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The Making of World of Warcraft Article

MMO Article by Rob Fahey

17 August, 2009

Page 1 of 5. Page 2 ->

In part one of our exclusive look at how the biggest game in the world was made, key Blizzard developers took us through development from the earliest concepts to the game's launch. In the second and final part this week, we look at how Blizzard reacted to its unexpected success, and how it's changed in the years since.

Before the launch of World of Warcraft one of the game's lead designers, Tom Chilton, estimated that it might sell 750,000 copies - possibly even a million if the team really struck gold. "I don't remember a specific moment when it really hit me," he says now, "but I'd say that within the first six months or so, we realised that this was really going to blow away all of those expectations." It now counts over 11 million subscribed players.

Veterans of the first six months of World of Warcraft know just how badly the company that made it, Blizzard, underestimated the audience for the game. Servers filled to capacity, with immense queues forming as gamers tried to get online to play their characters. Blizzard struggled to get new servers online, but supply couldn't keep up with demand - each new realm that appeared filled up straight away.

"We were surprised by the number of people that jumped in and wanted to play, certainly in those early months, that first year," recalls Blizzard's vice president of creative development, Chris Metzen. "There were a whole bunch of hard lessons to learn."

'The Making of World of Warcraft' Screenshot 1

One of the earlier content patches added atmospheric realtime weather effects to the game.

"It stressed us operationally," admits Chilton. "We didn't plan for that kind of success in terms of our server infrastructure or our data hosting, all that kind of stuff. It really stressed us, and it freaked us out a bit: 'Oh my God, is our game going to collapse under the weight of the number of people trying to play?'"

Meanwhile, the creative team had to try to distance themselves from the operational problems and focus their minds on the updates which players were already demanding. The breakneck pace of the last 12 months of development barely faltered when the game launched, as the team's energies had to be refocused on patches, new dungeons and, crucially, the player-versus-player features they had longed, but failed, to implement for the game at launch.

Chilton, a veteran of Ultima Online, knew that WOW's rudimentary PvP wouldn't cut it for very long. As he'd expected, players learned to make their own fun - largely in the form of giant battles which raged between the towns of Southshore and Tarren Mill, turning the Hillsbrad Foothills zone into a no-go area on PvP servers - but his plan for PvP would move it from open-world events to instanced Battlegrounds, in line with the team's vision for "Battlefield 1942 meets Warcraft III" combat.

'The Making of World of Warcraft' Screenshot 2

The Zul'Gurub dungeon was the first successful experiment with a smaller raid size of 20 players...

The decision to launch Battlegrounds which were separated from the game world was controversial - but Chilton is adamant that it was right. "Instanced battlegrounds have provided a much better experience for players than non-instancing would have," he insists. "Having come from working on Ultima Online, which was entirely non-instanced, having experienced what can be compelling about non-instanced PvP there - that also taught me a lot of the problems that go along with it.

"There is what I would call a fantasy of world PvP - raging world battles that are meaningful, players taking control of stuff and so on," he says. "What I have found over the years is that that fantasy is really cool from a very high-level perspective, when you're looking at the game from a god point of view. But actually making that fantasy work, making that fantasy play out in a way that each individual person feels like it was satisfying... That's not something that anybody has solved yet. It wasn't something that we thought that we were going to be able to solve.

"We felt like instancing was the only way to make sure that the fights were fair, because what happens in that fantasy of world PvP is that the fights are never fair. Ultimately, that ends up breaking the experience for PvP in general."

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Comments: 1-48 of 48 in total

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Eraysor
17/08/09 @ 13:16
#1
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"and there's an entire chain of quests in Icecrown that players can do at level 77 where you actually get to control Arthas, to live through his story."

*realises he abandoned an obviously very important quest*

(If anyone knows what quest it is, it'd be much appreciated!)
Edited 1 times, most recently on 17/08/09 @ 14:21
RedSparrows
17/08/09 @ 13:16
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'One of the earlier content patches added atmospheric realtime weather effects to the game.'

That patch was a long time after launch. Funny how time dilates :)
Azazel
17/08/09 @ 13:21
#3
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The world seems to currently be eroding my resistance to installing WoW. I've stayed away all these years in the knowledge that If I do start playing I will almost certainly disappear into it for a long time. Down a social black hole.

The problem is I'm finding it harder. I feel like I'm missing one of the games of my generation. Bleh. I may yet succumb... is it worth it? Argh! Need more tea.
Hunam
17/08/09 @ 13:24
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I remember the really early problems with server numbers. Like how in the UK they didn't ship any new copies for like 3 or 4 months so they could get new servers up and not have new players swamping them.
BigJonno
17/08/09 @ 13:24
#5
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Yes, yes it is. I'd love to experience the levelling process as a new player now. It was great fun the first time round and they've made it easier and more enjoyable now. It's all "been there, done that" for me now, even the Wrath levelling content, but to see it all again as a newbie? That's be awesome.
kestral
17/08/09 @ 13:29
#6
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Shame I never got further than 65, some of the lich king stuff sounds pretty good.
Imho the greed kills it.
Edited 1 times, most recently on 17/08/09 @ 14:29
RedSparrows
17/08/09 @ 13:31
#7
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Hunam - Aye, I bought mine overpriced off Ebay, as my friends were all going apeshit over it. I didn't stop playing heavily for almost 2 years after that :O
Ginger
17/08/09 @ 14:02
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hmm. maybe I should get properly into this and hit 80 with a character to see what all the fuss is about.
Pirotic
17/08/09 @ 14:11
#9
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Interesting write-up. Good to see Blizzard admit it's own mistakes rather than letting the success go to their heads.
Spuzzell
17/08/09 @ 14:23
#10
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I've really enjoyed these fascinating articles, despite having zero interest in playing WoW.

So thanks Mr Fahey!
Gurgeh
17/08/09 @ 14:27
#11
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Successes
The quests and levelling in Wrath were both good. The zone design was also good, although it looks like they made one more - Crystalsong Forest - than they really needed, since there's almost nothing to do in it (Dalaran could have floated above Dragonblight).

Middle Ground
Death Knights - far too powerful at the start but an interesting class to play. The issues were compounded by Blizzard's reluctance to balance the class for weeks after launch, in contrast to their usual rapid response to overpoweredness.

Wintergrasp - hugely popular battleground that demonstrates the hardware / software still isn't up to the task of non-instanced PvP.

The new 5 man dungeons are OK although nothing on the scale of the Blackrock dungeons of the past, or the challenge of original Scholomance. These days they are basically speed runs for badges.

Graphics - improved character models and better zone textures on the plus side. The downside is fewer and fewer original weapons and armour graphics. Maybe they are hitting the tech limits of the game, as zones like Dalaran take increasingly long to load with all the various combinations of player models and textures.

Failures:
The Arena system has caused more problems than it solved, to the point where Blizzard has scrapped the 2 man version as far as measuring skill goes and annoucned it will focus on Battlegrounds in future

Vehicle / mounted combat - reduces people to pressing 3 buttons or less. One of those things that's occasionally fun but not worth the development effort, and please god no more PvE instances with mounted combat.

Raiding - Ulduar is good. How they can claim Naxx took weeks of effort is startling, as the boss mechanics are almost exactly the same as before, and as they've admitted they made it too easy. Coliseum is a joke of a raid.
spudsbuckley
17/08/09 @ 14:27
#12
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Anyone who's on the fence about it should definitely give the game a try. It's easily one of the best games ever.
Azazel
17/08/09 @ 14:34
#13
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My problem is that I'm *sure* I would enjoy it; It has always had the appearance of a game I would love. My uncertainty is around whether it's actually worth the investment of time, of which I don't have an awful lot these days :/

I guess that's not a question anyone else can answer for me, so meh - don't actually know where I'm going with this particular piece of thinking out loud...
spudsbuckley
17/08/09 @ 14:36
#14
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Bear in mind that all games are essentially a waste of time. MMOs are just the least 'dressed' up of them all.
Antwandemarco
17/08/09 @ 14:40
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I played it and enjoyed it back in the days before the expansions, was good fun. Never actually reached 60 though, think i got to 55 heh.

However tempted i might be these days, i stay away. Plus I think it would make me take up smoking pot again... The two just go hand in hand for me unfortunately :(
Spindle
17/08/09 @ 14:52
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Eraysor - I've always been a little confused as to what I did to unlock the Artha's quest chain. I think it is something like (Horde side that is - Alliance is similar I believe)…
1. Do all the Argent Vanguard quests in SE Icecrown
2. That should open up Koltira Deathweaver on the flying ship quest hub - do those until 'Opportunity' appears. That’s the start of it.
3. I think you need to at least open up the Ebon Blade quests from the Shadow Vault first even if you don't do them.

Opportunity on Wowhead - http://www.wowhead.com/?quest=13258
Boom
17/08/09 @ 15:33
#17
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The one thing the article doesn't mention is how much the community added via LUA scripted mods.

The interface on the original game was pants and if it wasn't for the community support (which Blizz then very slowly integrated into their own UI) I think a lot of people would have been very frustrated.
Dave
17/08/09 @ 16:01
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"The one thing the article doesn't mention is how much the community added via LUA scripted mods."

This is a very good point. I remember I enjoyed WoW much more because of the many, many mods available. You can really customize/enhance your WoW experience with them and it really was one of the reasons I played the game for so long.

Nice article by the way, very informative. For a long time I wonder which MMO will be able to top WoW's succes.
Edited 1 times, most recently on 17/08/09 @ 17:02
KKRT
17/08/09 @ 16:41
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Nice article but one question.
Why is Blizzard ordering ppl to pay for expansions to MMO? You're already paying monthly subscription god damn it.

I wonder if there will be similar article about EVE Online or Lineage 2, it would be nice.
Edited 1 times, most recently on 17/08/09 @ 20:15
ChaK
17/08/09 @ 16:43
#20
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excellent, as the last one
Sharzam
17/08/09 @ 17:03
#21
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I remember reading a review in PC Gamer magazine and thinking well iam bored this afternoon, so that same afternoon as reading the review walked around the corner to my local game shop the magic didnt immediatly hit me that day but logged back in the next day to give it another go and got talking to this other orc in the starter area and my life changed from that point on. I was totally sucked in whenever i got bored instead quiting like i should of i just simply made yet another character. I played for hours every single day till TBC where i left for a few months then played on and off wasnt till Wrath that i completly quit.

I dont blaime wrath as its probably just as good as the orginal its just by that point i was burned out. Enjoying lord of the rings online now, it feels more like a fantasy MMO than what WoW has become as they said in that interview 'anything goes'.
curtlikesmeat
17/08/09 @ 17:21
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I also somehow missed the Arthas quests (probably because of the way I levelled which meant I was already 80 by the time I got to Icecrown and as a result didn't do many of the quests there and quit soon after that).
Waffleaber
17/08/09 @ 17:43
#23
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Everyone should at least give it a go as the trial is free. It never took with me to be honest but I'm glad tried it..
Zamn10210
17/08/09 @ 18:50
#24
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Not as interesting as the first article, which gave a lot of insight into the development of the game. What happened after launch is already well known to people who've been playing the game a while, there wasn't muchnew insight into what was happening behind the scenes here.
spudsbuckley
17/08/09 @ 18:50
#25
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'Why is Blizzard ordering ppl to pay for expansions to MMO?'

Because they can and it will make them millions.
Henrik_se
17/08/09 @ 19:28
#26
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"Why is Blizzard ordering ppl to pay for expansions to MMO?"

Because they can. Their expansions are still the fastest selling video games of all time so why would they turn down the opportunity to make a hundred million extra? People are obviously willing to fork out the cash anyway despite the grumbling and moaning.
Henrik_se
17/08/09 @ 19:32
#27
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@Azazel:

The sad truth is that Wow is a better single-player RPG than, well, any single-player RPG released in the past few years. The only thing you can't do is singlehandedly save the world and be The Hero, but other than that it beats them all.
black2
17/08/09 @ 20:07
#28
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Great article, really enjoyed both of them. Makes me nostalgic for the game which I dallied with but never got absorbed by.
Canyarion
17/08/09 @ 20:12
#29
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Wait, did they go through with the multiple ways to kill the Twin Emperors? Were there different loot sets?
Or are they merely referring to tanking him with either a warrior or a warlock?

I tanked the magic Emperor as a Gnome Warlock. One of my best WoW experiences.

Also, this article reminds me how much better I liked the original WoW.

@spudsbuckley (RT: Bear in mind that all games are essentially a waste of time. MMOs are just the least 'dressed' up of them all.)

MMOGs don't have much variety in my opinion. You're always doing the same thing: running around killing stuff because some NPC asked you to. Whether it's 2005 and you're level 10, or it's 2009 and you're 80. That is the biggest reason I quit. I loved raiding, but it got too boring. Always the same stuff.

Don't get me wrong, I used to love WoW. I loved the story, the quests, a bit of personal role playing. The raids, the guilds, the parties, the chatting, the auction house, the environments. But they are way bigger time sinks than they deserve. In the time I've played WoW, I could have beaten 50 other games.

That's just the way I see it now.
Edited 2 times, most recently on 17/08/09 @ 21:24
Averice
17/08/09 @ 20:38
#30
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It's sad that Blizzard devs still can't understand what happened during TBC with welfare epics. That does not speak well for them. And wow, talk about PvE welfare in Wrath. Heroic 5 man tokens for Tier 9 raid gear?!
Eraysor
17/08/09 @ 21:29
#31
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*hands Spindle an internet cookie*
Oldern
17/08/09 @ 22:16
#32
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The number of quests in BC and WOTLK are a bit (exactly by one zero) off, the real number is:
-550 for BC
-800 for WOTLK.
rogueJT
18/08/09 @ 03:27
#33
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I did the Ice Crown quests and never played as Arthas.

Hmmm.


One thing that should also be mentioned is how well the game runs and looks on shitty systems.

My laptop(Intregrated GMA950) runs the game very well.
Edited 1 times, most recently on 18/08/09 @ 04:29
rogueJT
18/08/09 @ 06:27
#34
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The number of quests in BC and WOTLK are a bit (exactly by one zero) off, the real number is:
-550 for BC
-800 for WOTLK.

Did sound a big OTT, lol.
Eisenstein
18/08/09 @ 06:53
#35
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"It's sad that Blizzard devs still can't understand what happened during TBC with welfare epics. That does not speak well for them. And wow, talk about PvE welfare in Wrath. Heroic 5 man tokens for Tier 9 raid gear?! "

One of the best changes in WoW. It allowed people to catch up with poopsocking hardcore raiders and PvPers, removing a big, big barrier for many players and making the game more accessible for people who either don't spend 24/7 in WoW or take a couple of months break from time to time.
I'm very sure they understand what happened with the dreaded "welfare" epics and are very happy with the outcome as is the majority of players.
Edited 1 times, most recently on 18/08/09 @ 07:54
pinochet_cz
18/08/09 @ 07:03
#36
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Well..it sound like they made a real progress in these years. I was in beta and then played release until circa lvl 25. Shame that I am too lazy to play on PC now :)
mr_boogedy
18/08/09 @ 07:56
#37
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It's interesting what they say about integrating "almost any goofy idea (they) want to chase" in the game. I only started playing after the release of BC, and my first toon was a Draenei Pally: naturally I didn't know any other WOW. Did everyone who was playing from the start just go "WTF, aliens!?"

...In 3 patches time we'll have a lvl cap of 100, playable races will include Worgen, Goblins, Naga, Cthulu spawn, the Goa'uld and Murlocs. One of the new 'continents' will be a satellite that you fly on a space ship to...
dingo75
18/08/09 @ 09:18
#38
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I did the Ice Crown quests and never played as Arthas.

Hmmm.



No you didn't do them all then.
Did you get the achievement for all quests completed in Icecrown (I think something like "Icecrown - The Final Frontier")?

I played as Arthas on all 3 of my 80 chars.

http://www.wowhead.com/?quest=13236
http://www.youtube.com/watch?v=Ew2efBLJVjs

That guy starts the Arthas quests: http://www.wowhead.com/?npc=32404
rogueJT
18/08/09 @ 10:09
#39
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What happened to Arthas as a raid boss anyway?

Wasn't that promised by Blizz as part of WTOLK?

Anyways, Someone says that leveling has gotten very lonely.
You're right, I'm currently a 31 Shaman and there isn't a sinner around. And I'm on Stormscale PVP which is one of the busiest servers.

Trying to buy new armor is impossible - there's nothing in the AH.
I'm still enjoying it though.
Not sure if I'll continue with my mage main.I have ULduar/Naxx25 gear which I don't think I can improve much,. plsu I really hate raiding. People are late, don't show up, so much downtime between encounters.

It's not as bad as Molten Core 40 admitedly but 10 man parties are the most I can endure really.
(As pointed out in the article - that's the sweet spot. I used love UBRS in the old WOW - waiting for the chestpiece to drop from General Drakk for you class and it never did, lol)
Edited 2 times, most recently on 18/08/09 @ 11:10
geeza2020
18/08/09 @ 12:31
#40
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Henrik_se - "The sad truth is that Wow is a better single-player RPG than, well, any single-player RPG released in the past few years. The only thing you can't do is singlehandedly save the world and be The Hero, but other than that it beats them all. "

I have played WoW, and it really has nothing in it for me that makes it better than really ANY singleplayer RPG i have played in the last few years. Oblivion for example. A huge open world, all to yourself, loads to do, incredibly immersive and without all the shitheads that you meet in any online game. Fallout 3's the same. Mass Effect as well. The only possible way that WoW is better than any of those games is the fact you can play it with friends. But why would i want to when all im going to be doing is spouting nonsense like "OMG im getting pwned by this mob, hlp plz!!!11!"

WoW = Not quite as good as a lot of addicts, i mean players make out.
JahB
18/08/09 @ 12:51
#41
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Also, this article reminds me how much better I liked the original WoW.

you mean with the pre-patch firekicks?
Henrik_se
18/08/09 @ 13:17
#42
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@geeza2020:

The thing that really killed Oblivion and Gothic 3 for me was that the progression and risk/reward balance was just.. fucked. In Oblivion you had the auto-balancing which meant that if you wanted loot or experience, you could just go into a dungeon. Any dungeon. They'd all be the same, they'd all be equally difficult, and they'd all reward you with the same level of stuff. That sucks, I want to be able to choose as a player, I want there to be areas that are oshitoshitoshit to enter, and areas that are safe, with the appropriate rewards available to each.

In Gothic3, the first quest you get is to go see Xardas, but what the game doesn't tell you is that you need to be level whatthefuck to even make it there, and you're actually supposed to complete about 80% of the game before you even think about it. The rest of the game suffers from the same complete lack of pointers and progression planning.

Contrast that with Wow, where you always have something to do, there's always a bunch of quests around, usually with some sort of coherent story to them, and when you're done with one quest hub, you usually get pointers to the next appropriate hubs, and you always know if an area or a hub is easy, moderate, hard or too hard for your character so that you can choose the risk/reward balance you want.

If Oblivion or Gothic 3 or Fallout had done these things as good as Wow, then obviously they would have been better single-player games, but when I played those games, I was constantly reminded that they really, really lacked in this regard.

As for the multiplayer part, you can play Wow and reach level 80 without ever talking to another human being, and actually without ever interacting with other players in any way, if you want to play it that way. There are of course group quests and group dungeons, but they're not necessary for getting to the highest level.

I understand that some people prefer open worlds where you're supposed to find everything out for yourself and where you can try out multiple ways of solving a quest, but I really wish that the single-player RPGs out there would learn from the things that Wow do really, really well and incorporate that into their games.
Edited 1 times, most recently on 18/08/09 @ 14:25
Stompy
18/08/09 @ 13:18
#43
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This game requires its own language of looting welfare epic gear - it's just like being a gangster!!!

Canyarion
18/08/09 @ 14:24
#44
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@JahB (you mean with the pre-patch firekicks?)

I don't know what pre-patch firekicks are, but you quoted me, so +rep! ;-p
Talbot
18/08/09 @ 16:07
#45
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You'd have to be stoned off your face to be able to cope with the mind numbingly dull combat system.

Such a shame because I'm quite fond of the Warcraft lore, I just shudder at the thought of the repetitive grind it takes to get through all the levels.
Edited 1 times, most recently on 18/08/09 @ 17:07
CaptainTrips
19/08/09 @ 20:19
#46
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I can remember two quests where you control Arthas:

The first one is where you walk up to address several legions of alliance soldiers, but instead of speaking to them you kill them all and turn them into the undead.

The second one is the re-enactment of Frozen Throne's final battle between ARthas and Illidan. During this Arthas' heart is damaged. Realising that it is the only thing which can result in him being destroyed, Arthas then ritually removes his own heart so that he cannot be hurt in that way again.

The entire quest chain itself culminates in a mission to retrieve Arthas' frozen heart, as it is the last thing which can save his humanity. Things don't necessarily go to plan however... ;)I remember the start of the chain is at Icecrown, where you have to blow up a hole in the bottom of the citadel. This goes all wrong, and a ghost child with a strangely familiar name gives you some insight into Arthas' fall from grace, and the rest of the quests.

Hope that helps - it is probably the best quest chain in the game (even better than Wrathgate), and I would recommend everyone complete it at least once. :)
Edited 1 times, most recently on 19/08/09 @ 21:23
Crofto
20/08/09 @ 14:52
#47
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"Maybe they are hitting the tech limits of the game, as zones like Dalaran take increasingly long to load with all the various combinations of player models and textures."

Yes, true.

Dalaran is actually a good indicator of how much Blizzard are pushing the engine now, and the fact that my PC can run Crysis at a comfortable level, but has major framerate issues when my WoW server is busy shows how the game is reaching its peak with regard to technical performance.

Although we would all like a bigger scale and more stuff going on, I don't think the current game can handle it, which makes me dubious about future expansions.
otto [mod]
25/08/09 @ 14:46
#48
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"We want to go and chase crazy Cthulu mythology or Egyptian art sets, we can do that."

Nice little Cataclysm teaser there that may have been missed

Comments: 1-48 of 48 in total

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