10 Moments That Made World of Warcraft

Key events from WOW's first five years.

World of Warcraft celebrated its fifth anniversary last week. On 23rd November 2004, Blizzard launched its MMO in North America. Even though some critical features (player-versus-player battlegrounds, for one) weren't implemented, the game clearly outstripped established rivals in polish and scale at launch, and demand was so intense that Blizzard's overloaded servers spent the first few months fighting a losing battle against the tide of players.

So you can hardly call Blizzard's first steps in massively multiplayer gaming tentative. Nevertheless, WOW in its early days was a shadow of what it has become over the last five years, in terms of the quality of the game itself as well as the size of its player-base (two million in June 2005, 12 million today) and its impact on popular culture. You can trace that journey on this site: in the news and in reviews (the original 8, the re-review 10, the reviews of the Burning Crusade and Lich King expansions). Best of all, you can hear the story of its development in the words of its developer, in parts one and two of our exclusive Making of World of Warcraft.

But some of that story can only be understood, and properly put into context, in hindsight. You'd need a book to comb over the significance of every event, so below we single out one development in the game and one in real life ["IRL", surely -Ed] for each of WOW's five years of operation. Some of them are famous, some obscure; it's not a definitive list and they might not be the single most important moments in WOW's history, but they all say something about where the game has been, how far it's come, and how much it's changed the gaming landscape.

2005 in-game: Corrupted Blood

'10 Moments That Made World of Warcraft' Screenshot 1

It was a simple mistake, a piece of deliberate design that somehow escaped its parameters and ran amok. In September 2005, patch 1.7: Rise of the Blood God introduced the raid dungeon Zul'Gurub. Final boss Hakkar would infect players with a disease called Corrupted Blood that would damage them over time, and jump to other nearby players. It was a feature of the boss fight, nothing more. It was never intended to leave the safe confines of the instance.

It did. On some servers, players exploited teleportation to carry Corrupted Blood from Zul'Gurub's remote jungle location to the game's major urban centres. It spread like wildfire, killing lower-level characters in seconds. Regular gameplay was completely disrupted; some players took malicious glee in spreading it, while others formed an impromptu relief effort, taking it upon themselves to heal the sick. Eventually, Blizzard was forced into a hard reset of affected servers to kill it off.

The Corrupted Blood plague has since been used as a study on the spread of real-world epidemics - which it closely resembles - and has even invited comparisons to terrorism in the way some players chose to spread it. It was such a dramatic event that Blizzard sought to replicate it, notably with the zombie plague that heralded the launch of second expansion Wrath of the Lich King. But truth be told, it was the first and last time that WOW's world of Azeroth would really take on a life of its own.

Stories like this are more closely associated with less regulated "sandbox" MMOs like EVE Online. Blizzard, ever the control freak, the meticulous director of player experiences, might have sought to mimic Corrupted Blood under controlled circumstances, but it could never allow it to happen again. The fix was in. From now on, World of Warcraft would only run as its makers intended.

2005 in real life: Leeroy Jenkins

'10 Moments That Made World of Warcraft' Screenshot 2

2005 saw another WOW-related viral epidemic, however, although this one was in the mostly safe world of the internet meme. Bellowing his own name with heroic stupidity, a player character called Leeroy Jenkins charged heedlessly into a room full of dragon whelps in the Upper Blackrock Spire dungeon and caused an ignominious death for his entire party.

Caught on video and posted mock-seriously on WOW's forum, the moment spread first across the game's community and then beyond it, and eventually escaped the confines of the internet and into national and international media. Leeroy became a sort of folk hero of WOW. His name and idiotic feat are immortalised as an in-game achievement and title; his image is recreated alongside Warcraft's heroes and villains in the WOW trading card and miniatures merchandising; the player behind him, Ben Schultz, does public appearances at conventions.

Looking back, the video's wild popularity isn't that easy to explain. It's funny in a dumb sort of way, but fairly deeply entrenched in the arcane vernacular of raiding. Then again, you don't need to understand how WOW dungeons work to understand the enormity of his mistake, his gung-ho vigour, or the fact that he's having fun and not taking the game too seriously. Schultz did Blizzard an incalculable PR favour, not just in terms of exposure, but in demonstrating that WOW could be about friends messing about rather than nerds obsessing over detail. To this day, the most famous WOW player character isn't a successful guild leader or elite PVP hero, but a chicken-eating village idiot just like the rest of us: a common man.

2006 in-game: Shadow of the Necropolis

WOW excels in many areas; any good MMO has to. Its character classes, its art and lore, its questing and its PVP have all set standards, but it's fair to say that they've all seen slip-ups too - and they've certainly all come on leaps and bounds since the early days. If there's one area where Blizzard really hit the ground running though, it was dungeons. Although there are many dozens of them in the game now, you can count the poor ones on the fingers of one hand, and some of the earliest - Scarlet Monastery, Shadowfang Keep, Molten Core - are also some of the most fondly remembered.

It wasn't long before they reached their apotheosis. Naxxramas was a 40-player raid, introduced in patch 1.11: Shadow of the Necropolis in June 2006. This floating city of the dead was an epic that raised the bar for multiplayer RPG design so high that even Blizzard has struggled to match it. The 15 boss encounters - neatly organised into four wings and a central, two-stage climax - were as intricate, varied and memorable as anything in a Zelda adventure or a Treasure shmup, only co-ordinated for co-operative gaming on the grandest scale: the square-dancing of Heigan the Unclean, the multi-tasking of the Four Horsemen, the panicked siege warfare of Kel'Thuzad.

'10 Moments That Made World of Warcraft' Screenshot 3

The problem was that only a tiny fraction of World of Warcraft's huge audience got to see inside Naxxramas, let alone best it. In its original form, Naxxramas was as difficult as the game has ever been, and had the most stringent requirements of guild organisation and gear. It simultaneously proved how great MMO raiding could be, and how exclusive, intimidating and inaccessible. For its developers it was both climax and anti-climax, and they would never make another 40-man raid. Blizzard has progressively lowered the bar for raiding until Naxxramas itself was reborn as an "entry-level" raid for 10 or 25 players in Wrath of the Lich King - a stroke of populism that some players still bemoan, but that has probably changed the elitist structure of MMOs for good.

2006 in real life: Make Love, Not Warcraft

Trey Parker and Matt Stone said they were "shocked" when Blizzard agreed to collaborate with them on an episode of their irreverent cartoon series South Park called Make Love, Not Warcraft. The episode's script, after all, featured a savagely unflattering parody of the unhealthy habits of WOW players and the mind-numbing dedication required by the game's level grind. At one point, Cartman is so unwilling to stop playing WOW that he blasts his mother in the face with diarrhoea.

'10 Moments That Made World of Warcraft' Screenshot 4

Blizzard's stock response to this sort of close-to-the-bone ribbing could be - still can be - defensive and frosty. But Parker and Stone's barbs were welcomed with open arms, access to the game's assets, and even an opportunity to use Burning Crusade alpha servers as a virtual film studio for the episode's lengthy in-game sequences. It's hard to know whether Blizzard was exercising corporate cunning or simply succumbing to a kind of inverse flattery - if you're going to be mocked, it might as well be by the best, on the biggest stage - but either way, it was a PR masterstroke.

It didn't matter that Make Love, Not Warcraft - aired in September 2006 - was deliberately offensive and inaccurate. Parker and Stone clearly knew their subject and were treating WOW with their own unforgiving brand of affection, one that players could easily recognise and identify with; and they were comfortable enough with gaming subcultures to use the same "machinima" in-game animation techniques as the parodists in WOW's own community. It was a cultural validation that ranked the game alongside presidents and pop stars in South Park's gallery of targets. (Oh, and it was half an hour's airtime, an Emmy award and a free trial in the DVD box-set, too.)

2007 in-game: Mission to Mudsprocket

In early 2007, World of Warcraft underwent its first revolution with the launch of the Burning Crusade expansion, whose Outland zones showed a new stylistic freedom as well as an improvement in the density, diversity and reward of the game's questing. But it was one part of one patch later in the year, in November, that showed the true roadmap for WOW's future.

Patch 2.3: The Gods of Zul'Aman was an excellent, well-rounded update, with sought-after features like a new 10-player dungeon, guild banks and speeded-up levelling in the game's lengthy and rather disorganised mid-section. Part of the improvements to this portion of the game (usually the most neglected part of an MMO, while introductions and endgames are constantly revised) was an experimental overhaul of a backwater questing zone, circa level 40, called Dustwallow Marsh.

The unassuming remake, centred around the new goblin hamlet of Mudsprocket, didn't just add 50 new quests where they were desperately needed. It showed just how far Blizzard's craft had come when it came to making solo storylines, not just since 2004, but since The Burning Crusade just months before. Eventful and varied pocket adventures - quest chains with satisfying arcs, loaded with pathos and humour, strangeness and spectacle - meandered and interlocked around the small zone in an exquisite pattern. Once you started there, it was impossible not to do all of it.

'10 Moments That Made World of Warcraft' Screenshot 5

A year later, we'd get an entire expansion made to this standard, but even that wasn't the true significance of the new Dustwallow Marsh. At the time, Blizzard casually hinted that it would consider similar overhauls for one or two more of the original game's zones. In fact, it would go on to announce that it would do the same, and more, for the entirety of the two original continents in 2010 expansion Cataclysm - a bold revision for which this revamp was surely a proof-of-concept.

2007 in real life: Activision Blizzard - the birth of a monster

At the start of December 2007 - out of the blue, on a Sunday - Blizzard's owner Vivendi Games announced that it would merge with Activision in deal worth $18.9 billion. Well, it was billed as a merger, and in fact the Vivendi parent company was buying a majority stake in Activision. But the name of the new entity left little doubt. Vivendi Games was no more than a sacrificial lamb at this marriage, offered up to bless the union between the world's most successful publisher and most profitable developer. And the prime motivator for the deal was one game: World of Warcraft.

'10 Moments That Made World of Warcraft' Screenshot 6

Blizzard getting its name on the door was a sign of just how far into the stratosphere of the games business WOW had propelled the closeted, perfectionist developer. If any questions were raised at this apparent hubris, they would be answered bluntly by the company's balance sheets. Analysts estimate that WOW alone contributes half the super-publisher's earnings, eclipsing even Guitar Hero and Call of Duty. It certainly rakes in hundreds of millions of dollars a year in subscriptions and sales - the PC Gaming Alliance reckons it could be as much as $1 billion a year.

It was an audacious land-grab by Activision, a specialist in the retail-driven console market that had, at a stroke, snapped up the biggest player in online and PC games. Bobby Kotick boasted that it would cost a billion dollars to take on his prize goose and its golden egg. But at the end of the day, it meant more to him than it did to Blizzard. "In the time that Mike [Morhaime, Blizzard CEO] has been here, he's had eight different bosses," shrugged operational chief Paul Sams last year. "There's a lot that we can learn from [Bobby]. And, candidly, there's a lot that he can learn from us."

2008 in-game: Bejeweled - a game within a game

Although they ostensibly work at opposite ends of the gaming spectrum, Blizzard and casual game specialists PopCap have plenty in common. Their games share an immaculate sheen and a mercilessly addictive quality that's equally rooted in rich, colourful audiovisual treatments and obsessively fine-tuned design. In 2008, PopCap paid Blizzard the ultimate professional compliment - and achieved a mind-bending first in videogames history - by developing a game for its game.

Blizzard had allowed "add-ons" or plug-ins since WOW began, mostly so the community could create its own interface utilities (often watched closely and then imitated by the developer in official updates). PopCap used this option to create a free version of its timeless puzzle game Bejeweled that players could run in a window while travelling around Azeroth, queuing for Battlegrounds, browsing the Auction House or performing some of the game's more mindless chores. It later added a version of Peggle, too.

'10 Moments That Made World of Warcraft' Screenshot 7

Mini-games-within-a-game are nothing new, and there are far more popular and important add-ons available than Bejeweled - QuestHelper, for one, which wrote the rulebook on quest-tracking functionality, soon to be followed by Blizzard and all its rivals.

But that an external developer would put one of its own properties within WOW indicated just how far beyond the stature of a regular game the MMO had grown. Valve's Gabe Newell had argued that WOW had exceeded the parameters of a mere game to become a platform in its own right. PopCap proved him right.

2008 in real life: The case of the Glider bot

Blizzard was a good deal less friendly towards other "developers" for its "platform", however. In July 2008, a federal court in Arizona entered summary judgement in the case of Blizzard versus MDY Industries over a program called Glider, finding in Blizzard's favour. It was later awarded $6m in damages.

'10 Moments That Made World of Warcraft' Screenshot 8

Glider was a popular "bot", a program that could play the game for you, automating the process of levelling or grinding out gold. Like most MMOs, World of Warcraft's basic design principle and the driving force of its economy is that time is (virtual) money - but since people's time is valuable to them in the real world, virtual money ends up being worth real money, too. Hence programs like Glider which, reckoned creator Michael Donelly, sold 100,000 copies at $25 dollars a pop - some of them to individuals as well as to grey-market gold traders.

Just another battle in the war on gold trading and power-levelling. Or was it? "Glider use severely harms the WOW gaming experience for other players by altering the balance of play, disrupting the social and immersive aspects of the game, and undermining the in-game economy," Blizzard claimed in the suit, and few would argue with that. But the case hinged on an intellectual property argument that World of Warcraft was licensed to players, not owned by them. Blizzard may well have been acting with the majority of players' best interests at heart, but the Glider case highlights a sad irony of MMOs: players' personal investment in these games may be enormous, but their legal right to access them is frighteningly slender.

2009 in-game: Faction Change - the final taboo

Amidst the general goodwill verging on euphoria at BlizzCon 2009, World of Warcraft fans let their displeasure at one particular new feature be known in no uncertain terms. Any mention of the imminent Faction Change service was met with loud boos.

As Tom Chilton revealed in the Making of WOW, splitting the game into Horde and Alliance factions was one of the most contentious decisions the developers made, but also one of the most successful. Deliberately antagonistic and bolstered by the powerfully characterful races, the divide - which even disallows communication between the factions, player speech being translated by the game into gibberish - gifted players with rivalry and pride and a sense of belonging, even if you had no friends and no guild. It deepened immersion immeasurably. You are either an Alliance person or a Horde person, and though you might roll a character on the other side to try its quests, you would never change.

'10 Moments That Made World of Warcraft' Screenshot 9

Which explains why the seemingly innocuous service that now allows you to move a character from one faction to another, changing its race in the process, attracts such ire. Despite the players' complaints, it won't destroy communities. It will probably only be used by a tiny minority. At $30, it's too expensive to be abused. It's an appropriate service to offer in a five-year-old game where your friends might have moved on. But, symbolically... it's a betrayal of the game's founding principles. The remarkable thing, of course, is that a computer game can get people so worked up about issues of cultural identity. For the Horde!

2009 in real life: BlizzCon, in excelsis

BlizzCon should really have been the "real life" entry for 2005. The first of these extraordinary fan conventions was held then, in October, attracting 8000 people and hosting the revelation of The Burning Crusade. But Leeroy Jenkins needed to be mentioned (and, well, I wasn't there).

'10 Moments That Made World of Warcraft' Screenshot 10

In any case, the August 2009 event, the fourth, was as good a demonstration as any of the others - a better one, perhaps - of the remarkable relationship that's developed between Blizzard and its fans: a relationship that existed before World of Warcraft, but that has been amplified and solidified by the game, and dragged out into the real world.

As an entity, Blizzard can be aloof and over-protective. It would be easy to characterise the developer as a money-grabbing corporate bogeyman. But at BlizzCon, that mask doesn't so much slip as vanish completely. Disclosure is total. Most companies announce a new game with an elliptical teaser trailer and, if you're lucky, a screenshot. At BlizzCon 09, third WOW expansion Cataclysm was announced and then outlined in exhaustive detail across six or seven hours of developer panels and Q&As, and playable by the general public on hundreds of PCs.

It's remarkable that a single company with a limited catalogue can draw 20,000 attendees, sell internet and cable TV coverage, and dominate an equivalent floor space to the entire Tokyo Game Show. But maybe that narrow focus is the point; from unity comes strength, and in the roar that greeted Cataclysm (or Ozzy Osbourne, or house band Level 80 Elite Tauren Chieftain) the crowd spoke as one.

BlizzCon is attended by none of the tawdry awkwardness of any other public (or even trade) games event. It's silly, and it's geeky, but no-one else there could possibly mind or care; and the height of silly geekiness, the costume and dance contest, is also a genuinely uplifting expression of community spirit. Games may still be perceived as a destructive and antisocial pursuit, but at BlizzCon 2009, one of the most derided of them all - World of Warcraft, the breaker of marriages, the sucker of young souls - showed what a great social bond they can be. Here's to the next five years.

Comments (34) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Eraysor #1 2 years ago

    I made a good friend at work thanks to Leeroy Jenkins. After seeing how much work we had to do I shouted "LEEEEEEEEEEEEEEEEEROY" to inspire me to do it and it turned out he knew exactly what I was talking about, and I had no idea he even played WoW beforehand.
  • stevetuck #2 2 years ago

    atleast i have chicken
  • butler` #3 2 years ago

    "Despite the players' complaints, it won't destroy communities. It will probably only be used by a tiny minority."

    I don't get why you're talking about it as if it hasn't already done quite a bit of damage to some servers.Server transfers were damaging, faction transfer was a real final blow for many people (mainly PvPers that refuse to migrate to swescale).

    And as RP as it sounds, pretty much TBC onwards, having ally+horde in the same city sharing the same bank etc. is just zzzzzzzzz

    as you say they successfully split the factions into two and they had it SO right in vanilla, i can't see why it was so unsustainable
  • anomagnus #4 2 years ago

    mission to mudsprocket? a top ten event?

    terrible list
  • nickthegun #5 2 years ago

    dontsaykillingratstolevelupdontsaykillingratstolevelupdontsa ykillingratstolevelupdontsaykillingratstolevelup dontsaykillingratstolevelupdontsaykillingratstolevelupdontsa ykillingratstolevelupdontsaykillingratstolevelup dontsaykillingratstolevelupdontsaykillingratstolevelupdontsa ykillingratstolevelupdontsaykillingratstolevelup dontsaykillingratstolevelupdontsaykillingratstolevelupdontsa ykillingratstolevelupdontsaykillingratstolevelup dontsaykillingratstolevelupdontsaykillingratstolevelupdontsa ykillingratstolevelupdontsaykillingratstolevelup

    My favourite part was killing rats to level up.

    Fuck...
  • Shinetop #6 2 years ago

    Why isn't the time that guy died due to not eating when playing WoW on the list? Oh wait.
  • TriggerHippie #7 2 years ago

    Mudsprocket? Really? How about the epic battles at Tarren Mill before the battlegrounds were introduced.
  • DFawkes #8 2 years ago

    I know it's wrong that I like that last image on page 5 so much. I know it's supposed to appeal to the most primal part of my geeky psyche, and I really should stop looking at it. But I know full well that as soon as I hit "Speak Your Brain", I'm scrolling back up and smiling at that image once again. I know this makes me a sad excuse for a human being, but I don't care!

    I do enjoy a bit of WoW now and again, even if most of my time goes to other MMOs I keep fnding myself back in Azeroth, just for a quick month, to see how everything is going - it always feels like home.
  • mkreku #9 2 years ago

    @DFawkes: It was the only picture I actually clicked on to enlarge.. :p
  • Waffleaber #10 2 years ago

    I used to download the latest Lost and Southpark every Thursday and take them round a mates to watch. We'd never heard of WoW until we watched Make Love Not Warcraft and he's been hooked ever since. I still don't get it.
  • hiddenranbir #11 2 years ago

  • Bertie Verified Senior Staff Writer, Eurogamer.net #12 2 years ago

    Mudsprocket? Really? How about the epic battles at Tarren Mill before the battlegrounds were introduced. Ooh I remember those. And those bloody multiply-like-rabbits guards. It made the world feel alive, even though all nearby areas were more or less off limits for the duration.

    Great game, great legacy. Nice list.
  • Wyrm #13 2 years ago

    Problem with making the factions distinct is that they always have a common enemy.. Burning Legion.. Arthas.. now Deathwing.. the story of Warcraft 3 shows this up too.
  • Faldrath #14 2 years ago

    I agree Blizzcon had to be mentioned somewhere, but 2009's most important (and polemic) development is probably the new Pet Store, which officially brought microtransactions to WoW. I personally think it's a bad move, but apparently I'm in the minority, seeing as those pets sold like hot cakes. But it remains to be seen how far they're going to take that concept in the future.
  • Gl3n #15 2 years ago

    Good read.

    However, it would be nice to see more content about other games.
  • RobTheBuilder #16 2 years ago

    Am I the only person in the whole gaming world who really couldn't give a shit about World of Warcraft?
    I don't mean it's a bad game, but it just doesn't interest me.
  • thebuzzard #17 2 years ago

    There are other games? Next youll be telling me there is an outside world LIES!
    Edited by 1 at 30/11/09 @ 13:39
  • davisorle #18 2 years ago

    I loved WoW and no MMO has captured my time as much as WoW, even though Ive had guilds in AoC and Lotro, meaning I spent quiet a bit in more MMOs. Thing is that they have made decisions over the time that made me fall out of it with WoW. Maqking it easier, aproachable for new subscribers was sucrifising the things that made the hardcore WoW gamers love. Last article I had objections. Well deal with it. They have ruined the game as great as it still is, as the best MMO as it might be I rather start all over in AoC than WoW anymore. And I swear I gave it another go again 2 weeks ago but I just didnt find it in me to keep on playing. I'll just let my subscription renewal die.

    Sad but true... I have no MMO to play now cause of this. Only one ive never played is AION so I might give it a go. WoW was released the perfect time. Noone else on top so deep in the MMO comunity to stop it. The gameplay and PVP was all we needed and delivered. The effort and time you needed ( not anymore ) to lvl up, tp equip your character and learn how to perfectly take advantage of everything was well woth the money which now is gone. If you thought you had a lot of noob around the servers before making twinks or capping a hunter and a rogue you should see it now... ( Im not including the ones that have them as main for basic reasons. I have too but theyr arent my main. Warrior and Priest are my main )
  • linksdad #19 2 years ago

    In the end it is poor repetitive game play, held together with its shear scale and community. And it makes you crap at real games.

    Glad I stopped all that MMORPG nonsense a couple of years ago and haven't looked back. Although I am now playing that meta MMORPG, Gamerscore Whore.
  • dingo75 #20 2 years ago

    One memorable event is missing:
    Warlock blowing up the AH in IF with the Baron bomb from Molten Core on his pet...

    <a href="http://www .youtube.com/watch?v=DGHZJG6X_fs
    ">http://www .youtube.com/watch?v=DGHZJG6X_fs
    </a>

    Happened on my server back then (Cenarius - US West Coast) and Biny got 72 hour suspension although Blizzard aknowledged they were pretty impressed.

    This is the original idea for bringing shit back from instances to cities.


    Concerning Naxx:
    There were 2 problems raiding it
    1. The emerge of the "easy-mode" PVP epics for doing battlegrounds. People spent their time in there instead of raiding.
    2. The expansion on the horizon. People knew that their epics will not be worth anything in there and stopped raiding.

    It was very frustrating to go from a top-raiding guild (cleared BWL in 2 1/2 weeks after Razorgore was dead and were always in the Server Top 5 Horde side) to a mere shadow unable to even set foot into Naxx.

    My personal highlight though is this:
    [link url=http://www .youtube.com/watch?v=HtvIYRrgZ04
    ]http://www .youtube.com/watch?v=HtvIYRrgZ04
    [/link]

    I hope this will remembered for ages to come!
    Edited by 2 at 30/11/09 @ 16:15
  • David_Richardson #21 2 years ago

    Every time I see that video it makes me more keen to track down the guy yelling just to tell him what a fucking idiot he is.
  • sneetch #22 2 years ago

    For me one of the key events was the first time I got to use the booterang.

    "This is your booterang. There are many like it but this one is yours."

    http://www.wowhead .com/?item=32680
  • Hunam #23 2 years ago

    I remember the pre-battlegrounds Terran Mill days, spent hours just fighting over that silly patch of grass almost everyday. It was better back then when things were less organised by Blizzard and more organic in the playerbase.
  • AOFanboi #24 2 years ago

    There was also an event where some payers pulled a badass mob all the way to Lakeshire...

    [link url=http://www .youtube.com/watch?v=Ej08Wg9TX4U
    ]http://www .youtube.com/watch?v=Ej08Wg9TX4U
    [/link]

    Plus the addicted players... though this seems faked?

    [link url=http://www .youtube.com/watch?v=YersIyzsOpc
    ]http://www .youtube.com/watch?v=YersIyzsOpc
    [/link]

    This one is also a classic:

    http://www .youtube.com/watch?v=dZXbCe7iNEY
  • Dizzy #25 2 years ago

    This one always cracked me up :)

    http://www .youtube.com/watch?v=0TSGUf1xbF8

    Surely all the "outrage" of the WoW geeks after this, must be worth it.
    Edited by 1 at 30/11/09 @ 20:07
  • dingo75 #26 2 years ago

    Oh yeah that one was funny.

    I remember the first thread on the WoW forums where someone said her friend died recently (electrocuted in an accident I recall).
    Since back then (and now) you never know if someone is only pretending this shit people made fun of it.

    Best reply was: What did he drop?

    Lesson to learn: NEVER look for comfort posting online in forums...
    Edited by 1 at 30/11/09 @ 20:27
  • floppylobster #27 2 years ago

    It's only been 5 years? I've never played it but Jesus Christ this game has had a huge impact.

  • rogueJT #28 2 years ago


    good list, but I agree as pointed out above about MudSprocket. Dustwallow Marsh is a hole and adding Mudsprocket made no difference whatsoever, save for adding an extra flight path which is always handy.

    The quests were the usual "collect 8 dragon hearts" or "kill 10 dragon whelps, 10 dragon alphas, 1 dragon brood brood mother" etc etc etc.
  • Averice #29 2 years ago

    Good list.

    The in game funeral thing is memorable, but it really isn't that interesting and I agree with it not making this list. Mudsprocket is surprising on the list... I think mudsprocket would have been even better if it had been used to allude to the Cata changes of kalimdor and eastern kingdoms.

    The Mudsprocket quests were nothing unique, but it was sooo nice to actually have quests to do. Though the Xp boost is what really turned that process around. XP boost could have made this list as one of the top 10 issues, further defining Blizzards destination for home casual. Personally I think level 80's should just get the ability to auto make new 80's... since so much of the game is no longer continuous. Badges/pvp gear, etc., is all so cut and dry and paste etc., that they might as well let us play w/e class we feel like at the moment to keep us interested.
    Edited by 1 at 01/12/09 @ 06:18
  • mr_boogedy #30 2 years ago

    "players' personal investment in these games may be enormous, but their legal right to access them is frighteningly slender."
    Let's think on that awhile shall we...
    Does anyone else think there should be a union for wow players? I'm only half serious. Sort of...
  • thegamesthething #31 2 years ago

  • The_Bloody_Kettle #32 2 years ago

    Oh god, this makes me want to play it again..

    I miss my troll rogue :(.
    But I really don't want to get sucked back into that addiction again.
  • barnettbeans #33 2 years ago

    Good read, I know Blizzard have a good reason to allow faction change but I just cant understand why they feel the need to allow it. The game is great and deserves accolade however for a player of 3 years I have moved on because I want more of a challenge. Although I still miss picking off level 60s in Outland from my flying mount. Why do they never think to look up? LOL

    FOR THE HORDE!
  • SentientNr6 #34 2 years ago

    The online moment that struck me most personally is 9/11 while I was playing Asheron's Call. Being from europe with online friends in the states it was scary.
    Most remeberable about Wow is Leeroy Jenkins.
    I played Wow right after release in US for 3 months and right after release in EU for 3 months. I really cannot imagine not getting bored after 3 months. :)
    Too many games out there that deserve my attention. Like Dragon Age for instance. :)