge amount of development time was dedicated to raids which most players would never see. It made sense for Blizzard to introduce LFR during a time when they were struggling to find content to keep players happy.
However to say that LFR was controversial is a massive understatement. A lot of fans absolutely despised it. Blizzard was accused of catering to the worst possible demographic – ultra casuals.
Instead of battling against people playing at the very peak of their class, you play with people content with being the very worst.
The reddit user /u/Hawk-of-Darkness explained it pretty fairly.
Typically speaking (LINKS TO REDDIT) people on LFR have no idea what they’re doing in the raid and it can become a train wreck very quickly, with only a couple people actually knowing what to do and then getting frustrated because everyone else keeps wiping.
However, it was often confusing exactly why hard-core players had such a burning resentment for LFR. After all, they didn’t need to play it, and it wasn’t aimed at them
There's this illusion that without LFR more people would be doing regular raiding, when in reality (and the devs already realized this) they would just quit because the reason raiding is avoided like a plague by the community isn't the difficulty, it's community and commitment reasons.
Writing for VentureBeat, William Harrison spoke for many players like me.
The new mechanic has received much praise and ire, causing an already polarized community to become even more hostile to one another. What are the claims? Why is everyone so angry? Most importantly, is the Looking For Raid system a help or hinderance to a game that has lost close to two million subscribers in the last year?
[..] until last week I had never seen the defeat of the main boss of a World of Warcraft expansion with my own eyes. That was until the LFR system took me straight into the maw of madness. I looked ahead and struck swiftly to victory.
As a fanatic of the lore and canon surrounding the Warcraft universe, I rejoiced at finally seeing the culmination of a story that I had been a part of for almost a year. To see Deathwing, bringer of the Catacylsm that destroyed the face of Azeroth itself, was a moment I never thought I would see. I mean, who has the time to raid when you have a full-time job and a life?
The LFR system is amazing for subscribers that want to experience the content while it's still relevant.
Over a year would pass before any new content was added. Another 1,200,000 subscribers left during that time. It was this patch that cemented Cataclysm’s reputation as the expansion that set WoW on its downward spiral.
Problem 5: The story took a nosedive
World of Warcraft has some of the most dense, complex lore of any video game franchise. While most fans probably don’t care about it, the most vocal ones usually do. And from the start, it was clear that something was wrong with Cataclysm.
The first hint was Deathwing, or more accurately, the complete lack of Deathwing. Every single part of Wrath of the Lich King tied into its main villain somehow, even tangentially. It was done to showed how he was a growing threat. You couldn’t get through a zone without him appearng in some way. But Deathwing was relatively absent in Cataclysm. There was a fun little feature where he would occasionally appear over a random zone, killing any players in it, but that’s all.
I still remember getting obliterated when Deathwing carpet-bombed my zone, it was ... GLORIOUS!
Most of Cataclysm’s story focused on other enemies – the Naga, the Twilight’s Hammer, and the Elemental Lords, whose only connection to Deathwing was their allegiance to him. In the lore, his motivations had always been flimsy compared to the previous two big bads, Illidan and the Lich King. And since Deathwing was never around, players never got to understand him. He was just a big angry dragon boy.
I'm very fond of this rant by /u/Diagnosan
I'd wanted a Deathwing patch from the first day of Vanilla. When it became clear that xpacks were going to be centered around individual villains with the announcement of BC, I wanted one for him. But when he looked nothing like he did in WC2 (Warcraft 2), I became a bit skeptical. This wasn't the Deathwing I'd grown up with.
Once we got to see him in game, all he did was flap his wings and yell at us like some senile old man wanting us to get off his lawn. Oh how I came to HATE that flapping sound, it was the Sindragosa log-in screen all over. We never got to see him cause havoc, really, just the aftermath. From time to time he'd gank you, sure. But it wasn't particularly linked to the story and it quickly turned into a boring annoyance. The one time it actually looked like he was going to kick some ass, the cinematic cut out. Even in dragon soul, what does he really... do? He just sits there and takes it while the same trashmob elementals we'd been fighting all xpack meekly walked up and gurgled at us threateningly.
He wasn't a raw, primal dragon that evoked fear and caused chaos during any of the actual gameplay. For a game about cataclysm, there was just so little of it. Then to add insult to all that injury, the old lizard was just a fucking pinyata with lava coming out of his face.
If the expansion’s antagonist was a bust, its protagonist wasn’t much better. Thrall was the founder of the Horde, and its leader. He was voiced by Chris Metzen and clearly his favourite character, as evidenced by the fact that he was a colossal Mary Sue. He was the biggest, strongest, magicalest, most level headed, most powerful, most loveliest, handsomest orc ever and if you didn’t want to lean through your screen and kiss him on the lips, well, you weren’t the kind of player Chris wanted in his game.
I won’t delve into his backstory much, but it involves being chosen by the elemental spirit of fire (et al), freeing his people from captivity, taking them across the sea, and founding a new nation. I don’t know if the Moses parallels were deliberate, but they sure were glaring. In Cataclysm, Thrall got an upgrade from saving his people to saving the entire world. And so Green Jesus was born.
Thrall’s goodie two shoes-ness was fine at first, because it kind of balanced out the crazies in the Horde. But he was becoming unbearable. He was constantly shoved in the player's face, and never questioned or criticised by other characters for his dumb decisions. The whole plot of the Hour of Twilight patch was to help Thrall power up the McGuffin weapon so that Thrall could work with the immortal dragon demi-gods and Thrall could take the final shot at Deathwing and Thrall could get all the credit. The ending cinematic of Cataclysm showed fireworks going up across the world while the camera panned to Thrall and his girlfriend, heavily implying she was about to give birth to a smorgasbord of mini-Thralls who no doubt promised to plague Azeroth with their manly Metzen voices for the rest of recorded time. He even got his own book, which went into further detail on just how spectacular he was, and how he was the only mortal worthy of taking Deathwing’s place as a demi-god of Earth.
Players came to despise him. On the Horde, they felt like he was constantly upstaging them. On the Alliance, they felt like Thrall (a Horde character) was turning into the MC of Warcraft. Other characters were being neglected or pushed aside to clear the way for Thrall.
To quote one user:
”I’ve had it with these motherfucking Thralls on this motherfucking elemental plane!”
As is often the case, someone wrote a whole university paper on Green Jesus.
While we’re on the topic of books, we need to remember that Blizzard released a novel accompaniment to every expansion. Sometimes they were decent, and sometimes they were written by Richard A Knaak. But these books had never been a big deal, because they just added detail to the events of the game – until Cataclysm. A number of major story events were only ever explained in the books, including important character deaths. Two faction leaders died in one of these books, with zero mention of it in the game. One day they were there, and the next they were gone. The decision divided fans, with some insisting all major story beats should be shown in game, and others pointing out that subtle character interactions and motivations were better portrayed through books because World of Warcraft’s writers were generally pretty bad.
And here we are. I think that’s everything people hated about Cataclysm. Not everyone hated it, of course. There were some who loved it – as I did. And some who held on in the vain hope that the next expansion would be better.
I think back to how much fun early Cataclysm was (LINKS TO REDDIT) with its brutal heroics, amazing outdoor questing areas and awesome first raid tier and then I think about what it turned into with Firelands and Dragon Soul and it makes me sad. Cataclysm could have and should have been a lot better and we the community with our incessant never ending whining played a huge part in its demise.
It was – at least in my opinion. But it was also even more controversial. We’ll save that for another time.
Brennan Jung summed it up best.
The idea of this expansion was great, the execution.. not so much.
Original post by Rumbleskim on /r/hobbydrama.
I recommend reading the first two parts first, but you should be able to understand this post just fine either way.
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Part 1 - Beta and Vanilla
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Part 2 - Burning Crusade
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Part 4 - Cataclysm
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Part 5 - Mists of Pandaria
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Part 6 - Warlords of Draenor
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Part 7 - Classic and Legion
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Part 8 - Battle for Azeroth
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Part 9 - Ruined Franchises
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Part 10 - The Fall of Blizzard
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Part 11 - Shadowlands
Part 3 - Wrath of the Lich King
Here we are, here’s the good stuff. This is one of my top two favourite expansions – but unlike my other favourite, most people actually loved this one too. After the bizarre two-year LSD-fuelled interlude that was Burning Crusade, players were back in Azeroth, plunging into the icy continent of Northrend. Out of all the content missed from Vanilla, this was the place players most desperately wanted to go. And it was excellently done. This expansion concerns the story of Arthas Menethil, also known as the Lich King. I won’t go into the details because we’d be here for hours, but here’s a quick twenty minute refresher and here’s a three hour long monstrosity.
On their journey from level 70 to 80, players had the option of starting out on Howling Fjord or Borean Tundra. From there they would visit either the jungle-heavy Scholozar Basin or Grizzly Hills, a chilled out alpine zone with beautiful music. After the nature zones were done, we moved onto the desolate Dragonblight, absolutely brimming with dragon lore, or the home of the Frost Trolls, Zul’Drak – wow’s first totally urban zone. After that, players usually hit level 68, and were able to buy the ability to fly – which was vital for the final two zones due to their inhuman scale – Icecrown, the bastion of the Lich King’s army, or the mystical Storm Peaks, which was an abandoned science lab left behind by the ancient Titans.
If it wasn’t obvious, this was a huge leap in scale and aesthetic compared to Burning Crusade, and I can tell you that the questing experience was vastly improved. Players had so many options, they could level two characters through Northrend without ever touching the same content. That said, there was very clearly a fan-favourite route. Howling Fjord (never Boring Tundra, as it was known), Grizzly Hills, Dragonblight, and then Storm Peaks, although every zone was good.
Right in the middle of the continent sat Crystalsong Forest, and above it, Dalaran, a city of mages and beautiful purple spires, which hung in the sky in much the same way bricks don’t. It immediately became a fan-favourite.
Then there was the addition of the Death Knight, a ‘hero’ class, which started at level 58, and was so popular at first that the game was overwhelmed by them for months.
On top of that, the expansion gave us some truly iconic raids, like Ulduar (considered to be one of the best ever), Naxxramas, and Icecrown Citadel.
The period encompassing Wrath is considered by many long-time players to be the game’s golden age. Subscribers reached their peak of between 11 and 12 million, and stayed there for the entire expansion. If this all sounds a little too good, then let me placate your fears. There was all sorts of drama to be had in Wrath of the Lich King.
Let’s go through some now.
The Zombie Infestation
To many, the most memorable moment of Wrath of the Lich King happened before it even released. Blizzard wanted to try having another go at a world event, because the one at Ahn’Qiraj had gone so smoothly (take a look at part 1 for that). It was called the Zombie Infestation, and it was designed as a throw-back to the Corrupted Blood incident (also in part 1). Players knew some kind of scourge-related event was on the way, but that’s all.
Wow Insider posted these portentous words right before the event began:
Will it be a simple replay of the Scourge Invasion that brought Naxxramas to our shores for the first time? Or will it be something even more sinister, a world event that shakes the very foundations of the World of Warcraft as we know it?
Call us destructive, but we're kind of hoping for the second.
On October 23, the first phase began. Items called Conspicuous Crates and new NPCs called ‘Argent Healers’ appeared in Booty Bay, a small cross-faction city. Any player who touched the crates had ten minutes to reach a healer, or they would be turned into a ghoul. They would gain the ability to kill any players or NPCs, and their hotbar would be replaced with a new set of abilities, most notably the power to infect other players by vomiting up clouds of infectious air. Successfully infecting an NPC or player healed you, so it was in your interest to do it. Since the timer was so long, and the healers so plentiful, the plague remained under control.
The next day, more crates appeared throughout the capital cities of the game. Plagued Roaches began crawling the streets, infecting any player who stood on one. The timer for players to find an Argent Healer halved to five minutes. It was definitely a challenge to stay on top of, but still manageable.
On day three, NPCs started to transform into Plagued Residents and would wander the streets attacking any player or NPC they came across. The damaging abilities of Ghouls increased dramatically. They gained the ability to control nearby zombie NPCs.
Every morning, players woke up to find their cities more overwhelmed by the scourge. On the fourth, NPCs appeared in capital cities, handing out quests for players to investigate the plague, with the goal of stopping it. There was a light at the end of the tunnel. But meanwhile, it grew harder to avoid. The incubation period dropped from five minutes to two, and infected NPCs became far more powerful. They could explode, killing themselves but infecting everyone around them. The number of Argent Healers halved. Zombie bosses began to appear throughout the world. Necropolises began to fly across the questing zones, dropping off clusters of infected enemies as they went. Even in the forums, player avatars became zombies.
On day five, the incubation period shortened to just one minute and the Argent Healers were almost completely gone. The zombies dealt drastically more damage. But there was hope – players were finally able to combat the infestation. Horde players could accept quests to cure the plague, and Alliance players developed a weapon to destroy the Necropolises.
At midday on 27 October, the cure was found, and the invasion came to an end. Zombies could no longer spread the plague, and once killed, would not respawn. It was over.
Despite only lasting a week, the infection left a long-lasting mark on the game.
One of the most interesting things about becoming a zombie was that it allowed for cross-faction communication.
Zombie status is its own faction. Even on a PvE server you will be attackable by both Horde and Alliance players. Attacking guards and players will flag a PvE player even after reviving as your living counterpart. Both Horde and Alliance players can talk together as zombies. Non-zombie players will see /yell messages as a combination of "..." and "brains".
In addition, zombies could use portals in Shattrath to travel to any city, even one from the opposite faction. Horde zombies could easily reach the streets of the Alliance capitals, and vice versa.
Here are a few recollections of the event from players around Reddit. This comes from /u/lolplatypus
God I loved that event. A friend and I were just finishing up in Outland when it happened. We both hit 70, high-fived, and hearthed back to Stormwind. It happened almost like a movie. Trade chat was full of people going "Why the hell is there a Ziggurat outside SW?" and "Need help at the bridge, there's zombies!"
We got stoked, and ran to defend Stormwind with our newfound 70-ness. It was a bloodbath. It was the marines in Aliens getting overrun, the opening of Red Dawn, and all the best zombie movies rolled up into one. The line kept getting pushed back, everyone was getting infected. First we tried to hold them at the gates, then the bridge, then the tunnel, and then we finally got infected ourselves and joined the undead army streaming through Stormwind's streets.
And then the tears, oh god the tears. Everyone in SW was so mad. I really wish something like this would happen again.
Player DJDaring had this to say:
It was honestly one of my favorite events of all time. It started off mild, a new boss to farm in Kara with the guild and some boxes in neutral cities with occasionally ghouls. Then some invasions with some sweet loot and the rate at which the plague spread grew faster exponentially.
Finally, all the capitals were either battlefields or ghost towns as all NPCs and poor infected players (A fair number of instigators too.) fell to the plague. Quest givers, vendors, guards, trainers, it didn't matter. They all turned to ghouls.
I remember a battle lasting for a few brief days as horde and alliance gathered in the upper ring of Shattrath and cleansed fleeing players while acting as a bulwark against the undead. Blood knights and other Horde, stood along side me and the Alliance Paladins and Priests in solidarity. Then it cleared and we charged the boats and sailed to Northrend.
And another:
WoW's greatest world event ever. Would you defend your city against an endless onslaught of the walking dead, or join the dead and chew on your friends' brains (bonus points if you took out the aid station)?
And another account from /u/c_corbec
I loved it. Me and some guildies holed up at the Orgrimmar bank (I think it was the bank, anyway...) Shaun of the Dead style, with everyone who had a 'remove disease' spell cleansing as many people as they could.
An account from /u/_Drakkar (LINKS TO REDDIT)
When I saw the first couple of ghouls come at me, I immediately started spamming my anti undead abilities like turn undead & the likes. When I hit the one that lets me track undead on the map, I saw this mob & looked to then see the wave hit me. 0FPS & ten minutes of lag later, they had killed me & I was a ghoul now. Also they made it inside orgrimmar.
And /u/Tequilashot360
I recall getting infected in STV I think, got spanked by a couple of other players. Was part of a very large social guild at the time, called in the regular 'nothing better to do' crew, so we started off with about 5-6 infected. From there we made tracks all the way up to Ironforge, having an absolute blast chasing lowbies anywhere we seen them. By the time we got to IF there must of been about 50-60 people in our group...to say all hell broke loose when we came across the regulars duelling at the gates. After we made our way inside we decided to camp the battlemasters and AH (can't remember if the AH guys were killable though).
To say people were unimpressed is an understatement! Got to think of all the people who only get their 2-3 hours of wow every evening and they have to spend it being slaughtered in their own base of operations.
However not everyone enjoyed it. In fact, the event was rather controversial at the time. The WoW economy totally shut down, and so did all progression. Raids didn’t happen, trading didn’t happen, players couldn’t even approach cities without getting sucked in.
It's funny because as someone that was a hardcore raider at the time; I remember this event just being kind of annoying lol. It'd be great for them to bring it back, as in retrospect, it was fun, but at the time it was honestly kind of annoying.
You couldn't go about your routine without getting ganked by PC zombies hiding in the green slime in the Undercity, or right next to a flight master, or.....everywhere, really.....
Great event, but it really put a damper on anyone trying to just play normally, when it happened. I gold to grind out for consumables....and couldn’t.
Nowadays, most processes in the game can be done through the user interface, but back then, everyone relied on NPCs. If you wanted to queue for a battleground or buy materials or sell something, you had to speak to an NPC to do it – and the NPCs were all busy trying to gnaw on your head.
Nonetheless, the Zombie event is remembered fondly by most players. And it would be a fitting introduction to one of the most beloved expansions in the game’s history.
The Torture Quest
In an expansion full of death, undeath, disease and pestilence, it’s really no surprise that one quest involved torturing a character for information. ‘The Art of Persuasion’ is a short and sweet quest in which you torture a captured enemy with an item called the ‘Neutral Needler’, which has the description ‘Inflicts incredible pain to target, but does no permanent damage.’ Each time you use it, the character screams and begs for you to stop, and on the fourth, you successfully extract the info you’re looking for.
The Quest text is suitably foreboding.
The Kirin Tor code of conduct frowns upon our taking certain ‘extreme’ measures – even in desperate times such as these.
You however, as an outsider, are not bound by such restrictions and could take any steps necessary in the retrieval of information.
Do as you must.
The quest caught the attention of Richard Bartle, a revered MMO pioneer and general industry boffin. He posted a rant on his blog, which you can read here.
I'm not at all happy with this. I was expecting for there to be some way to tell the guy who gave you the quest that no, actually I don't want to torture a prisoner, but there didn't seem to be any way to do that. Worse, the quest is part of a chain you need to complete to gain access to the Nexus, which is the first instance you encounter (if you start on the west of the continent, as I did). So, either you play along and zap the guy, or you don't get to go to the Nexus.
I did zap him, pretty well in disbelief — I thought that surely the quest-giver would step in and stop it at some point? It didn't happen, though. Unless there's some kind of awful consequence further down the line, it would seem that Blizzard's designers are OK with breaking the Geneva convention.
Well they may be, but I'm not. Without some reward for saying no, this is a fiction-breaking quest of major proportions. I don't mind having torture in an MMO — it's the kind of thing a designer can use to give interesting choices that say things to the players. However, I do mind its being placed there casually as a run-of-the-mill quest with no regard for the fact that it would ring alarm bells: this means either that the designer can't see anything wrong with it, or that they're actually in favour of it and are forcing it on the player base to make a point. Neither case is satisfactory.
Bartle’s comments caused a stir in the community, who had largely ignored the implications of the quest up until then. It circulated around blogs, before making it to Kotaku – one of the largest gaming news sites. And it only gained traction from there.
For the most part, the playerbase reacted with ridicule.
The enemies in question, Malygos and his blue dragonflight, have declared war on all spellcasters, and kidnapped and murdered a ton of them, while threatening to destroy the planet with some pretty hardcore stupidity. They also threaten to kill the families of wizards if they don't join his cause. You are complaining about torture? Whether you play alliance or horde, you have been killing thousands upon thousands of creatures, a lot of them innocents. A 30-second torture session is worse than that? You would probably kill him if the quest was to execute him, so go jump into a well, Mr Bartle.
Another commenter mocked Bartle for trying to apply the Geneva convention to a fantasy game.
Ah, yes. The Geneva located right next to Booty Bay.
This seemed to be a common sentiment.
Guess this guy would be surprised to learn that what he has done countless times in games, aka killing people, is actually prohibited by the law.
One user simply responded with “Don’t be a little bitch.” Others directed him to Hello Kitty online instead. Within the game, the consequences of not torturing the character are global destruction. Some players argued would be more unethical to skip the quest. One fascinating response was from a player who disagreed with the torture, but only because their Roleplay character wouldn’t like it.
Playing on a Roleplaying server (Cenarion Circle) my ridiculously Lawful-Good priest would have had a huge problem with it. I would have much rather found another way to deal with it to work with my character's backstory, habits, etc. but there really isn't.
Other pundits were more even-handed.
Scott Jennings of Brokentoys.org pointed out that there were other quests in Wrath of the Lich King which involved torture, but justified it with the fact that this was a Death Knight quest, and Death Knights are evil by nature.
Jennings entertained the idea of giving the player the option of refusing to participate in ‘The Art of Persuasion’, but that this would mean making the quest far more political than it was ever designed to be. And of course, World of Warcraft is all about slaughtering animals to take their stuff, so torture isn’t really that extreme when you think about it.
Writing for Wired.com, Clive Thompson argued that not only is the torture fine, there should be more of it in games. He argued that video games are the perfect vehicles for helping people inhabit complex scenarios. Players love choices and consequences. Adding torture to a game, and writing it realistically, would be a great way of demonstrating how bad it is – how often it generates totally false information (because victims will say anything to make it stop), how it can have crushing psychological effects on the person inflicting it, how it can cause you to lose your moral high ground and can push people to the side of your opposition.
In Thompson’s opinion, the problem with ‘The Art of Persuasion’ was the lack of consequences like these. If the torture had caused other NPCs to refuse to speak to you, or neutral characters to become aggressive – and on the flip side, what if it made the game easier, because future opponents were scared of the player.
From my perspective, Americans aren't thinking very seriously about those consequences. The torture at Guantanamo Bay, in overseas CIA prisons and at Abu Ghraib has all gone by with relatively little public outcry.
Why? Partly because U.S. officials refuse to describe or admit clearly what they're doing. But equally important, I think, is that our mass culture is filled with wildly misleading ideas about how torture works.
Bartle responded to all of this controversy with another post. In reply to the comments about the Geneva Convention, he said, “Blizzard could put a quest to rape characters in there: real life anti-rape laws wouldn't apply. Nevertheless, a lot of people would be very disturbed by such a quest.”
When it comes to the discussion of killing in the game, he had this to say.
I am aware that playing WoW means you get to kill thousands of creatures. I am aware that murder is a worse crime than torture. Murder is a worse crime than anything (other than mass murder). However, previous quests have not exactly asked you to commit murder (at least for the Alliance — I don't know about Horde). It's always been for some morally justifiable purpose (self defence, most of the time).
There's a contradiction between "you have to torture this guy because if you don't then the Blue Dragonflight will destroy the world!" and "if you don't like it, don't do the quest". If I don't do it and the world isn't destroyed, that means it wasn't necessary in the first place, right? So why do the guys want me to torture him?
It’s worth noting you can skip the whole questing experience if you want, and just level through dungeons instead. But that doesn’t mean the quests are unnecessary.
He also argued that it broke the covenant between game and player by defying expectations. He went in expecting thievery and killing, but not torture. "It's as if you were reading the new book 8 of the Harry Potter series and Harry turns to drugs and uses his magic powers for sport to blind people. […]I knew it had rogues, so I expected thieving. I had to wait until the second expansion to find out it had gratuitous torture."
Overall, Bartle lays out a number of points which you can read for yourself here.
Once again, the topic took off and circulated back into the gaming media, even reaching The Atlantic.
Players were quick to mock the idea of the quest as ‘gratuitous’:
Gratuitous torture? For a second there I thought you just clicked a button and watched swirly lines shoot out at a cartoony douchebag. I must have missed the bit where you beat the living shit out of him, cut off his fingers one by one and make him eat them, and then slowly remove his organs until he talks.
There was also a lot more mockery, with an entire article (on a now defunct website) called ‘Richard Bartle is a pussy’.
Look at me! Look at me! I invented muds and I'm still relevant! READ MY BLOOOOOOOGGGGG!
There was really no ‘climactic moment’ in this situation. It sort of fizzled out. Among the wash of WoW controversies and discussion, it faded out of relevance. But it’s interesting to look back on, as yet another example of WoW provoking discussions about far greater topics than wizards and dragons.
The Wintercrash Update
Wrath of the Lich King was ambitious. In some ways, too ambitious for its own good. The sheer scope of the expansion meant that Blizzard had less time to polish it. Bugs were rampant. A number of patches came out shortly after the expansion’s release in an attempt to fix its problems, but often these only succeeded in making it worse.
Enter Patch 3.0.8. It released on 20 January 2009 and brought a slew of new bugs with it. This post attempted to list them all. Players were unable to create Death Knights, human women were clipping in and out of their weapons, mail had gone missing without a trace, arenas were broken, there was unbearable lag, and dozens of little problems appeared all across the game. More importantly, there was a major glitch with Wintergrasp that could break the whole server.
Wintergrasp was one of the big selling points of Wrath of the Lich King. It was a zone dedicated entirely to world PvP. Even on non-PvP servers, any player who strayed into Wintergrasp for too long would automatically have their PvP enabled. There were siege engines, ranks, enemy buildings to destroy, scheduled battles, and rewards for the victors.
Whoever won control of Wintergrasp would defend it next time around, and in the mean time, would be able to complete daily quests or access a short dungeon. You can read more about the process of fighting over Wintergrasp here.
It was well received. But after 3.0.8 came in, every time Wintergrasp changed hands, the entire continent would collapse. As soon as it started back up, the battle would reset, fighting would resume, someone would win, and the continent got knocked offline again. Over and over and over. The whole thing was a disaster.
There was speculation that Blizzard released the patch before it was ready because Wrath of the Lich King had pushed the subscriber numbers to never-before-seen heights, and they desperately wanted to keep their new players happy.
the massive number of quite big bugs for a patch that has been on the PTR for quite a while really stunned me.
One player wrote.
You all bitch and bitch and bitch for them to put the patch out, they rush it out, and you bitch some more.
Blizzard quickly acknowledged the issue. The thread is full of players begging them to disable Wintergrasp so that they could play the game without being constantly disconnected.
Jesus, yes. For the love of all things holy turn the GD thing off. Can't do ANYTHING in northrend.
Later that day, Wintergrasp was gone. Whichever faction had last controlled the zone would retain control until the problem was fixed, which caused problems of its own. Players who weren’t on the winning side complained that they were unable to do the Vault of the Ancients (that dungeon I mentioned).
In the meantime, players took to calling the zone Wintercrash.
There’s a lot more to this disaster of a patch than I’ve mentioned, but I won’t go into too much detail.
The Power of Martin Fury
This is my favourite incident from Wrath of the Lich King, just because it’s so bizarre (and relatively inconsequential). In April 2009, the website Wow Insider received a tip off about an enigmatic guild which was shattering the Ulduar raid achievements at a suspicious rate. They got them all done in a single day – an almost impossible feat for even the most skilled guild. Based on their gear and experience, they had no business even attempting Heroic Ulduar.
There was the possibility that players were hacking the game, but everyone assumed such a feat would’ve gained more attention, and so the early suspicions were dismissed. The forum post about it had so many deleted replies that it was impossible to follow.
But the tip-offs kept coming.
The guild was The Marvel Family, on the US server ‘Vek’nilash’. Inquisitive players quickly narrowed in on one specific member of the guild, called Karatechop. His gear was fine. Not great, not terrible. But WoW displayed fun stats on each player, which were publicly available, and this is where the breakthrough happened. At some point, Karatechop had dealt 353,892,967 million damage. in a single hit.
Players puzzled over how anyone could do that. There were a number of scripted story quests that let players deal huge damage, but nothing even close to that number. Then someone noticed that 353,892,967 was the maximum health of the Flame Leviathan.
Players were able to destroy towers throughout the raid in order to reduce the Flame Leviathan’s health before taking it on. Defeating it without destroying any towers was insanely difficult, and would net players with a rare achievement called ‘Orbit-uary’.
There was another achievement associated with the Flame Leviathan called Shutout. The boss had four turrets on top of it, and players could destroy them in order to slow the boss down and increase damage. Shutout was rewarded to raid groups who managed to defeat the Flame Leviathan without destroying any of his turrets.
Not only did Karatechop have both of these achievements, he got them at the exact same time. In case it wasn’t obvious, that was borderline impossible.
The natural conclusion was that Karatechop had found some way to one-shot the Flame Leviathan. And if that wasn’t crazy enough, the evidence indicated he had one-shotted every single boss he came across.
As this information came to light, the entire community turned its gaze on Karatechop. Every single crumb of information was carefully analysed and cross-analysed, until players noticed something strange. On his profile (which showed what gear a player was wearing), he had an item in his shirt-slot, but it wasn’t loading.
The witch-hunt ended here. Item #17, a shirt called Martin Fury.
Use: Kills all enemies in a 30 yard radius. Cheater.
Got him.
Somehow, Karatechop had gotten hold of a piece of gear which should never have found its way into his hands. It wasn’t unusual for game-breaking items to be used by developers and programmers to help them put the game together or test bugs. The fact that it was only the 17th item to ever be created (out of tens of thousands) proved it originated some time in WoW’s early development. Even items from the earliest parts of the game had at least four digit numbers.
As soon as this news came to light, it exploded through the entire WoW player-base with a force and speed that was impossible to ignore. Everyone on every server and every forum was talking about it, speculating on how it could have happened, and on what they would have done in Karatechop’s place.
Such is temptation. With infinite power at your fingertips, could you resist using it? Karatechop couldn't, apparently. As the saying goes, power corrupts. Absolute power corrupts absolutely. That can certainly be applied to Karatechop here, but what of the person who awarded it to him? If this is an accident, it's on the list of most unlikely accidents ever.
Every single member of The Marvel Family was banned, even those who hadn’t participated in the raids. Karatechop made public the email he received from Blizzard, which said the following:
The character, "Karatechop," on the realm "Vek'nilash" was found to have obtained an item (inaccessible by standard game play) from another player and trivialized the World of Warcraft raid contents with the exploitive use of this item. Consequently, this character was able to assist with the accumulation of items and achievements through the use of this item that is not obtainable by "normal" means.. The character's actions gave the account an unfair advantage over all other players. As a result of the violation of the World of Warcraft Terms of Use, this account will be permanently closed.
One of the members made a blog post about it, which got hit with so much traffic that the site collapsed.
I had no idea that for a week, my guild was in possesion of a legendary chest piece given to one of us via in game mail from a GM. The person who got it in the mail had their account hacked a few weeks earlier, and petitioned blizz for about a month before everything was restored, not sure if this has any relevance. It was not bind on possession or equip or anything, so the person who got it in the mail traded it to our guild master.
It was called Mathin’s something, or Martin’s something, but it basically had 99 charges to kill anything within a 30 yard radius. They chose to try it out in Ulduar.
I wasn’t there, but they apparently downed Flame with this item and our guild master got a huuuge hit registered on the armory, everyone got achivements which we had only dreamed of getting before. The next day when he tried to log in his account was banned (suprise!) and trade chat was absolutely merciless towards anyone with the Marvel name over their heads.
I got whispers from countless level ones, obviously alts from different servers, asking me how we did it, why his armory was so whacked, etc. One was offering me "thousands of USD" to give him info. Ignored.
Everyone had open tickets, and then more bans. Guildies were going offline and vent was nuts with everyone all like "This WoW account has been closed and is no longer available for use…" and getting really mad. One by one the entire guild was slowly getting their accounts locked, eventually I got mine ( I have never been in Ulduar, let alone in the group that night.) Threads are being closed on the forums, our vent info was compromised at some point, and a 12 year old joined cursing and talking about chicken.
The post led to the theory that a GM had tried to restore a player’s lost items, and had accidentally only typed the first two digits, thereby sending Martin Fury by mistake. But there was a not-insignificant faction who suspected this had all been deliberate. They questioned whether Karatechop had some connections within Blizzard, or if there was corruption involved. Or perhaps someone at Blizzard got fired and decided to go out with a bang.
Blizzard has rarely restored any toon I've seen hacked to its former glory. They seem to give you some random stuff and just leave it in one of these multiple in-game mails. On his level 13 warlock, I believe, was Martin Fury. […]I honestly thought it was something Blizzard gave to one of Leroy's alts for four months of ignoring the problems with his account.
A poll found that only 48.6% of players would have messaged the GMs (Game Masters) if they had received Martin Fury. 33% would have done exactly what Karatechop did, 11.4% would have used it to mop up PvP, 10% would have saved it for future use, and 28.8% would have used it sparingly.
On 30th April 2009, WoW Insider would interview the man, the myth, the legend, Karatechop himself. He confirmed he was not a hacker, and didn’t work for Blizzard (as some rumours had claimed).
I don't believe banning is fair, especially since this would be my first infraction in the 4+ years I've played the game. But it's Blizzard's game and they are the ones calling the shots, so fair is relative. Up until the bans, I honestly didn't think I was destroying the World of Warcraft.
We were given a 'You Win' button and it was something we used.
The interview once again caused a stir, with many players angry at Karatechop.
You broke the EULA. You hurt your guild. Blizzard is just following their protocol for cheaters like you. And your little dog-and-pony show is pathetic too.
However he did have his defenders.
The guy got a freaking Dev item by mistake! He could of done a lot worse damage than what he did! He could of gone into Wintergrasp and killed every horde member in sight!
[…]
in terms of the EULA, please show me where it says that you cannot use an item given by BLIZZARD?! If you fail to give me evidence of this then your posts are nothing but trolling.
[…]
I hope the Blizzard employee who f'd up (if that's the case) got the sack as well, otherwise to ban only the player is unfair and excessive.
The Rogue Who Got Thor’idal
This is another story of how players can be corrupted by the tempting shine of a legendary weapon.
This surrounds ‘Sunwell Plateau’, the final raid of the final patch of the Burning Crusade. In this 25-man raid, the game’s best players would delve into the Isle of Quel’Danas to find the Sunwell, and stop the evil Kil’Jaeden from stepping through into Azeroth.
Exciting, right?
Back then, raids were a big deal. Guilds would carefully select their team members, work tirelessly to get them the best gear, practice and research every fight, and set aside entire evenings or even multiple days to get the raid cleared. Every boss dropped loot – armour, weapons, resources, or if you were extremely lucky, mounts. Some rare pieces only dropped once in a dozen, a hundred, a thousand raids. Players worked for years in pursuit of the most coveted drops.
Control over the loot went to the raid’s leader, who would distribute it as he or she saw fit. This has resulted in a lot of internal guild drama over the years. When multiple players wanted an item, the one who missed out might cause a scene. But in the summer of 2008, there was a loot scandal so great that it shook the forums to their core.
The guild was Vicarious, on the server ‘Area 52’. They had just defeated Kil’Jaeden, and were rewarded for their hard work when their loot flashed up on screen. Thor’idal appeared. Its orange text indicated it was a legendary item – the fifth to be added to the game. It dropped for only 6.5% of raids.
Why was Thor’idal such a big deal, I hear you ask.
At the time, Hunters had to maintain a stock of ammunition because every bow used up arrows, and every gun used bullets, and that all cost money and took up storage space. But Thor’idal magically generated its own ammo. Not only was it the most powerful Hunter weapon in the game, it was incredibly cost effective. Plus it looked really cool. Any Hunter would have killed to wield it.
And there were two Hunters in that raid group.
But neither of them got Thor’Idal. It was given to a Rogue named Analogkid.
Rogues could equip bows, and would enjoy their stat bonuses, but couldn’t actually use them. The idea of handing such a game-changing Hunter weapon to a Rogue was absolutely unimaginable. And to make matters worse, Analogkid already had a Warglaive of Azinoth in each hand. So he didn’t need the bow anyway. No matter how you slice it, it was an astonishing snub to the Hunters in the group.
right. screw a class out of their ONE legendary to someone who wont make 1/10th of its potential just because hes been in the guild longer. riiiiight.
One of the guild’s members went and told the forums, which promptly exploded in righteous indignation. The thread is lost to time, but I was able to dig it up for your viewing pleasure.
Wow, I'm speechless. Giving a ranged weapon to a rogue when two hunters are present? I don't care who you are and what situation you're in, this is a r****ded decision.
Vicarious had been a major raiding guild before the incident took place, but afterward, their name was dirt. No one wanted to raid for a guild that might give a vital drop to someone else – perhaps someone who had no use for it. The guild’s members bled away over the following days, some leaving in protest, some leaving to preserve their reputations as serious raiders, some leaving simply so they could walk the streets of Shattrath City without a dozen players using the /spit emote on them.
All in all, on behalf of the rest of the hunters of Azeroth, we agree not to ninja anything else if you don't ninja this bow. Please. We beg of you. PLEASE! That means you rogues! Youre a meelee dps class! You don't need this!
There were members of Vicarious who tried to defend the decision, but they were rapidly shouted down.
Though I can’t speak for Kharhaz on this matter I can see why he would want to give Analogkid priority on this over Tums and Zzerg. Analogkid has been raiding with us since we rerolled here and were doing kara and gruuls lair. He has had an excellent attendance and has given his best using full consumables alot of the time, even on farm content throughout all of raiding from t4 to sunwell and in this respect deserves loot, especially legendaries over people who transfered to our guild after we killed pre-nerf M’uru, a fight which i might add that was very trying for our guild.
Many of the responses were something along these lines:
One would only do that out of pure disrespect and arrogance. Is the GM 5 yrs old or an idiot or both?
You don't trick people into spending months of their time to help you and others get gear (of course they gear up some too but still...) and then f*** them over by giving their most coveted, well earned item (98% attendance, etc.) to the wrong class.
If GM called that crap a "loyalty test", that's just a flat out lie or he's f****** re*****d. What the GM did was just plain disrespectful and childish.
If I was a director in my company and said "let's work hard everyone and you'll get a bonus from your completed MBOs" and then decided to slash salaries or not give the bonus to the employees after they did everything they were expected to...as a loyalty test, everyone would leave the company or I'd get fired immediately.
I feel sorry for those who tried so hard only to get mistreated. I don't blame you for being less loyal after this sad incident.
But no one received more hatred than Analogkid. He had committed the cardinal sin of taking Thor’idal. He had been offered the bow as a gesture of loyalty, but the consensus was that he should never have actually accepted it. And perhaps if he had taken a moment to think it through, he would have politely declined. But he didn’t, and once equipped, a piece of loot can never be traded away.
Even if he had said no, and one of the hunters had gone on to wield Thor’idal, I’m sure they would remember being passed over. That kind of rejection can scar a person.
and after talking to both the hunters present, they feel that it was a sign of pure disrespect towards them to be called disloyal to the guild and have them be pretty much negated from the equation.
To this day, Analogkid is the posterchildren loot ‘ninja’ – a term to describe players who sneakily take loot they don’t need from other group-members. As for Thor’idal, it was just one of many legendaries that ended up being defined more by its controversy than its value as a weapon.
Luckily for the members of Vicarious, there was a new expansion on the way.
By November that year, Thor’idal would be obsolete.
I recommend reading this comment (LINKS TO REDDIT), which goes over a drama from BC that I totally missed. It's interesting.
(Original post by Rumbleskim on /r/hobbydrama)
Original post by Rumbleskim on /r/hobbydrama.
This is the second part of my World of Warcraft Hobbydrama series. I recommend reading the first part, which covers Beta and Vanilla, before moving onto this post. But if you don’t want to do that, you should have no trouble understanding anything.
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Part 1 - Beta and Vanilla
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Part 3 - Wrath of the Lich King
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Part 4 - Cataclysm
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Part 5 - Mists of Pandaria
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Part 6 - Warlords of Draenor
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Part 7 - Classic and Legion
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Part 8 - Battle for Azeroth
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Part 9 - Ruined Franchises
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Part 10 - The Fall of Blizzard
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Part 11 - Shadowlands
Part 2 - Burning Crusade
World of Warcraft’s first expansion ‘The Burning Crusade’ released on the 16th January 2007, to enormous hype and acclaim. Other MMOs had released expansions before – most notably EverQuest had already released twelve by that time – but nothing to this detail, and scope. Players journeyed to the broken planet of Outland, the original homeland of the Orcs.
The continent had scorched red deserts, storm-beaten cosmic hellscapes, spiked mountains straight out of a medieval torture fantasy, and even a drained sea full of giant mushroom cities. But by far the most popular new area was Nagrand, a relative paradise with floating islands and calm music. BC truly offered every kind of experience, and it was clear that a lot of thought had been put into making it as alien as possible.
WoW had a huge catalogue of lore to fall back on, so it would be almost a decade before Blizzard had to start coming up with new concepts from scratch. Players had heard of Outland before, and many of its leading characters were old faces. That only added to the excitement.
BC cemented the idea of what a WoW expansion should contain: a continent to play around in, many new raids and dungeons, ten new levels, and a new class or race.
Even though many people look back on BC with a critical eye, WoW continued gaining new players throughout the expansion, and it revitalised the existing audience, so it’s hard to say it wasn’t a success. Everything from the level design to the writing to the end game was a step up from Vanilla. Its most iconic dungeons are fondly remembered today – such as Karazhan and Black Temple.
But don’t worry; there was plenty of drama too.
The Space Goats and Gay Elves
Burning Crusade gave us not one, but two races, and both of them managed to piss off some section of WoW’s playerbase.
The Horde were going to get Blood Elves – a race of civilised, fancy, sexy snobs. This made no sense to a lot of players. They were a Horde after all. They were meant to be savage and bestial and gruesome and primitive. The delicate Blood Elves had no place among their ranks, and would be better suited to the Alliance, they thought. Sure, the Blood Elves were sort of ‘evil’, but they weren’t the right kind. They were the ‘fiddling while Rome burns’ kind of evil, not the noble, misunderstood kind of evil from the Evanescence songs.
I’ll try to give a VERY brief explanation of the lore so that we can pin down exactly why they’re evil.
It started with the Trolls. A small group of trolls settled near the ancient Well of Eternity (a fount of infinite power at the centre of the world), and used it to fuel their rise, gradually turning into Night Elves in the process. Stuff happened, the Well of Eternity went boom, and the continents of WoW were made. A small group of Night Elves took a vial of water preserved from the Well of Eternity and used it to create the Sunwell, which gradually turned them into High Elves. Stuff happened (it does that a lot), the Sunwell went boom, and the remaining High Elves found themselves desperately addicted to its power, but with no substitute. They found an alternative in Outland, using demonic energy which turned their eyes green and gave them a somewhat evil disposition. They renamed themselves Blood Elves in honour of the people who died when the Sunwell went boom, which was most of them.
So long story short, they’re evil because they used evil energy – which should have satisfied the crowd who wanted the Horde to be the bad guys (since using that same evil energy is how the Orcs turned green). But on the other hand, the Blood Elf men were wonderfully, stupendously camp. And that really was a deal breaker.
Here we can see a prototypical conversation on the topic. In a 2014 poll, 36% of MMO-Champion users considered Blood Elf men to look/act ‘gay’.
I love Belf Males casting animations and thinking of using my free 90 boost for a belf priest. However, they do seem a bit gay e.i. there emotes/stance
Don't get me wrong, I'm not the slightest bit homophobic. Just curious of your opinions.
There were users who pointed out the deception here.
You might not be afraid of homosexuals, but you have a strong enough stigma against them to both stereotype them as well as avoid being associated with them... Which means you're pretty much afraid of homosexuality.
So it is, indeed, homophobic. :P
Here’s another
For christs sake how homophobic and sterotypical are you.
Does it look like a bear? an otter? a twink? a jock? a cub? metro? chubby? or you know the infinite spectrum of body types that gay people can be, just like straight people.
What the hell is wrong with you? The fact that this is even a "dilema" for you pretty much tells me all I need to know about you.
And another.
Gay? No, but, I've known a lot of homosexual people that are of many different body types, attitudes, etc, so I tend not to really pay any attention to the stereotypes.
Feminine/"Metro"sexual? Yes. They're characterized as prissy and vain, which is an attribute most commonly seen as gay, however, I've known more straight men that act like that than gay.
And also… whatever this is.
Well, if my Blood Elf Rogue looks gay, then it's because he is gay. Well, more omnisexual. He still remembers that one night where he got drunk and tried to mount one of those statues in Dalaran in the horde area. You can still see the dent.
This is just one conversation on one forum. During the period of Burning Crusade’s release, the topic was everywhere, and held a lot of controversy.
After all, they had perfectly sharp eyebrows, almost impossibly beautiful hair, fine chiselled jaws that looked a bit like Brad Pitt if you squinted and turned your head a little, with the most elegant cheekbones, a gorgeous slender frame with just a hint of pec poking out from their v-neck robes, an absolutely flaming swagger, cat-like delicate eyes, and such kissable lips, God…
“Wait,” several million young men cried out in unison, just quiet enough to avoid waking their mothers upstairs. “Do I want to fuck a blood elf? No. No, it’s not me! I’m not gay! I’m manly as fuck! It’s Blizzard’s fault! How could they do this to the Horde!?!”
Hmm.
Anyway, they were not the only ones unhappy at the evil actions of Blood Elves. There were others who insisted they were too evil to be allowed to join the Horde (who were, lest we forget, honourable in their savagery). This debate tended to spiral into long, drawn out arguments about collective responsibility and the subjectivity of demon magic. The Blood Elves we played never used upper-level demon blood, they said, only demonic pests and mana beasts – the equivalent of rats and lesser rodents. They were practically vegan.
Then there was an angry contingent of Alliance who proposed that they should have Blood Elves, rather than the Horde. The High Elves had long been their allies, with continuous calls for them to be added as a playable race, and the whole idea of Blood Elves had clearly been contrived to create an excuse to alienate them from the Alliance. It had absolutely nothing to do with the fact that Blood Elf women were a lot better looking than human women, and would no-doubt look even better gracing a table at the Goldshire Inn.
The had some fair arguments. For example, Blood Elves traditionally spoke the same language as humans, known as Common, and frequently talked to them in non-game material like the books, but due to WoW’s rules on cross-faction communication, they would never be able to communicate with humans. The response to this was that there is no evidence all Blood Elves spoke Common – maybe it was just officers, delegates and diplomats – and players happened to control Blood Elves who didn’t. But also, Blood Elves could be Paladins. Up until their introduction, only Alliance races had been Paladins, never Horde races.
In retrospect, perhaps they were simply afraid of monster Blizzard had unleashed.
Indeed, before long Blood Elves became the most popular race in the game, with Blood Elf women in number 1 and Blood Elf men in number 2. It was a golden era for ERPers. The Horde finally had a race they could wank off to, and they took to it with gusto. On RP servers, Silvermoon City became the Horde hub for any and all roleplay. While the Wayfarer’s Rest Inn was its heart, almost every single building became the home of this guild or that guild. Silvermoon was so out of the way that non-Roleplayers never bothered going there, so it was the only city in the world wholly dedicated to Roleplay.
But that would not be the last we heard of our metrosexual blood boys. In 2015, Blizzard decided to update the models for them, and players quickly noticed that the new models were a lot more masculine. They had thicker frames, bigger muscles, and better posture.
A Community Manager by the name of Nethaera confirmed that the change was done to make Blood Elf men look more intimidating and manly, which drew heavy criticism. To those who played Male Blood Elves, their waifish figures were part of the charm. Hell, they had actually become very popular among feminine gay men. They were furious that Blizzard was forcibly bulking up their characters, citing a culture of machismo and stereotyping. Defenders of the change pointed out that by making Blood Elf frames more similar to humans, less work was needed to make sure that outfits didn’t break or tear. Also a lot of WoW’s promotional art has historically been done by Sam Didier, who always portrayed Blood elves as quite muscly, so there was a precedent for it.
Regardless of their controversy, Blood Elves were here to stay. The true irony is that by the standards of Final Fantasy 14, the new MMO on the block, Blood Elf men are positively masc for masc. The gays would win in the end.
So we’ve gone over what the Horde got, but what about the Alliance?
The new race given to the Alliance was the Draenei, a motley crew of tall goat-people with blue skin and tentacles. They arrived in Azeroth on a crashed space-ship made of giant crystals, led by a 25,000 year old prophet who could see the future, and guided by giant floating light gods. The community found them a jarring addition, more sci-fi than fantasy, and there were complaints they didn’t really fit with the aesthetics or themes of WoW. No matter how you look at it, Burning Crusade was audacious.
Of course, Blizzard never skimps on the lore, and they had plenty of backstory in Burning Crusade. The cliff notes are these: The Draenei had originally been Eredar, a race of powerful aliens who lived on the planet Argus and mostly stood around smelling flowers and praying, until they were corrupted by an even more powerful alien Sargeras, who himself had been corrupted by some particularly capricious Old Gods, who were, at the time, trapped under the surface of Azeroth. A small group were able to escape the corruption of the Eredar and named themselves Draenei. They fled to a planet full of Orcs and Ogres, which they called Draenor, where they set up shop for a while alongside the Orcs. But the Eredar found them and weaponised the Orcs against the Draenei. Stuff happened. The planet exploded, becoming Outland, and the surviving Draenei then fled to Azeroth in their space-ship, while the Orcs built a giant inter-dimensional gateway called the Dark Portal, through which they would go on to invade Azeroth, which made a lot of people angry and has widely been regarded to be a bad move.
Got all that? Good.
Chris Metzen apologised for the difficulties in the new lore, which contradicted the old law in more than a few ways. He dismissed the idea that the space ship was sci-fi, because space-ships fly through space, and the Exodar didn’t fly, it teleported, which was totally different and not at all sci-fi. After all, mages teleported all the time, and no one went around calling them sci-fi.
For some reason, this perfectly flawless logic didn’t convince players.
It didn’t help that no one quite knew how to pronounce this race’s name. In Warcraft III (the game which preceded WoW), it was pronounced ‘dra-neye’ with an accent on the first syllable. But in an official forum post in October 2006, it was ‘dran-eye’. Lead designer Scott Mercer used the pronunciation ‘dr&’ni’, and community manager Tseric (remember that name) claimed it was ‘dray-neye’, and another lead designer pronounced it as rhyming with ‘man eye’, and all this didn’t exactly fill the community with confidence.
In the end, the Draenei would never capture the attention of players the way the Blood Elves had, despite the fact that – as many noted – the female Draenei more closely resembled female Blood Elves than male Draenei. A spectacular example of the sexist dimorphism of WoW’s character design.
Unlike Silvermoon, Roleplay never really took off in their zones, and their little corner of the world remains largely empty. They would see a brief resurgence in the Warlords of Draenor expansion, as well as in the final patch of Legion, but that’s all.
The Issue of Flight
During Vanilla, the world was strategically dotted with flight masters. Every time a player interacted with a new flight master, they unlocked the ability to fly from that point to any other flight master on the map, for a small fee. And in a world where the alternatives were walking or a very slow ground mount, flight paths were considered cool.
One of the most consequential changes to come with the Burning Crusade was the introduction of flight.
It was a huge promise, but no simple task to deliver. Blizzard couldn’t just give players the ability to move vertically. Vanilla’s zones were not designed with flight in mind, and that allowed Blizzard to cut corners. When designing a building, tree, or mountain, they never bothered creating the whole model as a single object, they would only create the parts the player could see, and leave the rest behind. From the ground, everything would look complete, but when viewed from above, the illusion would become clear. The flight paths had been carefully planned to avoid revealing anything.
Outland was the first part of the game designed to maintain its structural integrity when players flew above it. And at first, it was incredible. The ability to fly cost 900 gold, and a flying mount cost another 100, which made it incredibly costly at the time. On top of that, players could only fly once they reached max level. But it was a worthy sacrifice. The moment players first took off from the ground and flew around Outland, it was like a whole new game had opened up to them. Players could let the world fall away, sweeping over monsters or natural obstacles without a care. The floating islands of Outland which sat tantalisingly out of reach were now easy to visit, and a lot of max-level content in Outland was only doable with flight.
But after a while, the cracks started to show. Players began to voice their concerns on the forums, and in the game, that the community aspect was disappearing. The chance encounters and group activities that had kept WoW’s world so exciting became a rarity, because everyone was in the sky. The change was even more pronounced on PvP servers. Players would idle in the safety of the stratosphere, where nobody could find or touch them. And the long, perilous journeys from one end of the continent to the other suddenly became a breeze that took no more than a few minutes to complete. This had a massive impact on the social fabric of the game.
“The world feels a bit more populated when everything is at a slower, smaller scale,” says Hazzikostas. “You can see someone next to you. They’re not 50 yards above you. So there’s no question that adding that extra dimension has the effect of making some of our cities feel a bit emptier.”
Wow’s Developers often compared flight to Pandora’s Box. No one predicted the consequences of adding it, and once it was there, it became such a pivotal tool that it was extremely difficult to remove in future expansions. Once players had flown, they would need to fly everywhere. They couldn’t go back to flight paths. They were now a crutch. And often they were badly planned so that they took inefficient, slow routes. But as long as players could fly, the game would suffer. Ever since this reality became clear, WoW’s playerbase has been fiercely divided on the issue. It’s a dilemma which would infect every MMORPG in the industry going forward.
Blizzard continued integrating flying into new expansions. Wrath of the Lich King prevented players from flying until they had out-levelled all but the final two zones – both of which were built with flying in mind. The next expansion, Cataclysm, had flying baked in from the start. The plus side was that this gave Blizzard a free reign to design the most extreme geography and architecture they could imagine, because none of it had to be traversable by foot. Flight was so necessary to those zones that when players died, their ghosts would appear on flying mounts, presumably because otherwise it might be impossible to reach their corpses to revive.
After that, there was a gradual attempt to phase flying out, with controversial results. We’ll get to them in a later post.
The Bot Lawsuit
Like every MMO that came before it, WoW relied on grinding. That’s the term we use to describe repetitive, low-skilled work in order to gain resources, experience, or gold. One form of grinding might be running between five pre-determined points in an area and clicking a piece of ore every time it appears, or killing the same animal over and over for its skin. Grinding is generally awful and easy to automate, which led to the rise of ‘botting’. Players would use programmes to do the work for them.
The bots were sold to normal players, but most of their customers were sweat shop workers – a topic we’ve already covered. One such bot creator was a certain Michael Donnelly, whose programming skills birthed the WoW Glider. It sold for $25 online, with the option of a 5$ subscription that provided additional functionality. The Glider website included this:
"Getting a bunch of characters to 70 is a pain. Getting money to equip them is a pain. Doing big instances, Battlegrounds, raids, and generally socializing in the game is fun. We use the Glider to skip the painful parts and have more fun. Someone suggested we sell it, so.."
Blizzard reached out to Donnelly’s company (MDY Industries) to ask them to stop. MDY Industries responded by pre-emptively suing Blizzard, to which Blizzard responded with a counter-suit in Feb 2007. They claimed he had infringed upon their copyright, broken World of Warcraft’s End User License Agreement, and made more than $2.8 million in the process. By knocking the game’s economy and gameplay out of whack, he was costing them money.
"Blizzard's designs expectations are frustrated, and resources are allocated unevenly, when bots are introduced into the WoW universe, because bots spend far more time in-game than an ordinary player would and consume resources the entire time,"
For the most part, the lawsuit is a long, tangled jumble of legalese. If you want to read about it in detail, you can do so here.
There are two parts to Blizzard’s case. The End User License Agreement (EULA) part and the Digital Millennium Copyright Act (DMCA) part. The EULA is the agreement players make upon buying the game, and the DMCA is a US law which ensures that owners retain control of their works.
Blizzard argued that the EULA prohibits bot use and therefore if a player used Glider, they were breaking the EULA, which constituted copyright infringement. They held MDY responsible for distributing the Glider in the first place. The court agreed that the bot broke the EULA, but did not agree that it was breaching copyright.
This was a major win for DMY, because it hugely reduced the potential penalties Blizzard could seek against them. However, Blizzard won the DMCA argument. The court found that since Glider was specifically designed to evade Blizzard’s control over their client, it broke the anti-circumvention laws in the DMCA.
Much smarter people than me have gone into great detail on the precedents set by this decision, and how they would affect games going forward. But if all you want to know is the outcome, Blizzard demanded $6 million in damages. Donnelly couldn’t pay that, so the judge granted Blizzard all the profits made from the WoW Glider. Blizzard didn’t think that was enough, so it asked for Donnelly’s entire life savings and even the title of his car. The judge declined. For a company with a value in the hundreds of millions, this came off as a bit malicious.
As usual, the forums had a lot to say. There were the hard working ‘sweat of the earth’ resource farmers who had felt the bots cutting into their profits, and they supported Blizzard wholeheartedly. But at the same time, some players pointed out that bots made the experience better, and may have kept customers from ending their subscription with Blizzard out of sheer boredom. By using a bot, they were able to play the parts of the game that appealed to them, and skip the annoying bits. Blizzard argued that the bots caused them to lose subscribers, when the actual result may have been the opposite.
Blizzard would go on to sue many creators and distributers of bots, and would use patches to try and undermine them. But whenever they destroyed one, two more took its place. Botting is still a common thing in WoW to this day – and it’s present in every other MMORPG. It’s a simple fact of life.
The Broken Mod
This particular fiasco takes place on World of Warcraft’s forums. Players have dozens of different places to talk about the game nowadays, but in the early years, the official forums were the place to be. The moderators were known as ‘Community Managers’, and tended to be a lot more up front and personable than the ‘unseen hands’ who patrol most modern social media. Even so, they were vastly outnumbered by the overwhelming userbase. Keeping it in order was an impossible task.
There was one CM who stood out from the others. He was known as Tseric. At first, Tseric would rebuke players who had broken the rules, or respond with frank honesty about their suggestions. He was friendly, hilarious, and respected, though he didn’t put up with bullshit.
After two years on the job, however, it was starting to get to him. In May 2007, tweaks to the Enhancement Shaman class left them severely underpowered, and players took to the forums to make their anger known. Tseric was there to read their posts, console the weary and confront the abusive. It was too much for any man. When one user created a thread called “Tseric = Dou chebag”, Tseric responded.
At least I don’t circumvent the profanity filter to try and call someone out.
I guess you can’t help it. You’re an e-thug.
This sparked a controversy that soon spiralled out of control. You can read the whole thing yourself, but to summarise, users started asking about where they could report Tseric for inappropriate behaviour. Tseric replied ‘Good luck with trying to get me fired, or whatever…’ It reached the point (LINKS TO REDDIT) where Tseric was complaining about his job in the form of poetry.
Can't help it.
Posting impassionately, they say you don't care.
Posting nothing, they say you ignore.
Posting with passion, you incite trolls.
Posting fluff, you say nonsense.
Post with what facts you have, they whittle down with rationale.
There is no win.
There is only slow degredation.
Take note. It is the first and only time you'll see someone in my position make that position.
You can be me when I'm gone.
It was remarkably candid for a Blizzard employee. This only riled up the playerbase more, and strengthened the calls for Tseric to be removed. He lashed out, describing how ‘a group of beligerent and angry posters can drive people away from this game with an uncrafted and improvisational campaign of miery and spin-doctoring.’ Some players began to support him at this point, and it was certainly clear he was suffering. The sense of banter was gone, and Tseric had fallen into despair. A lot of users took Tseric’s side – they were sick of the behaviour on the forums, and were thrilled that someone at Blizzard had finally acknowledged it.
Understand that this moment will be fleeting, and that there is a hard crash of self-esteem to follow. You'll try to feed it again, and fill the void, but it will never be enough.
You've backpeddled into the troll excuse. You have no point. You have no meaning. You have no significance.
You will be forgotten.
Godspeed.
The thread was deleted after that. But the abuse continued. Trolls are like sharks – even a drop of blood is enough to draw them from miles around, and Tseric was a wounded animal thrashing in the water. His rant went viral, drawing attention to Blizzard’s moderation, to the toxic environment on the forums, and to Tseric. After one final post, he was never heard from again. Blizzard quietly announced that he had left the company, though they declined to state whether he quit or had been dismissed.
And so ends the ballad of a broken CM.
The Pedophile Guild
Let’s move on to something a bit more juicy. In September 2007, one of World of Warcraft’s most famous guilds hit the spotlight – Abhorrent Taboo. They were an ERP guild on the server Ravenholdt, who marketed themselves on scandal. You could entertain any and all proclivities among their ranks, but the biggest draw was politely described as ‘extreme ageplay’.
And yes, that probably is exactly what you think it is. We’re talking about pedos again today, folks.
While ageplay is legal, it’s not the best sign if someone is into it. Very quickly, Abhorrent Taboo found themselves in forums, and plastered over Digg. This all suited Abhorrent Taboo just fine. They were actually branching out to other servers. And when they did, their Guild Master introduced themselves on the server’s local forum with this charming statement.
"Role-playing is legal. Even if you are role-playing something that would be considered deplorable and highly illegal IRL, it's still just role-playing and isn't subject to any form of disciplinary action. Negative publicity is still publicity. Make a Digg or website about how sick we are. Report us to PervertedJustice. All it does is bring in more members. In fact, the Digg the guy on Ravenholdt made about us was so effective, several people signed up for WoW just to be in our guild. The bottom line is: We're allowed to do what we do on any server we please and no one can do anything about it."
The guild also posted their recruitment policy, which explained exactly what these ‘highly illegal’ activities were. "NOTE: Be advised that we frequently ERP in guild chat and often engage in even potentially offensive kinks such as (Extreme) Ageplay, Bestiality, Child Birth, [something that is censored by the WoW forums so I can't tell what it is], Watersports, or any other kink those playing may wish to explore. If you are easily offended or upset by others using kinks you may not personally enjoy, this is not the guild for you. Furthermore, we are a guild based on freedom of love and sex. Monogamy of any kind runs counter to this, and so, all sexually exclusive relationships are prohibited." The guild denied insinuations from a whistle-blower that they purposely avoided checking the ages of applicants.
The behaviour of the guild was so extreme that other erotic roleplayers started investigating, and they quickly came across real under-18 players roleplaying sex with adults, the youngest of which was a 12 year old girl. As soon as this got out, the WoW forums exploded in talk. Everyone kind of knew there was something like this going on in the game, but most hadn’t seen such a blatant display of it before.
[Guild] [Lilith]: See, what pisses me off is… I can’t decide who to defend when people call us pedophiles
[Guild] [Celenia]: Do elaborate.
[Guild] [Genidaron]: Just say, we are not, then leave the forums
[Guild] [Lilith]: I want to defend us. But I also want to defend the pedosexual community.
[Guild] [Genidaron]: I put on my robe and wizard hat, and cast level 3 eroticism
Lilith would later clarify that she meant to defend pedophiles who are only attracted to children, but who do not molest them, and that she herself hated kids. This was, as we say in the entertainment industry, ‘a bad look’. The whole fiasco quickly drew attention from Blizzard, who forced the guild to disband. Their statement on the forums boiled down to ‘it’s gone, now please never speak of this again’.
This topic is no longer suitable for conversational purposes. We understand there is immense interest in this subject due to the changes that it may cause on your server. However, this matter is not one Blizzard takes lightly in any way, shape or form, and we do not wish to have this topic continue circulation.
Those who were part of the offending guild should not post information sent to you on this forum or any other, as it is prohibited by our forum rules to discuss such matters.
Let it finally be said that we appreciate those of you who brought this particular issue to our attention and that we will continue to follow up with this matter in the future to ensure the safety of all parties concerned.
Of course, getting out of a bind was something the members of Abhorrent Taboo enjoyed greatly, so they were up and running again almost immediately under the name ‘Vile Anathema’. The Guild Master, Lilith, suggested that they were given a free reign to reform because one of their members was a Blizzard employee, which caused another huge stir. After all, reforming so publicly under a name which was almost identical to Abhorrent Taboo was almost like a challenge to Blizzard.
I promised I wouldn’t give out their name, since they could lose their job. But let’s just say that not everyone at Blizzard is as uptight about what we do as the people who banned us.”
Whether Lilith was being truthful or stirring shit (probably one of her many fetishes), we may never know. But this incident once again raised a conversation in the wider WoW community about extreme ERP, and whether it was ever acceptible in the game, even when contained to private channels. A lot of players wanted it gone completely – they considered any pornographic chat to be too much. But other players were more even handed. Some ERP was innocent. And who decided what counted as ERP, anyway. A lot of players chose to blame the parents.
You know who's to blame? The parents of this 12-year-old for letting their kid play an online game which clearly states in its ESRB that content may change online. Parents -- please be parents, and don't leave the job up to video games.
Was a simple romance erotic? What about a kiss?
There were also legal quandries. Is it the player’s responsibility to verify the age of another player before performing erotic roleplay? What if the other player lies? Does the responsibility lie with the user of the platform, or the platform itself? Should video game age verification be more complex than simply ‘clicking’ if you’re above a certain age?
For once, World of Warcraft was not leading the conversation. The epicentre of all this nonsery was Second Life. And that’s how we got ‘Aschroft v Free Speech Coalition’, which confirmed that criminalising virtual child pornography was unconstitutional in the USA. However ageplay was explicitly banned in other countries, specifically Germany and Israel. Since these game worlds were accessible world-wide, the result was that every player had to adhere to the laws of the strictest nation.
If one country banned something, it was banned throughout the digital world. This whole thing prompted further discussions about where virtual worlds stood in relation to real-world countries. A number of American political minds were concerned that this could be used to ban otherwise legal speech, during a period where the online world was becoming ever more dominant. And that risked causing the opposite problem – a tort.
The proposed solution was to split players up by country, or even by province/state, and enforce separate rules for each, so that every player could be guaranteed the maximum possible freedoms under their local laws. Obviously, this never happened. But it could have, and perhaps the precedent would have changed online gaming forever. Blizzard elected to avoid splitting up their playerbase, and chose instead to tread the fine line of legality, dealing with issues as they arose.
That turned out to be a bad decision, because as we have seen (and will continue to see), Blizzard is terrible at dealing with sensitive issues.
[2] Another famous location was ‘Old Ironforge’. Canonically, Ironforge is a colossal warren of tunnels and halls under the mountains of Dun Morogh. When it was first realised in-game, its scale matched that vision, but it was so big that it seemed unfair – the Horde had no cities that big. So the lower half of it was gated off (though it remained in game). Players were able to reach it by clipping through the world. It was never much of a secret – and even came to hold a more and more important position in the story.
[3] Mount Hyjal was another major test for explorers. It had always been extremely important to the lore of the game, and Blizzard left it out because they wanted to save it for a later expansion. Positioned right in the middle of Northern Kalimdor, its main defence was being a plateau so tall that players had no chance of climbing it. But as we have learned, nothing can stop bored WoW players. Players came up with various ways of slowly, painstakingly clawing their ways to the top, and once they reached it, they found a surprisingly complete zone, with forests, caves, temples, lakes, and an early version of Nordrassil, the World Tree. At the foot of the tree were ‘Blizzard Construction Co.’ barriers.
[4] There’s also the Island of Doctor Lapidis and Gilijim’s Isle – two small islands off the coast of southern Eastern Kingdoms. They’re visible in early maps and seemed to have existed in the WoW alpha, but were taken out after that. It’s possible their names were a reference to the Island of Doctor Moreau and Gilligan’s Island. Minimaps exist from that time and we even have a few screenshots. Almost nothing more is known about the islands, but they nonetheless intrigued fans for years.
[5] The biggest unreleased area is Emerald Dream, which had a number of distinct regions with their own unique design. Players speculate that this was the early version of a planned expansion or raid.
A Blizzard representative said in December 2003:
Actually, we have some pretty cool stuff planned for druids. They will definitely have a link to the Emerald Dream. […] I was running around the Emerald Dream last Thursday… you guys are in for a real treat. The level designers are doing a killer job.
However, by September 2006, the developers had clearly changed their minds – either they had soured on the idea completely, or had decided it would be revisited in a later expansion. A statement by Nethaera says:
As for the Emerald Dream, there are no plans for anything as of yet but it is a consideration for the future. The Emerald Dream opens up a lot of different opportunities and the Burning Crusade is definitely not oing to be the last of the expansion packs.
True to their word, the Emerald Dream would surface many times over the course of the game’s life, in the form of instanced or dungeon/raid content, but the original zone was never made accessible.
[6] My personal favourite secret area is the Forgotten Crypt, hidden under the cemetary in Karazhan. Based on its shape, it was originally intended as a dungeon, and I went there once myself For the intrepid explorer, it was one of the easier places to visit. Part of the area includes the infamous ‘Hall of Upside Down Sinners’, which features underwater corpses hanging from hooks. Players speculated that the area was never implemented because it was disturbing, and may have unsettled younger players. However Community Member ‘Bashiok’ commented on the Crypt in 2014, confirming that it was simply an area Blizzard changed their minds on.
Oh yeah, I remember that! Haven't seen a screenshot in quite a while. Not sure I know the story on it but knowing our development processes back then there tended to be a lot more stuff made that we just didn't use. I can't imagine the game rating rumor is accurate, because if it was content we wanted to use we'd just take out the upside-down sinners or whatever the issue was and use it for whatever it was we wanted to do with that space. It's not like they're permanent fixtures. Fun rumor though! :) More likely we just changed our minds.
The area was actually partially opened for players in the Legion Expansion in 2016.
[7] Gilneas was canonically a small peninsular kingdom sticking out of Silverpine Forest in the Eastern Kingdoms, cut off from the rest of the continent by the huge ‘Greymane Wall’. Behind the wall was an incomplete land with no definition, bordered by mountains and ending in a beach. Getting on top of the wall, or finding a way around it was a test for any explorer. Gilneas was fully added as a zone in Cataclysm, in 2010.
WoW has always fostered speculation, theorycrafting and conspiracy among its most ardent fans. Players have spent hundreds of hours piecing together developer ideas from Vanilla, including playable ogres, potential zones in the South Seas, and player housing.
So where’s the drama?
It comes in Blizzard’s ‘hot and cold’ relationship with these explorers. Any player found reaching hidden areas of the game through exploits is deemed a cheater and is banned, as a matter of policy. This is despite the fact that Blizzard clearly leaves hints to incentivise explorative behaviour.
Ultimately, players are still finding new tricks, and Blizzard continues to hunt them down. A lot of fans are against exploration because they don’t want to encourage other players to develop exploits which could be used to give them a leg up in the parts of the game that matter – progression and pvp. During Vanilla, the forums were often full of players complaining about others using exploits, which was part of what motivated Blizzard to monitor them so carefully.
When Classic was released, players leapt at the chance to recreate the iconic exploits of Vanilla. But once again, we will have to wait until later for that.
Right now, we are nearing the end of our time with Vanilla, and the release of World of Warcraft's first expansion, the Burning Crusade. I really appreciate anyone who took the time to read this far, and I hope to upload the next part of this series in a few days.
(Original post by Rumbleskim on /r/hobbydrama)
The Game-breakers
No one had ever made a world as big as Azeroth before. It had been a massive undertaking, a wonder of programming and code which cost $64 million ($94 million accounting for inflation) before it ever even began to see returns – making it comfortably the largest and most expensive game at the time. Thousands of hands left their mark on its world, and while Blizzard would spend years polishing them away, they would never succeed completely. Even now. But it was a lot more obvious in Vanilla and that was part of the charm. For many players, it wasn’t the erotica or the world events or the combat or the gold that drew them to WoW, it was the world itself. As you might expect from a world that big, it was full of oddities. Little holes in the world, carefully hidden in spots players weren’t meant to see, written messages under the borders of the world, slabs of random environment thrown together in private areas, unfinished or rejected zones, exclusive locations for the developers and game-masters. An entire community grew up around investigating these curiosities, unravelling their meanings, and showing other players how to reach them.
Looking at this map, you can see large empty patches between zones, or on the coast. Below Silithus lay the inaccessible land of Ahn’Qiraj (meant to contain the city of temples we covered earlier), north of the Eastern Plaguelands is the elf nation of Quel’Thalas, somewhere in the inaccessible west of Eastern Kingdoms lay the Twilight Highlands, and then there was the blocked off city of Stratholme, the focus of an iconic moment in Warcraft Lore. Players would agonise for years over the islands in the sea, and what they might be. The challenge became all the more tantalising when players discovered that many of these areas did exist in some form, sometimes mostly finished. Sometimes the reward was standing on a platform or tower in a major city, where no other player could get, and becoming a minor celebrity for the day.
But Blizzard had hidden their secrets well. It wasn’t possible to just ‘go to’ these areas. Explorers had to break the game to do it. A game of cat-and-mouse arose, with players discovering new ‘exploits’ and Blizzard racing to patch them out. There were techniques to fall through the world, climb vertical walls, teleport to a specific graveyard upon death, or overcome fatigue (a timed effect that begins when players move too far from the coast, which rapidly drains health).
To detail all of these hidden spots and how to reach them would take literally hours. To those who want to delve into this topic, I present a quick-fire montage. To the rest of you, let me elaborate on a few of the best ones.
[1] By far the most famous secret area in the game was GM Island, designed to serve as a ‘lobby’ for Game Masters. For years, the island was located north-west of Kalimdor, way off the map. To get there, players had to overcome vast distances of nothingness – a land without texture or direction, which made it totally impossible to reach the island without exploits. So many stories have been penned about GM Island that it has taken on an almost mythical status.
Members of the company were cagey about the island. An image of the island was visible on Blizzard Europe’s Career Opportunities page, but Blizzard rarely spoke publicly on it. Before patch 1.8, players could add GMs to their friends list, and their locations would be listed as ‘GM Island’. A forum moderator ‘Zarhym’ explained in 2010:
The game masters who respond to you in the game are doing so through a separate chat/support tool. They're not actually using the game client to whisper you, however, logging into the chat client means the character they use to contact players with is logged into all of the realms they need to. While GM invisibility exists, it makes it safer and easier to have a simple storage/port point to keep all of these characters out of the normal game world.
The island itself was small and round and covered in dense vegetation, with a tall peak on one side. It included a mansion (taken from Stormwind City), a wall, and a graveyard. There were two NPCs, a Gnome named Ari and Tuskfyre the Troll. Embedded within the lower structure of the island (about 100 yards below the surface) was a hidden room known as ‘The Prison Chamber’. It’s textured with large blank white tiles and lit with a single light source. The only object in the room was a single chair, right in the middle. Players could enter, but can never leave without the help of a GM. Its walls couldn’t be climbed, teleport/hearthstone spells did not work, and it was the only place in the game where players could not be located using the /who command. While the room had no official purpose and seemed to have been added by a programmer purely for their own amusement, it is said that in the early days of the game, before an out-of-game chat interface was added, GMs would take offenders there to discuss their crimes.
GM Island was one of those things you spoke about in a hallowed whisper, hunched in front of a blurry youtube video in 3x4 ratio with an ‘Unregistered HyperCam 2’ watermarked across the top. Those who could reach the island were legends. Most fans would only ever be able to reach it on private servers, which allowed them to teleport straight there – and that is where we get most footage of it today.
The first adventurers to come across GM Island got there by swimming (there was water back then), constantly casting spells to heal themselves from the fatigue damage. It took an hour, and if the player’s direction was even slightly off, they would be forever lost in a seemingly endless ocean. Blizzard removed the water, so players tried manipulated the models in the game files to let them cross. This back and forth process went on for a while. Players found a new way, blizzard patched it out, players found a way around the patch, and so on. When all other attempts failed, the island was moved into an instance, effectively placing it in a separate world upon itself, and then eventually it was removed from the game completely. (LINKS TO REDDIT)
Other locations created for developers include Designer Island and Programmer Isle. Neither was ever accessible in live version of the game – only on private servers. Both are filled with stock assets, written messages, and a few test quests. The regions of Programmer Isle are named after some guys called Jeff and Patty Mack, and there are even a few test NPCs.
Despite, or perhaps because of the fact that so few players ever reached GM Island on a live server, and also due to its mysterious origins, it is still one of the most iconic places in the game. Even years after its removal.
(Original post by Rumbleskim on /r/hobbydrama)
The Devilsaur Mafia
No sooner had WoW developed an economy than pernicious capitalists began to exploit it. Sites opened up, offering gold, rare items, and accounts with powerful characters in exchange for real money. Where these sites acquired it, no one knew for sure, though there were rumours. Most assumed they just bought it from players at a low price and then sold it at a mark-up, and that definitely happened. But the owners of these sites sought to maximise profits, and minimise costs. The solution was to set up sweat shops in China. Dozens, if not hundreds of them.
Multiple interviews have been done with Chinese gold farmers. They all described it as mentally exhausting, with working days of at least 12 hours, often spent killing a single enemy over and over. The value of farmed gold is different across the world. A day’s worth of gold could sell in China for $4 dollars, but could fetch triple that amount when sold to Americans.
It's by exploiting the differences and selling to cash-rich, time-poor gamers that Chinese gold farms prosper. Former Wall Street banker Alan Chiu founded an online trading platform for virtual currency, a virtual stock exchange, if you will. And he sees videogame work as another opportunity for outsourcing.
“It's a very labor-intensive job. I don't see it any different from low-cost Chinese workers working in Guandong, producing Nike shoes, and for Nike to be sold eventually - sold at retail stores for maybe 600 percent margin.”
Yet it is different because gold farming is a gray area. Gaming companies like Blizzard, which owns World of Warcraft, see gold farming as cheating, and regularly ban the accounts of suspected gold farmers. Robin admits he's been closed down four or five times, losing thousands of dollars each time. However, there's always a market for gold farmers. Surveys show 20 percent of gamers admit to buying gold.
According to the New York Times, while some gold farmers enjoyed playing games all day, they nonetheless had strict quotas and were constantly supervised. They estimated that there were between 100,000 and 500,000 young people working in China as full-time gamers, earning less than a quarter an hour. It’s true that this practice did not originate with WoW. But WoW is perhaps the first time it became a major issue due to the sheer size of the playerbase, and the overwhelming demand for black market gold.
For its part, Blizzard has tried to crack down on black markets, but arguably their most successful attempt was by creating the WoW token, effectively creating a legal avenue to sell gold via Blizzard. That has its own controversy, which we’ll get to later.
Gold farming was known to evoke a strong reaction. It was seen as violating the spirit of the game, and players looked down on those who used these sites. There was a sense that if you had suffered to reach where you are, then everyone else should have to as well. Others defended it as yet another part of the free market, which catered to players who wanted to sacrifice money to ‘get ahead’.
In an interview with Jared Psigoda, a market leader in virtual trade, he states that originally, these black markets were regionally exclusive. Europeans worked in the European black market, Chinese players in the Chinese, and Americans in the American, which resulted in dramatically different prices. It was in the early 2000s that the use of Chinese labour was used across the board, undercutting western currency exchanges, in order to make further profit.
Perhaps the most infamous group of gold farmers were the Devilsaur Mafia. They realised killing devilsaurs in Un’Goro Crater had the potential to return the highest profits out of any creature in the game. While devilsaurs didn’t drop much, they could be skinned to get Devilsaur Leather, a material from which a number of powerful pieces of hunter armour could be made, such as the Devilsaur Leggings and Devilsaur Gauntlets. Outside of raiding content, this was the best gear you could get in Vanilla wow. All in all, a single devilsaur could net its killer 20 gold – a kingly sum at the time.
But where most enemies constantly reappeared, devilsaurs did not. They regenerated sparingly, and could appear anywhere in the zone. Players would spend their whole day in the zone, waiting for one to spawn. And so, a group of sellers decided to coordinate their efforts. They completely took over the crater (LINKS TO REDDIT), using their organisation to out-compete other farmers, and this indirectly gave them total control over the Devilsaur economy.
On PvP servers, these cartels had teams on both factions working as security – if a Horde player tried to step on the Mafia’s turf, the Alliance security team would be alerted and sent to hunt them down, kill them, and keep killing them every time they resurrected at a graveyard. Technically speaking, cross-faction communication was against the Terms of Service, but it was almost impossible for Blizzard to prove players were communicating using third party apps (LINKS TO REDDIT). The only way to get close to a devilsaur on any PvP server was to submit to the whims of the mafia, which meant selling at regulated prices and handing over a cut of the spoils. All-out turf wars were known to occur when multiple cartels came up against each other.
This was not remotely the only instance of farmers banding together to control resources and manipulate the economy – that happened every single day. But it may be the most well-known. And when Classic Wow came about, players eagerly worked to recreate the Devilsaur Mafia.
It’s an interesting case study, but the Mafia disappeared as WoW’s economy grew and changed. The gold farmers did not. For years, WoW’s economy would be driven by a black market that depended on sweat shop labour from China (and later other countries like Mexico, the Philippines and India). It never stopped, but the practice of online black markets for virtual currencies expanded far beyond WoW, to encompass many of the biggest games in the world. Blizzard still hasn’t been able to get rid of it. No company has.
(Original post by Rumbleskim on /r/hobbydrama)
Original post by Rumbleskim on /r/hobbydrama.
In this series I'll be covering most of WoW's biggest controversies, dramas and scandals, as well as plenty of smaller, weird little tales. Any one of these is worthy of its own write-up, but I assume no one wants to see 50+ different World of Warcraft related posts. By the time I finished writing up all the weird shit from WoW's first release, I had double the character count of a single post. And WoW has nine expansions and several spin offs, not to mention drama at its parent company, Activision-Blizzard. So I have decided to split this post up into parts. As for the entries in this post, I’ve tried to put them in chronological order, but there are some dramas that stretched out over many years – and in those cases, I placed them where they started.
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Part 2 - Burning Crusade
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Part 3 - Wrath of the Lich King
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Part 4 - Cataclysm
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Part 5 - Mists of Pandaria
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Part 6 - Warlords of Draenor
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Part 7 - Classic and Legion
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Part 8 - Battle for Azeroth
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Part 9 - Ruined Franchises
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Part 10 - The Fall of Blizzard
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Part 11 - Shadowlands
What is World of Warcraft?
While I’m sure almost everyone has at least some idea of what WoW is, I’ll give a little overview. World of Warcraft is an MMORPG developed by Blizzard Entertainment – a fantasy game which takes place in the colossal online world of Azeroth, where players can quest, fight, and interact with other players. There are two factions – the Horde and the Alliance – each had separate playable races, separate cities, economies, questlines, politics, backstories, and attitudes. The factions acted as the cornerstone for the game’s PvP.
WoW was an immediate hit when it first came out in November 2004. It followed on the heels of games like Everquest and Ultima Online, but completely reinvented the formula, with more player conveniences, far greater variety, graphical fidelity, and storytelling. It was a breath of fresh air in an otherwise stagnating genre, and went on to dominate the MMORPG genre for two decades. Here is a video beginner’s guide to those who need it.
EDIT: Here's a great video essay which came out just after this series ended which gives a good introduction to the history of WoW.
Part 1 - Beta and Vanilla
‘Vanilla’ is the term players use to refer to the game upon its release. The game was unpolished, its community a wild west where anything went. The rules and expectations of MMORPGs hadn’t really been figured out yet, and so this is when a lot of WoW’s strangest dramas took place. We won’t be touching crazes like the hilarious Onyxia Wipe or Leeroy Jenkins or The Talisman of Binding Shard, because there isn’t really enough meat on the bones there. But they’re fun to go back to anyway.
The Goldshire Inn
TW: Sexual abuse, Rape, Pedophilia
Let’s jump right in at the deep end.
From the start, one of WoW’s most niche (and enduring) attractions has been roleplay. The dominant RP (Roleplay) servers are Moonguard (US) and Argent Dawn (EU), and it is in these communities that we lay our scene. Over the years, many areas and races would be added to the game, giving players loads of different options for where, how and who they could roleplay. But in WoW’s early days, one building would develop a reputation for which it still lives in infamy today. A picturesque little tavern in a snow-white esque woodland. The Goldshire Inn.
One large aspect of RP is ERP (Erotic Role Play). After all, Roleplayers need love too. In case it wasn’t obvious, this is the process of meeting up with other players and roleplaying out sexual encounters.
Dwarves and Gnomes don’t do it for most players (not everyone can appreciate the taste of fine wine), so many ERPers would create a human character (or recreate one with a different appearance/sex) to get their digital rocks off. New humans started in Elwynn Forest at Northshire, and as you can see from the map, the nearest settlement is Goldshire. And Goldshire has an inn. With a bar, bedrooms, and a dark basement full of cobwebs. You can see where this is going.
Goldshire Inn quickly became the hub of roleplay debauchery on WoW. A hive of the blackest scum and villainy. On a good evening, the inn heaved with the pixellated bosoms of naked women dancing on railings, the ‘thip thap thip thap’ of steps as players awkwardly move back and forth, clipping through each other’s bodies. Of course, not all of the roleplay falls into what we would consider ‘legal’. There are plenty of adults roleplaying as children, children roleplaying as adults, abuse, bondage, rape, vore, furry, scat – no matter what you’re into, there’s always someone at Goldshire who shares your degenerate sexual proclivities.
The dwarf chases after an orc who runs through the inn with his snow cannon. Seconds later, a chat window pops up: "You horny? What's your number?" Those who spend time in the tavern quickly run into various characters, such as the night elves, who scurry across the screen in their lingerie, intensely eyeing them before announcing in all caps: "I'm going to fuck you unconscious!"
Various Addons have been created which allow players to create RP profiles, detailing everything about them from age to gender to height to their no-doubt tragic backstories. But these profiles are only visible to other people with the Addon. So there’s often an entire subtextual layer beneath the obvious roleplay, only visible to those in the know.
There’s a slight problem here, however. Humans are the most popular race for first-time players, and for many of them, their first interaction with the greater WoW community is at Goldshire (LINKS TO REDDIT). There are even important quests which force them into the inn, where they are bombarded with booties and breasts, whispered offers of sexual bliss, and confronted with sights that will stay with them forever. This has resulted in a lot of scarred psyches and a lot of awakened fetishes over the years.
Aside from the obvious memes and jokes, Goldshire Inn has provoked discussions of ditigal consent, and child safety online. WoW has a minimum age rating of 12 and is available for free until level 20. For some ERPers, chasing and hunting down non-consenting players across the game-world is part of the fun. For others, they try to move the situation out of the game ASAP, offering to exchange pictures, meet up, or do video calls. In 2010, Blizzard announced it would ‘patrol’ Goldshire Inn and sanction players who infringed upon community guidelines, but that never seemed to do much.
"It was supposed to be a nice evening. I created a mage and went straight to Goldshire. The tavern was packed. All the guests were wearing either fancy costumes or nothing at all. I've never seen so many purple breasts. I thought I'd landed in a real sex club," Klara said.
"A female human really wanted to 69 with me as a few paladins watch and simulate ejaculation through spells that emit white light."
As the old saying goes, what happens in Goldshire stays in Goldshire.
The Warrior Indalamar
This is actually a story from WoW’s beta, but I’m including it here.
For WoW’s entire lifespan, it would see disputes, jokes, and complaints over which class is overpowered and which is underpowered. Before the game, one thing was certain – Warriors were the worst. A lot of players avoided them entirely, and refused to group up with them because they were so ineffective in battle. There were widespread demands for them to be buffed (made more powerful).
But there was one man who sought to prove that Warriors weren’t so bad after all. This was Indalamar. He went against the consensus, insisting that Warriors were, if anything, overpowered. No one believed him. So he posted a video which tore through the community like wildfire.
In the video, Andalamar ran around, downing enemies one after another in two hits or less. It turned out, the Warrior’s abilities held a power that no one had worked out yet. It all had to do with an ability called Bloodthirst – it became active after killing an enemy, and dramatically raised the damage of the next strike. As soon as you hit the next enemy, you would deal massive damage and raise your haste (attack speed) by 35%. The enemy would die almost immediately, activating Bloodthirst for the next enemy, and the next.
Indalamar had been right. Warriors hadn’t been weak, they’d been the strongest class in the game. But before the video had even finished making the rounds, Blizzard nerfed them. The fact that a player had singlehandedly forced Blizzard to change the game made him a household name in the community, beloved by some and hated by others (mostly other Warriors). In fact, he received huge amounts of abuse online from players who felt he had made an already weak class even weaker.
But this story has a happy ending. Indalamar was hired by Blizzard, and they have paid homage to him a number of times. He had his own card in the WoW Trading Card Game, and his own item in a raid named ‘Ramaladni’s Blade of Culling’ (Ramaladni is, of course, Indalamar backwards).
To this day, Indalamar is a legend among WoW players. He was one of the first to reach the heights of stardom – but he would not be the last.
The Suicide Scandal
We’ll continue our morbid theme with a particularly upsetting story from China. The Chinese relationship with World of Warcraft is long and complicated, and I’ll be returning to it periodically throughout this post. Perhaps this event is an omen of things to come.
On 27 December 2004, a thirteen year high school student named Zhang Xiaoyi logged onto his night elf and said his goodbyes to his fellow players. Then he leapt from a 24-storey window in Tianjin. He had just played World of Warcraft for a 36 consecutive hours. Players were quick to link his suicide to the trend of WoW Basejumping, in which characters jump off tall buildings or natural features and compete to see how far they can fall without dying. His suicide note said he wanted to join the heroes of the game, and he left behind a diary in which he obsessed over it day and night. The hospital in Beijing where Zhang was declared dead had this to say:
"Zhang had excessively indulged in unhealthy games and was addicted to the Internet."
Zhang’s parents sued Blizzard at Chaoyang District People’s Court in Beijing, requesting 100,000 yuan ($12,500) in compensation, which seems a paltry amount. They claimed the game was inappropriate for young people, due to the way it trapped them in a cycle of addiction, and they called for a warning label to be added to WoW’s marketing and packaging which said ‘Playing games excessively can harm health’. At the time, a report issued by the China Youth Association for Internet Development stated that up to 13.2% of young people were addicted to computers.
The incident led to a massive outcry, both in the West and China, about the potentially harmful effects of video games. At the time, China had no age ratings like the US, where WoW was rated ‘T for Teen’. Zhang Chunliang, a Chinese expert on game addiction, called for ratings to be established.
Many foreign countries have established strict game classification systems to help parents determine which games are suitable for their children. China should also establish such a system."
The Chinese government refused. Several attempts have been made to push a ratings system, first in 2004 by the Chinese Consumer Association, then again by the Communist Youth League in China, then again in 2010 by the Institute for Cultural Industries, then again in 2011, then again in 2019. Critics accuse China of being too covetous over control.
"The government is not willing to let go of the [market] control," Zhang Chundi, gaming analyst at London-based research firm Ampere Analysis, told Protocol. He explained that most rating systems involve an industry association that designated age-based labels for games, but Chinese regulators are wary of transferring such power to a private organization.
This was WoW’s first taste of the dangers of video game addiction – and it was one of China’s too. But it was really just the start. World of Warcraft would go on to shape the conversation on video game addiction for years to come. It was compared to crack cocaine and overplaying has been associated with numerous health issues. In June 2018, the World Health Organisation listed “gaming disorder” as a disease which impairs control and causes victims to lose interest in other daily activities or hobbies.
China would go on to create multiple laws combatting video game addiction, from limiting how long minors can play games, to banning all games on school days. They would even instate military-style boot camps to break video game addictions.
Critics of these laws have called them authoriarian, and insisted that it is a parent’s responsibility to control their childrens’ access to online games. Many have pointed out that video game addiction is often not a disease, but is rather a symptom of other issues, and tackling these issues should be the main priority.
To most, this seemed like a non-issue. What kind of idiot would get addicted to an online game?
They would change their tune soon enough.
The Million Gnome March
Time to lighten things up a bit.
This was one of WoW’s strangest dramas. Just two months after the release of the game Blizzard was still making drastic changes left and right to the balance of the classes. Players were eager to make their opinions known, because any change, however bad, could be the one Blizzard chose to stick with. But WoW had a huge playerbase, even then, and it took a lot to get Blizzard’s attention. Not everyone was an Indalamar.
Only collective action would do.
The date was 29th January 2005. It was a Friday evening on the server Argent Dawn, and the halls of Ironforge were bustling with players, all of them still new to the game, excitedly trading, looking for groups to tackle dungeons, discussing what new features might be on the way, and roleplaying in what would go on to become the game’s biggest RP server. Perhaps some of them knew about the thunderous anger boiling away on the official forums about nerfs to Warriors, but to the ignorant masses, what happened next came as a total surprise.
A few level one gnomes waddled through the city’s colossal gate. That in itself wasn’t weird. But then a half dozen more followed. And a dozen after that. And then a hundred. And then a thousand. The gnomes kept coming, rushing through the Commons in a fleshy, knee-high torrent of pigtails and low-quality shields. Most of them were naked. In the words of one witness:
”I cannot adequately describe how horrifying a vision that is.” Said one liveblogger
Ironforge was the main hub for Alliance players at the time, so they were welcomed by an audience of hundreds, which swelled uncontrollably as they were joined by other onlookers who wanted to see what all the fuss was about, and possibly join in the gnomery for themselves – first it was members of the Horde on Argent Dawn, then players from other servers. Nothing like this had ever been done before. Some of the locals demanded the protesters go protest somewhere else, and were presumably rewarded for their humbuggery with some nasty headbuts to the shins. But the Million Gnome March could not be stopped.
It began to hit critical mass.
The servers started to lag, players started falling through the world or being knocked out of the game. WoW couldn’t keep up. The Argent Dawn server was great at processing industrial amounts of elaborately emoted porn, but it had never handled crowds like this.
Xanan appeared at the gates. He was a GM – a Game Master. They were WoW’s in-game moderators, reachable only through a reporting tool. To see one in person was an anomaly. It never happened. But the protest had called and Blizzard had answered.
"omg omg, there's an actual GM character here now in Ironforge near the bridge," he wrote. "In 50-some levels, I have never seen an actual GM character EVER in this game.”
But Blizzard wasn’t there to parley. Xanan’s first request was polite. "This is severely impacting other players' gaming experiences. Please be advised failure to disperse can result in disciplinary action." He said, to much derision. The gnomes refused. They would not be moved. The revolution had come and they would rather die on their adorable little feet than live as slaves.
Meanwhile, Argent Dawn continued collapsing around them, to the point where many protesters couldn’t leave even if they wanted to. Blizzard manually restarted the server, knocking everyone offline, but they were back the moment turned on again. Xanan made one final warning.
Attention: Gathering on a realm with intent to hinder gameplay is considered griefing and will not be tolerated. If you are here for the Warrior protest, please log off and return to playing on your usual realm.
We appreciate your opinion, but protesting in game is not a valid way to give us feedback. Please post your feedback on the forums instead. If you do not comply, we will begin taking action against accounts.
Please leave this area if you are here to disrupt game play (sic) as we are suspending all accounts.
Shit had gotten real. A large swathe of protesters took this as acknowledgement of their goals, and logged off before the ban hammer started falling. Argent Dawn locals fled Ironforge in droves. And in a moment of uncompromising brutality that would foreshadow Blizzard’s treatment of protesters and unions for years to come, the suspensions began. The length of the bans varied from a few hours to multiple days, but the end result was the same. A desolated Ironforge.
The Gnomes had fallen.
They vented their anger on the forums once again, but the Million Gnome March had ironically pushed the plight of Warriors to the side. There was a far bigger debate going on now – the rights of players to assemble online, virtual protests, synthetic statehood and the ethics of Blizzard’s response. For its part, Blizzard claimed it had taken necessary action to protect its servers and to keep Argent Dawn running, and that repeating the protest would result in permanent bans. Did that make it acceptable? The protesters pointed out that disrupting society was the entire point of collective action. It was designed to force higher powers to pay attention.
Much like the issue of Goldshire Inn, [people were beginning to realise that online worlds often the same political dilemmas as the real world, but unlike the real world, there were no protections or guidelines in place. These were lawless lands. Years would pass before governments truly began to create and enforce policy on how people and companies can act online.
In the end, Warriors remained weak. Game Designer Tom Chilton wrote a totally separate post about the virtues of Warriors and their unique abilities, but outlined no plans to change them. Players had wide-ranging opinions on the protest.
MMOGs are suppose to be virtual playgrounds, or at least that was the original ideal. However Blizzard doesn't seem to be able to handle that kind of abstract thinking.
Others condemned the protest
Blizzard does the right thing by breaking up the congregation and sending people away to reduce lag. It's not like the CEO and his cronies are sitting around Dun Murogh waiting to be impressed by your 'show of solidarity', the only people who are noticing what's going on are the people who suddenly can't loot their kills, pick their herbs, etc. because the servers are starting to meltdown.
Another had this to say
a MMORPG isn't a democracy. You do not have freedom of speech, you do not have the freedom to assemble. The Constitution does not apply to a virtual world that is owned by a company. The ToS you signed pretty much waive your rights in the real world.
Frankly, assembling a mass to cause lag and crash a server is an idiotic way to voice your opinions. There are the forums, there is email, there are phone numbers, and there is the allmighty credit card you use to make your payments.
Boing Boing’s Cory Doctorow put it best
...real life has one gigantic advantage over gamelife. In real life, you can be a citizen with rights. In gamelife, you're a customer with a license agreement. In real life, if a cop or a judge just makes up a nonsensical or capricious interpretation of the law, you can demand an appeal. In gamelife, you can cancel your contract, or suck it up.
Regardless of ethics or effectiveness, many protests would follow throughout WoW’s long history. From the Druids United protests to 2021 Stormwind Sit-in. When all else had failed, players would always return to collective action.
The Menethil Ganker
This is one of my absolute favourite stories from WoW. Legend tells of an orc Rogue who crippled his server for months in early 2005, slaughtering anyone foolish enough to step into his domain. His name was Angwe, and the server was Decethus (PvP).
At this time, Azeroth was made up of two great continents, Kalimdor and the Eastern Kingdoms. There were only a few ways of getting between them. Members of the Mage class could teleport, Warlocks could summon, and all players had a hearthstone which would take them back to a place of their choosing, though it had a long cooldown. But the bulk of player traffic went by the ships, which would round-robin back and forth from select points. On the Eastern Kingdoms, your options were Booty Bay in the south, or Menethil Harbour in the Wetlands (just above Ironforge on the map I linked).
Since it linked to two of the three routes, Menethil was the pressure point of the game world. He who controlled the Harbour controlled the world (of warcraft).
Enter Angwe. He spotted a part of the zone leading to Menethil which bottlenecked players, and slaughtered every Allaince player who tried to pass through. He controlled the path day and night in his determination to stop anyone from reaching the harbour.
Angwe quickly rose into infamy, receiving more threats, insults and accusations than most people could imagine, but they only made him more determined. In fact, he lovingly collected them to preserve for future generations. That site has literally hundreds of messages.
Players speculated on when he might sleep, or work, or do anything other than massacring noobs. They wrote extensive guides on the alternatives to going through the pass, such as sneaking under the water along the coast or creating sacrificial clones to distract him. In some cases, max level players would organise convoys to shepherd groups of newer players through the pass. Large groups of PvPers charged the bottleneck to wipe him out, but as a Rogue, he could simply disappear from sight, waiting for individuals to break away from the pack so that he could pick them off one by one. A particularly intrepid sore-loser tried to doxx Angwe but only ended up with his girlfriend’s name – so they assumed he was a woman (because he couldn’t possibly have a girlfriend).
But Angwe was one step ahead of them. He created an Alliance character, inconspicuously named ‘Angwespy’, and used it to monitor his enemies, or taunt them after death. He infiltrated the forums of major guilds in order to intercept their comms.
But where some men see ruin, others see opportunity. Players approached Angwe with offers of gold if he agreed to gank certain other players. To many, he was a celebrity with near mythical status.
[Ancience] whispers: Can’t we make some sort of agreement, so that you can at least stop killing me? Gold? Armour? Exp? Something?
[Angwe] whispers: no
In October 2012, Angwe held an AMA, in which he finally revealed his secrets.
It was just me, typically 8-10 hours a day. I didn't raid, level alts and only rarely did dungeons after 60. My goal was to get on average 100 honor kills in a day (this was before battlegrounds), which would put me either 1st or 2nd place weekly in the honor grind.
For context, an ‘honor kill’ is a reward for killing a player of the same level. Of course, Angwe would also kill any low level players passing by ‘to kill the time’, even if he didn’t get anything for it. Good murder is its own reward.
In 2006, the iconic South Park episode ‘Make Love Not Warcraft’ released, and while nothing has been publicly confirmed, there are those who speculate that the episode is based on Angwe’s reign of terror.
"All the lowbies would wait back there, and I'd usually be fighting whoever is trying to kill me to get on the boat," Angwe explains. "And as soon as I'd die or whatever, you'd see a flood of people run for the boat. Even if the boat came [and I was still alive], they'd just try to get on the fucking boat. A lot of times, the goal wasn't to kill people at that point. I just wanted to make sure none of these fuckers made it toward the boat. If they did, everyone would lose interest in being there and I wouldn't be able to kill anybody anymore."
Ultimately, it was not boredom that killed off Angwe, or defeat by combat. It was Blizzard. They introduced the new ‘Battlegrounds’ feature, which allowed players to fight in separate arenas. To get to a battleground, you had to go to its physical entrance, and the most popular of these was Alterac Valley – just north of Menethil Harbour. As a result, this once-remote zone was now throning with high level PvPers at all times of the day.
Angwe has spoken out many times over the years. After Battlegrounds dropped, he left the game and went to study game design. He now works as a programmer for MMOs, but does not play them himself.
The Kazzak Massacre
One of the highest level zones in the game was ‘Blasted Lands’. In order to give it a sense of danger, Blizzard like to place extremely powerful bosses in questing areas and make them walk around, so that players were forced to be wary of their surroundings. One such boss was Lord Kazzak.
Normally, it took forty max-level players to defeat Kazzak. He had many powerful abilities, including a shadowbolt attack that could hit anyone within a long range, as well as a skill called ‘Capture Soul’, which raised his health by 70,000 every time he killed. This meant that every player death made him considerably harder to defeat.
Due to how WoW’s combat worked, enemies could be kited. Kiting is when a player allows an enemy to attack them, holding onto that enemy’s attention, and gradually runs away, but never fast enough that the enemy stops chasing them. Through this trick, any enemy could be kited to any part of the map. And it just so happened that Kazzak’s little corner of the Blasted Lands was tantalisingly close to Stormwind – one of the largest cities in the game.
Kiting any boss to Stormwind would be an immense task, and Kazzak was no exception. Simply staying alive that long required entire groups working in unison. The trip from the Blasted Lands, up north through the Swamp of Sorrows, then across Dead Wind Pass, around Duskwood, and up into Elwynn Forest to Stormwind could take up to an hour, and Kazzak would continue unleashing fierce attacks the whole way.
But once he arrived at Stormwind’s pearly gates, a chain reaction took hold. The low level players amassed in the city were instantly swept away by his shadowbolt, and every one of them added 70,000hp to Kazzak. He was also able to kill NPCs, who would quickly respawn and die again and again. His health rapidly spiralled into the tens of millions, then the hundreds of millions, as he feasted on a never-ending supply of noobs. A famous video from 6th March 2005 shows him wrecking the city and leaving devastation in his wake.
Kazzak was unstoppable. Once he reached Stormwind, he became an invulnerable wrecking machine. Corpses filled the streets. There was no-where to hide – Kazzak’s shadowbolts went through buildings. The only option was to flee for the safety of the woods.
All seemed lost.
But those massacred players would come for Kazzak.
You see, Paladins had an ability called reckoning. After being the victim of a critical strike, their next attack hit twice. But this ability could be applied any number of times, without limit. If you got two critical strikes, your next hit would do 3x the damage, and so on. Players were quick to exploit this.
All it took was two people - a Paladin and a friend. The two would duel, and the Paladin would sit down while their friend hit them over and over. Hitting a player while they’re sitting down guarantees a critical hit, which meant they could trigger Reckoning as many times as they wanted. The highest recorded number of Reckonings at once is 1800 – that takes hours. But at that point, your Reckoning Bomb could instantly kill any enemy in the game with a single hit. Any player, any monster, and any boss.
Even Lord Kazzak.
And to this day, this is to be the only recorded way players were able to one-shot Kazzak. They never had a chance to try it out once he reached the city, because within 24 hours of the killing, the ability was nerfed.
But it wasn’t enough. Eventually, Lord Kazzak was removed from WoW, and Reckoning was nerfed. Blizzard began clamping down on the many ways players were able to exploit the game.
The Corrupted Blood
This particular incident began on 13 September 2005. Patch 1.7.0 had just released, and with it came Zul’Gurub, a 20-man raid into a troll infested jungle. The final boss went by the name ‘Hakar the Soulflayer’, and had a spell called ‘Corrupted Blood’, which would inflict gradual damage to players, and spread to anyone within a certain radius. It disappeared from players who left the raid, and wasn’t meant to least more than a few seconds. But there was an oversight.
The Hunter class are able to summon pets to fight for them in battle, and if a pet got afflicted with the Corrupted Blood and was dismissed, they would still have the curse when they were summoned again. Even if they were outside the raid.
The first outbreaks were accidental. Hunters brought out their pets in the game’s major cities, only for the Corrupted Blood to spread like wildfire, infecting everyone nearby. Low level players were almost immediately killed off by the plague as it ate away at their healthbars. Many never got the chance to flee – and those who did flee often simply created new outbreaks elsewhere. Before long, these curiosities had developed into a full-blown pandemic.
Much like a real virus, the Corrupted Blood was spread by animals. The NPCs could catch and spread the plague, but were almost impossible to kill, turning them effectively into asymptomatic carriers. Skeletons began to pile up in the streets of Ironforge and Orgrimmar. Dying causes gear to degrade, which is expensive to fix, so many players fled the cities to find safety in the wilderness. Others fuelled the chaos, deliberately causing new outbreaks wherever they could. These individuals were compared to biological terrorists. On the flipside, there were the ‘first responders’, who waded into the epicentres and attempted to heal the sick – though they often caught the Corrupted Blood themselves, and became spreaders in turn.
Many of WoW’s 2 million players would log on just to see what was happening (and then get infected), or log off to isolate themselves. The economy of the game totally shut down as the cities became ghost towns.
There were many parallels with how a real world virus would spread. To the powerful, it was just an inconvenience, so they went about their daily routines, whereas to low-levelled players (comparable to the weak and elderly), it presented an incredible danger.
Blizzard tried to impose a quarantine rule on players to stop the spread, but many refused to obey or didn’t take it seriously. The last time anybody made a list of the top hundred character attributes of WoW players, common sense snuck in at number 79. In the end, it took several hard resets and patches to stop the spread. The virus was contained to Zul’Gurub on 8 October.
Academics at Ben Gurion University in Israel published an article in the journal Epidemiology in March 2007, describing the similarities between the Corrupted Blood and SARS and avian flu. The US Centre for Disease Control and Prevention contacted Blizzard and requested statistics for research. One factor that simulations at the time did not consider was curiosity – players put themselves at risk to see what all the fuss was about, in the same way journalists might do in the real world. Nina Fefferman, a research professor of public health at Tufts University, co-authored a paper in the Lancet Infectious Diseases discusing the implications of the outbreak, and spoke out for MMOs to be used to simulate other real world issues.
It should come as no surprise that many people have compared the Corrupted Blood to Coronavirus. Epidemiologists used research from the incident to understand the spread of COVID-19, specifically how societies respond to these kinds of threats.
In a recent interview with PC Gamer, Dr Eric Lofgren is quoted as saying the following:
"When people react to public health emergencies, how those reactions really shape the course of things. We often view epidemics as these things that sort of happen to people. There's a virus and it's doing things. But really it's a virus that's spreading between people, and how people interact and behave and comply with authority figures, or don't, those are all very important things. And also that these things are very chaotic. You can't really predict 'oh yeah, everyone will quarantine. It'll be fine.' No, they won't.”
Enjoying the Reddit self-destruction but the content doesn't have much with the lemmy.world server. Maybe post to Reddit@lemmy.ml, !snoocalypse@lemmy.ml or !technology@lemmy.ml?
![](https://lemmy.world/pictrs/image/5c743c53-08f1-44d7-9d23-af1110cab322.jpeg)
Thank you very much. The welcome for all us reddit refugees has been really warm and it's deeply appreciated.
On Pieces of Garbage
Albert Fish
- Deranged, Harold Schechter
Andrei Chikatilo
- The Red Ripper, Peter Conradi
Belle Guiness
- Hell's Princess, Harold Schechter
Bloody Benders
- Candle of the Wicked, Manly Wade Wellman
- The Saga of the Bloody Benders, Rick Geary
Boston Strangler(s)
- The Boston Stranglers, Susan Kelly
Carl Panzram
- Panzram: A Journal of Murder, Thomas E. Gaddis, James O. Long
Charles Manson
- Manson in His Own Words, Nuel Emmons
- Helter Skelter, Vincent Bugliosi, Curt Gentry
- Love, Sex, Fear, Death, Timothy Wyllie
Columbine
- Columbine, David Cullen
David Berkowitz/"Son of Sam"
- The Ultimate Evil, Terry Maury
- Son of Sam: The .44-Caliber Killer, George Carpozi Jr.
Dennis Nilson
- Dennis Nilsen, Russ Coffey
- History of a Drowning Boy, Dennis Nilson
Dennis Rader (BTK)
- My Boss was the BTK Killer, Mary Capps
EARONS
- I'll Be Gone in the Dark, Michelle McNamara
Ed Gein (episide link, link, link)
- Deviant: The Shocking True Story of Ed Gein, Harold Schechter
- Ed Gein: Psycho, Paul Anthony Woods
Fred and Rose West
- The Corpse Garden, Colin Wilson
Gary Ridgeway
- Green River, Running Red, Ann Rule
Henry Lee Lucas
- Hand of Death, Max Call
H.H. Holmes
- The Devil in the White City, Erik Larson
John Wayne Gacy
- (John Wayne Gacy: Defending a Monster)[https://www.goodreads.com/book/show/9650142-john-wayne-gacy], Sam L. Amirante, Danny Broderick
Jeffrey Dahmer
- My Friend Dahmer, Derf Backderf
- The Man Who Could Not Kill Enough, Anne E. Schwartz
- A Father's Story, Lionel Dahmer
Joseph Kallinger
- The Shoemaker, Flora Rheta Schreiber
- Edge of Madness, Kim Cresswell
Marquis de Sade
O.J. Simpson
- If I Did It, O.J. Simpson
Richard Ramirez
- Night Stalker, Clifford L. Linedecker
- Night Stalker: The Life and Crimes of Richard Ramirez, Philip Carlo
Theodore J. Kaczynski (Unabomber)
- [Industrial Society and Its Future], (https://www.goodreads.com/book/show/225468.Industrial_Society_and_Its_Future), Theodore J. Kaczynski
- Unabomber: A Desire to Kill, Robert Graysmith
William Pickton
- On the Farm, Stevie Cameron
Zebra Murders
- The Zebra Murders: A Season of Killing, Racial Madness, and Civil Rights, Prentice Earl Sanders, Bennett Cohen
Zodiac Killer
- Times 17, Gareth Penn
Profiling/Analysis
- Between Good and Evil, Roger L. Depue, Susan Schindehette
- Popular Crime: Reflections on the Celebration of Violence, Bill James
- Encyclopedia of Crime and Punishment, David Levinson
True Crime History & Analysis
Axe Murders
- With an Axe, H. Paul Jeffers
Jon Bennet Ramsey
- The Death of Innocence, John Ramsey, Pat Ramsey
- America's Early Serial Killers, Mike Riley
- Serial Killers: Up Close and Personal, Christopher Berry-Dee
Occultism
Aleister Crowley
- Stealing Fire from Heaven, Nevill Drury
- The Book of Pleasure, Austin Osman Spare
- The Book of Law, Aleister Crowley
- Moonchild, Aleister Crowley
Chaos Magic
- Condensed Chaos: An Introduction to Chaos Magic, Phil Hine
- Liber Null and Psychonaut, Peter J. Carroll
Madame Blavatsky
- A Secret History of Consciousness, Gary Lachman
Satanism
- The Satanic Witch, Anton Szandor LaVey
- Damned, Robert Muchembled
- The Satanic Bible, Anton Szandor LaVey
- The Temple of Set, Michael A. Aquino
- The Temple of Set II, Michael A. Aquino
- The Zohar, Nathan Wolski
Magick
- The Power Of Magic, Derek & Julia Parker
- Serpent of Light, Drunvalo Melchizedek
- EULIS! The History of Love, Paschal Beverly Randolph
Ouija Boards
- Ouija: The Most Dangerous Game, Stoker Hunt
- Aleister Crowley and the Ouija Board, J. Edward Cornelius
- Psychic Self-Defense, Dion Fortune
Aliens
- I Know Why The Aliens Don't Land!, Jeremy Vaeni
- The Utah UFO Display, Frank B. Salisbury
- Communion: A True Story, Whitley Strieber
- Secret Journey to Planet Serpo, Len Kasten
- They Knew Too Much About Flying Saucers, Gray Barker
- Flying Saucers and the Three Men, Albert K. Bender
- Dimensions: A Casebook of Alien Contact, Jacques Vallée
- Secret Cipher of the Ufonauts, Allen Greenfield
- Raechel's Eyes, Helen Littrell, Jean Bilodeaux
- Incident at Exeter, John G. Fuller
- The Armstrong Report, Virgil Armstrong
Roswell
- The Day After Roswell, Philip J. Corso
Yeah absolutely. An instance is kind of your home group. It's not a "subreddit," more just a sorting method for links. The "subreddits" are the boards inside the instances, and the instances work to determine their addresses.
On Reddit you might have /r/nfl, /r/actualnfl, /r/realnfl, for example, while here you would have nfl@lemmy.world, nfl@other.instance, nfl@another.instance.
(People better at explaining or who are further along the process of understanding please feel free to correct me and chime in!)
I'm still a little confused but it's sinking in. The difference between an instance and a "sub", as well as how to join or interact with other "subs" without having to join each individual instance, was the part that was toughest to adapt to. I love it, though. Lemmy is giving me the feeling Reddit did when I first joined it a long, long time ago on my first ever account. It feels organic.
I'll start us off!
In the MUDding world, specifically the Iron Realms brand of MUD, two games (Imperian, Starmourn) have been put into "legacy mode" by the company, which means that a lot of the more useful, grabby, and/or addictive features typically found in IRE games will be unsupported going forward, as well as disabling the ability for characters to retire INTO Starmourn or Imperian, while retiring OUT of them is still doable. Everyone's expecting mass exodus. Vitally, entering legacy mode means that the administration of these games will no longer be paid by IRE, so if they intend to stay and keep the games going they'll be doing so out of the goodness of their hearts - it can't be their job anymore, so their time will by necessity be focused elsewhere, at least a fair amount of the time.
Starmourn's population in particular is panicky, as it's very new in comparison to other IRE games and has a dedicated playerbase. Among other things like the literal end of the world looming on the Starmourn horizon, rumors abound that entering legacy mode will mean Starmourn, which already has a problem with over-indulgence in PK, to become fully "open PK," because if the administration isn't present then there will be no one to enforce the rules. The administration has countered this claim, but the panic continues.
Meanwhile, on more popular IRE games with ostensibly less tOxIc playerbases, people are dreading an influx of undesirables from Imperian. I guess people don't like those guys.
This is a weird hobby.