Home is a curious concept. Generally, we use the term to suggest a snuggly place that feels like ours. Where we can feel comfortable and secure. In many ways, it's as emotive a word as love. People use it sparingly. It truly means something to use it to describe a location. Understandably, if your parents' home doesn't feel like your home any more, you're liable to call it something different than you may have as a child. And yet, often, at Christmas, people with their own homes will still describe themselves as 'going home for Christmas' when they explain they're staying with their parents for a few days.
Whenever World of Warcraft Horde warchief Sylvanas Windrunner was mentioned at BlizzCon 2018, division swept the room. Some people booed, some people cheered. Sylvanas is on a genocidal rampage, you see, and it's caused a schism in the Horde. Some people follow her - and will to the ends of the, um, Azeroth - while others openly rebel under the hashtag Not My Warchief.
For months I ran the Stratholme dungeon in World of Warcraft, over and over through the burning city, through the big gate towards the corrupted paladin lord Baron Rivendare and his coveted skeletal horse. But all the time I never really knew why. I never really knew the significance of the place, that it was the turning point for famous paladin Arthas on his path to to the dark side, to becoming Lich King. But I would have had I played Warcraft 3: Reign of Chaos*.
In a modernist hotel lobby on the outskirts of Barcelona I sit face to face with the President. He's pretty casual as far as presidents go, dressed in jeans and a t-shirt, wearing sunglasses even though we're inside. He's got a tattoo up the underside of his forearm which reads 'Neverdie'. It's his alias, but more of a name to him now than Jon Jacobs ever will be. He is President of Virtual Reality. It has nothing to do with Oculus Rift or VR goggles, and it's not some silly title in a game. President of Virtual Reality means president of all virtual realities - World of Warcraft, Eve Online, Destiny, the lot.
At some point in 2007, I become hopelessly addicted to World of Warcraft.
Yesterday's media briefing by Blizzard brought us details of new Heroes and a new battleground coming to Heroes of the Storm, as well as even more mischievous mechanics for Hearthstone, but the publisher's not done with Gamescom quite yet.
At 5pm this evening there'll be a special stream to lift the lid on the sixth expansion for World of Warcraft. It's a timely announcement too, given the notable wobble in WOW's subscription numbers that was revealed in this week's financial update.
Can Blizzard find a way to convince lapsed subscribers from the past to come back home, and maintain the enthusiasm of those still playing the game in the present? How long will we have to wait until the new expansion arrives, and what exactly can we expect from the game between now and then?
I'd tried saving the hard way, and it wasn't working. That glowing skeletal horse seemed permanently out of reach, so I kept dipping in.
World of Warcraft turned ten on Sunday, and through the week we've been marking the anniversary with a series of features from across Eurogamer's editorial team. John's already taken us through the game's finest dungeon - not to mention its toughest achievement - now Bertie sets out to discover if you can ever really go back.
Every week we bring you an article from our archive, either for you to discover for the first time or enjoy again. Today, to celebrate the 10th anniversary of World of Warcraft and to kickstart a week of celebration on the site, we bring you Oli Welsh's take on Blizzard's defining MMO, originally published as part of our series on games of the generation..
"NOW FOR YOU, INSECTS! BOLDLY, YOU SOUGHT THE POWER OF RAGNAROS. NOW YOU SHALL SEE IT FIRSTHAND!"
Traditional MMOs have gone out of fashion lately. It used to be that every gaming brand had exciting untapped MMO potential and every publisher wanted an MMO in its stable, but the gold rush inspired by World of Warcraft yielded little precious metal, and a lot of publishers got burned in the process - especially Electronic Arts with Star Wars: The Old Republic - while the term "MMO" has become taboo when discussing a new breed of games that includes The Division and Destiny, even though in many respects they are both massively multiplayer and online.
Every Sunday we bring you an article from our archive, either for you to enjoy for the first time or for you to discover again. This week, with Blizzard's latest World of Warcraft expansion going strong and as we await the launch of Elite Dangerous, we return to John Bedford's opinion piece from 2012 on how to build better worlds.
In World of Warcraft: Cataclysm, the ancient and powerful Dragon Aspect known as Deathwing returned to and laid waste to the world of Azeroth. He, once known as Neltharion, was created by god-like Titans along with four other Dragon Aspects to watch over the land of Kalimdor. But the roaming terrors of the universe, the Old Gods, made Deathwing go mad.
Now you, in patch 4.3, get to finally face and fight Deathwing. He, it, is the most powerful thing in World of Warcraft, so killing Deathwing will be far more complicated - and dramatic - than an upfront head-to-head. Just imagining the loot from such a monumental encounter is enough to stimulate millions of saliva glands around the world.
While the Deathwing fight - the culmination of the Deathwing raids - may be the focus, it is by no means the only attraction of Patch 4.3. These patches are closer to mini-expansions than they are bug-squashing updates. Patch 4.3 also brings the intriguing new ability to Transmogrify your armour and weaponry to resemble other pieces of armour or weaponry. You could have a Tier 10 set of armour look like a Tier 1 set of armour. You could even have High Warlord armour look like Tier 1 armour. How will that play out?
There are countless good reasons why I've never crossed the threshold of a bookies. First and foremost is my poor relationship with lady luck. However, it's also about my natural inclination towards chain smoking fistfuls of cigarettes and chewing my fingernails to the bone.
Third World of Warcraft expansion Cataclysm launched last night and, as has become tradition, Blizzard staff fanned out across the globe to field questions from the media and sign game boxes for excited fans at midnight launch events.
The release of World of Warcraft: Cataclysm marks six years of Blizzard's MMO dominance and the raising of the bar for MMO standards. But now, as servers buckle and players frantically level up their Worgens and Goblins, some will rightly ask: How long can Blizzard keep this up? Or, to put it another way, what can topple World of Warcraft?
Published as part of our sister-site GamesIndustry.biz's widely-read weekly newsletter, the GamesIndustry.biz Editorial, is a weekly dissection of an issue weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.
Every Sunday, we dust off one of our favourite articles from the archive for you to enjoy again or maybe read for the first time. As Hearthstone goes into open beta and Blizzard sits on the cusp of another potential phenomenon, we thought we'd go back to November 2009, as World of Warcraft celebrated its first five years.
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.
Eleven million players. Two expansions. $1.2 billion a year in revenue. 16GB of your hard disk. Billions of hours played. Acres of news-print. A Sam Raimi-directed movie in the works. A billion-dollar grey market in gold and items. An episode of South Park. Therapists creating in-game characters for addiction counselling. Eleven million players.
Sitting in an office in the memorabilia-filled halls of Blizzard's nerve-centre in southern California, Rob Pardo is unassuming, chirpy and sincere - a manner which belies the fact that this is unquestionably one of the most influential men in the games business.
Dragons. Wise, majestic and graceful beings entrusted by the Titans to watch over Azeroth in their absence. If you have even a cursory knowledge of World of Warcraft, you'll know that dragons frequently play an important part in events. However, today we come not to praise them but rather to bury them, for majestic they may be, but all too often they're either irredeemably evil or completely insane (usually both) and, more importantly, they tend to carry a fabulous amount of gold and loot on them.
With the latest World of Warcraft expansion Wrath of the Lich King, Blizzard's stated aim has been to get more people involved in the game's top-tier "raid" dungeons. It's made all of them accessible to 10-player groups, and attempted to smooth their notoriously steep difficulty curves. In the first of an occasional series aimed at the novice raider, we present a tour of Lich King's "starter" raid, Naxxramas, in its 10-man version.
Easy mode. That's what MMO veterans of EverQuest and its ilk like to call World of Warcraft, and to some extent - when it comes to death penalties, ease of soloing and generous quest rewards - they're right. Warhammer Online has stripped things back even further, with instant respawns, easy teleportation around the world map, and content carefully sculpted into a non-stop waterslide of experience points. Could the next WOW expansion, Wrath of the Lich King, go any further?
We've already covered the big class changes coming to World of Warcraft in the imminent Wrath of the Lich King - or the even-more-imminent Echoes of Doom patch that will precede it in the next couple of weeks. We've also romped through the incredible Death Knight intro. Over the next six weeks we'll explore Northrend and the expansion's new player-versus-player options - but before that, we have some nitty-gritty to attend to.
You might think a graphic novel series would be a logical spin-off for World of Warcraft, what with the game's unique art style and wealth of lore. And out of nearly 11 million players, surely one or two might be into comic books... But in fact it was only last November, three years after WOW's release, that the first graphic novel hit the shelves. WildStorm is now working on volume 2, with plenty of plans in the pipeline for the release of new expansion Wrath of the Lich King.
"A hero. That's what you once were. You stood boldly against the shadow, and purchased another dawn for the world - with your life. But the evil you fought is not so easily banished; the victory you claimed not so easily held."
Published as part of our sister-site GamesIndustry.biz' widely-read weekly newsletter, the GamesIndustry.biz Editorial is a weekly dissection of one of the issues weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.
There are some sensational new abilities coming for most of World of Warcraft's character classes in second expansion Wrath of the Lich King: of course there are. As much as every player of Blizzard's massively multiplayer monster can't wait to tear across Northrend, delve into its dungeons and batter its new battleground - all of which we discussed in detail in last month's preview and interview - there is a part of you that cares about nothing more than new toys to trash with.
It probably wouldn't be fair to say that Blizzard is worried. But with two determined attempts on its hegemony of fantasy MMOs coming this year (Age of Conan and Warhammer Online), last week's Wrath of the Lich King showcase at the company's Californian HQ was, at the very least, a firm reminder of why you might want to keep playing World of Warcraft. The timing, two weeks before Conan's launch, could hardly have been a coincidence. And the reminder was effective - the next WOW expansion impressed us deeply.
Flying out to Blizzard's California headquarters this week to see the second World of Warcraft expansion, we felt neither apprehension nor any great excitement. After the reinvention and reinvigoration that was first expansion The Burning Crusade, Wrath of the Lich King seemed a more workmanlike sequel: ten more levels, a new continent, a new profession, a new class, a new battleground, all as expected, little of it pulse-raising. Fine; Blizzard had earned the trust that it would get it right, and the right to stop driving itself so hard.
Let's be blunt: World of Warcraft is, for a lot of people, a lot of the time, a solo RPG. Whether starting a first character, casually dipping in to play old ones, or compulsively levelling "alts" in the gaps in your main hero's raiding schedule, it's a safe bet that the majority of players out there at any one time are on their own, in the wild, churning through quests. And it's also a safe bet that they're doing it wrong.
Art is important to Blizzard. The offices of the World of Warcraft developer, currently working on RTS sequel StarCraft II, are plastered with it. Vivid, colourful and extravagant concept art is hung everywhere. The offices even have a curator, part of whose job description is to ensure that huge floor-to-ceiling pieces are displayed around the campus. One such piece is in the canteen - a jolly painting of drinking dwarves by Samwise Didier.
It's been two months now since Blizzard unveiled the next expansion pack for World of Warcraft. Or, more accurately, since the Internet unveiled it - but the official announcement still caused a stir amongst the hardcore fans who made the pilgrimage to BlizzCon.