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Review: World of Warcraft 602

Announced at the European Computer Trade Show in September of 2001, before Warcraft III had even reached retail shelves, Blizzard's Massively Multiplayer Online Roleplaying Game has commanded attention for years. World of Warcraft is a fantasy game like no other, with a unique spin on the genre and an intense attention to detail. The game was released last week after a six month long beta test capped off with a tremendous 500,000 person open testing period. Read on for my impressions of World of Warcraft as the game stands at Launch.
  • Title: World of Warcraft
  • Developer: Blizzard Entertainment
  • Publisher: Vivendi Universal Games
  • Reviewer: Zonk
  • Score: 10/10
Expectations for this game, as for many of the games released late this year, ran very high during the years leading up to game's launch. No group of fanbois can obsess like Massively Multiplayer Gamers, and every aspect of the game was poked, prodded, and analyzed by the legions of would-be players. Once the Beta began, a line was thrown up between the lucky gamers who had the opportunity to participate and those who didn't. There was much wailing and gnashing of teeth in the Battle.net forums, and expectations ran even higher for those on the outside looking in. The game has been released and in many ways it's a lot like other Massively Multiplayer games. Characters have levels, you gain experience to gain levels, and your equipment is an integral part of your character's stats. Despite all the similarities to previous games, Blizzard did this one right. If you have been eagerly anticipating this game you have a lot to be happy about. Blizzard has released a remarkable game, and unless you expect World of Warcraft to solve your problems with the opposite sex you're not likely to be disappointed.

* That said, in the interests of disclosure I should state that I've been playing the game since the first round of Beta invitations in March of this year. I've seen the good and the bad as the game's final form took shape, and I've rode all of them out with a high degree of satisfaction. Before I was snagged to be an editor here, I wrote for a site dedicated to Massively Multiplayer games. I've played over a dozen of them, and I follow Massive gaming news with an intense personal interest. As you read my review, keep my level of commitment to the game and the genre in mind.

Character creation is a straightforward process. Once your account is created and you're into the game proper, your first choice is going to be what server to play on. Currently the game has been released to North America, South Korea, and Australia. The rest of the world is officially on hold as the European launch of the game moves forward. If you have associates in the Old World who you plan on playing with, be aware that Blizzard's current plan is to enforce continental segregation. Apart from what continent you're on, Blizzard has recognized that the "flyover states" are more than just places you see in movies when a plot has to reference a train accident. Servers are available in the four time zones represented on the North American continent. They have also taken the step of classifying servers into different rules-sets. The normal rules-set only allows Player vs. Player (PvP) combat on a voluntary basis. PvP servers also exist which allow any player to attack any other player, a no-holds barred environment between the two major factions. Finally, there are roleplaying (RP) servers, essentially "normal" servers with extra GM support to provide an atmosphere conducive to roleplaying. There are only a few RP servers, but there are more than enough Normal and PvP servers to go around. Deciding between the two is literally this simple: Do you plan on participating in Player Vs. Player combat on a regular basis? If the answer is yes, you know where to go.

Once you're on a server, you have a number of choices to make. There are currently eight races available to choose from, and each race has between three and five character classes open to them. On one side you have the members of the Alliance. Brought together by the Humans, the Alliance represents the forces of the Human nation of Stormwind, the Dwarven nation of Ironforge, the Night Elf nation of Darnassus, and the remains of the Gnomish civilization. Primarily based on the continent of Azeroth, the forces of "good" face down their enemy among the Horde across a vast sea. The races of the Horde, primarily based on the continent of Kalimdor, represent the tenuous group brought together under the leadership of the Orcs. The Horde represents the Orcs of Orgrimmar, the Tauren of Thunder Bluff, the Undead followers of Sylvanas Windrunner located in the Undercity below Lordaeron, and the jungle Trolls who have allied themselves with the Orcish chieftain Thrall. Character classes are broken down to fit with established racial history (Night Elves can't be mages because their history is littered with magical disasters) and fantasy tropes (Dwarves can't be mages because they can't).

The actual character classes presented in the game cover all of the fantasy basics, with each class actually having a useful role to play in a group. There are only nine available, but the lack of extreme diversification means that each class can really live into the role they have to play within the game. The standards are all available: The combat machine is the Warrior, the long distance spellcaster is the Mage, the stealthy high damage character is the Rogue, and the healer is the Priest. There are a few multipurpose classes you'll likely recognize from other games. The Paladin (an Alliance-only class) combines combat abilities with healing and backup resurrection duties. The Warlock is a dark caster that has spells but primarily relies on summoned entities to fight and interact with his enemies. Because it's Blizzard, there are also a few classes that may have titles you're familiar with, but have a very different flavour to them. The Druid is the "nature" version of the Paladin, with spellcasting and combat abilities, but their primary role is to become group glue. Druids have the ability to take on various animal forms, enabling them to take on the roles of combat-intensive classes if needed. Their bear form is a nice fill-in for a Warrior, while the jungle cat slashes and claws like a rogue. Shaman (a Horde-only class) are elemental based spellcasters, tapping into the four aspects of the wilderness to produce unique effects within range of their totems. Finally, the Hunter is a crack shot with bows, thrown axes, and guns (yes, guns). Hunters have the ability to train animals from the wilds to be their companions, with everything from bears and wolves to crocodiles and velociraptors being available as pets.

* Once you've gotten your race, class, and name picked out, you're introduced to your race's struggle within the World of Warcraft through a brief panning shot inside the game engine. The camera pans over most of the starting area you'll be exploring and a voiceover intones a brief backstory of the problems facing your race.

When it comes to advanced graphics technology, World of Warcraft is not the top dog. If you want to give your graphics card a workout, the normal settings on World of Warcraft aren't going to fulfill your needs. The upshot of this is that the game scales amazingly well. 256 megs of ram and a GeForce 2 really will run this game well enough to have an excellent gameplay experience. The visual presentation of the game actually takes advantage of this. As you can see from the screenshots, World of Warcraft is a stunning place to explore. Instead of aiming for a hyper-realistic approach Blizzard has actually accentuated the unreality of the gameworld, endowing the Night Elves with long pointed ears, the Gnomes with large, limpid eyes, and the Undead with horrible clawlike manipulators. Characters have an almost anime quality, while beasts and monsters wear new interpretations that accentuate their most vivid characters. Moving through the landscape is more like walking through a painting than playing a game. Particularly picturesque landscapes such as the snowy Dwarven home of Dun Morogh or the sweltering jungle of Stranglethorn Vale require real pauses to stop and drink them in.

The visual quality of the world and the introductory voiceover at your character's creation begins the process of drawing you into the game world, a task which World of Warcraft does more meticulously than any other Massive game I've had the opportunity to play. Each race faces specific challenges, bourn out by the quests you receive immediately upon entering the game world. Non-Player Characters (NPCs) with quests for you appear with a yellow exclamation point above their heads, and speaking with them prompts a short vocal interaction and the possibility to add a quest to your log. Each quest is a miniature story unto itself, just waiting for you to carry it through to completion. Quest goals are clearly marked, as are the rewards you will receive from completing the quest. All quests have an experience reward (making questing an integral part of level advancement), but the rewards displayed include the amount of coin you'll receive and any items. Many quests give you the option of choosing your reward from among a few different items, allowing you to customize your character's loot set from NPC quests. Beyond simply providing you an impetus for getting out into the world, these quests are the hook that allows you to stop being just some person wandering around killing monsters and allows you to actually become a hero. From the start, you're participating in events that are keeping your fellow countrymen safe and secure. Beyond just simple "go here and kill the thingie" quests, there are endless opportunities to become involved in the lives of your people. Here, you take a note to an important official notifying him of how a pest eradication campaign goes, while there you collect the pieces necessary for a powerful potion. Your actions have consequences as well, as the NPCs begin to treat you with greater and greater respect (and remember you when you return to them), allowing you deeper into their lives and into the story of the world around you. In some places, questing even pays off in lucrative gains as vendors offer you discounts because of your service to their cause.

* Beyond the ways that you interact directly with the world, Azeroth does it's own thing quite well without you. Guardsman patrol the streets of the major cities, keeping the populace safe (and answering any questions that wayward adventurers might have). Children are at play in houses or gardens, and hilarious conversations play out between the folks wandering through the avenues of the racial strongholds. Far from a static world on which you leave your mark, the World of Warcraft is a place littered with it's own history and peopled by individuals with motivations and stories.

This inclusive experience extends beyond just the visuals and the storyline. World of Warcraft has the richest sound environment I've yet experienced in a MMOG. Music, often the most frustrating aspect of a Massive game's soundtrack, is incredibly well produced and judiciously used. There is no "combat music". When you enter combat the only sounds you'll experience are the harsh clash of weaponry and armor. Musical scores are cued based on location, with each city and wilderness area having their own themes. The music isn't constantly on at a consistent volume. Swelling music announces your arrival at a new area, and then fades back into the background to allow you to enjoy the music without overwhelming you with it. In the spare manner in which it's used, the musical score completes the atmosphere that World of Warcraft attempts to create.

Sound effects are also well tended to. Weapon noises and spell effects are very satisfying, with grunts and clashes making combatants incredibly aware of the danger they're in. Tiny audio clues also keep a player aware of his surroundings. Tiny "clinks" announce personal messages from fellow players, and an small explosion of sound announces your arrival at a higher level. Beyond the normal text and animated emotes common to many games, Blizzard has also included voice emotes. The emotes, which are combinations of animations and voices that get across a particular emotion, are very similar to the clicky-conversations you can have with your units in Warcraft III. I especially like the male Dwarf's flirt emotes.

Beyond the game's excellent presentation, Blizzard's reputation for making intuitive game interfaces is upheld. A simple quick-launch bar is available at the foot of the screen, with numerous other bars available with a combination of the shift and middle mouse buttons. Right clicking is the default "do stuff" button, and the action taken changes in context to what you're clicking on. Items are easy to examine, as each features a small portrait next to it's name. This portrait, when moused over, displays a popup detailing the statistics associated with the item. Simple color coding indicates the rarity of the item (green for magic, purple for rares, etc.), and the display lists a level requirement. Every item has a level requirement, which a character has to meet or exceed in order to equip or use the item. Items which are not useable by your race or class have portraits tinged with red. This intuitive interface extends to quests and tradeskills as well. The quest log displays all the information given out by the originating NPC and color codes quests based on the difficulty of the quest in relation to your character's level.

Tradeskills are often the red headed stepchildren of a Massive game because of poor documentation and a high barrier to entry. WoW's approach to tradeskilling allows even the most casual player to get involved, and ensures that every crafter knows where they stand as regards possible crafted items. Each character is allowed to train in two tradeskills, which are called professions. Some options, such as Tailoring and Enchanting are viable thanks to specialized equipment or scavenged goods. Others, such as Herbalism and Blacksmithing, have a counterpart "gathering" Profession that allows materials to be collected from the environment. Mining allows a character to obtain ore, which can be melted down via Blacksmithing for use in Arms and Armor. Training in a Profession is as simple as finding a trainer and saying "sign me up". You are then presented with a list of recipes that you currently have access to. Each recipe has a materials requirement for completion. To create an item, you have to have the required materials present in your inventory, and then hit the "create" button while a recipe is selected. There is no margin for error here. Every attempt to create an item using a recipe is successful. As you create items your skill in your chosen Profession goes up. Recipes are color coded (like items and quests), and as your skill goes up recipes begin to become relatively "easier". Once you've created your hundredth tunic, you've got it cold. As such, new recipes become available for purchase from the trainer, allowing you access to better and more challenging items. Skills without gathering requirements are extremely easy to get into, and even Blacksmithing only requires that you keep an eye out once in a while for a mineral deposit. The Mining Profession even provides you with an ability that makes mineral deposits show up on your local mini-map.

* This is, of course, a Roleplaying Game and RPGs are nothing if not fighting intensive. Combat has been as carefully considered as all other elements of the game. The most striking thing about the combat is the interactivity. Combat is a very fluid experience in World of Warcraft. Every class has abilities and spells that allow it to contribute to a fight, with the typical Massive Gaming roles (such as the Tank and the Healer) being filled by overlapping classes. Grouping casually is not a cause for worry, and almost any combination of classes can form a valid hunting party. The actual act of combat follows many other games' patterns. You activate an "autoattack" mode, where your character swings his or her weapon or weapons as often as she can every few seconds. The difference is that, unless you utilize the abilities at your disposal you're likely to lose in a fight between yourself and an enemy of equal level. Constant use of spells and abilities to keep your opponent on their toes is required to ensure that a fight goes your way, and finding the rhythm to your class's combat style is one of the most engaging parts of the game. And if you die?

You don't lose experience. I'm going to say that again, because it's so important. You don't lose experience when you die. There's no debt, there's no recriminations, nothing. You reappear as a ghost in the nearest graveyard to the point where you died, with the world outlined in white and a spooky soundscape playing around you. You just jog back to your body and click the button that says "Resurrect". You reappear with about 75% of your health and mana intact, and go on from there. Many characters can just hop right back into combat. If you're in a group, a friendly Priest or Paladin can raise you on the spot. If you don't want to jog back to your body or don't have a Priest in your pocket, you can speak to an NPC located in each graveyard and resurrect in the graveyard. You're penalized for taking this option by reducing the durability of your items by 25%. Items with reduced durability eventually stop working and must be repaired, so taking the easy way out costs you money but no experience. You will never be penalized experience for your death.

With a good group at your back and a level head, you can tear through levels at a brisk pace. Character advancement in World of Warcraft is anything but a grind. And if you die, who cares? A minor annoyance, and you're back into the thick of things. Leveling up is anything but a chore with the combination of enjoyable combat and risk free death. In fact combining the experience you get from combat with the XP received from questing, and you'll regularly find yourself honestly surprised when you gain a level. And leveling up is definitely enjoyable. In addition to improving your basic attributes, at even levels you're given access to new abilities or spells. These are trained up by speaking to a class trainer. At the trainer you will be given a list of the abilities available for you to learn, with two or three new abilities opening up every other level. Every ability has a monetary cost associated with it, but once you have a new ability or spell in your hands it's incredibly satisfying to try them out. Once you reach level ten you'll begin working on your Talents, as well. Talents are how you take your character and really make him your own. As opposed to being just another Mage or Warrior, you're given three "trees" in which to allocate Talent points. The three trees each correspond to a facet of your character class. Each new level starting at ten allows you access to a Talent point. As opposed to the instant gratification of Abilities, Talents allow you to specialize your character over time. Mages, for example, can choose to specialize in Fire or Frost spells, and their talents allow them to reduce casting time, improve damage, and generally tweak their relationship with a chosen field of abilities. Warriors, in turn, can focus on defensive, offensive, or weapon skills.

Combat, questing, graphics, backstory, and game design are what bring a player to a Massive game. What keeps him there is the community. While the actual community you find yourself in is highly variable (there's a reason the ESRB sticker says "Game Experience May Change During Online Play") the tools Blizzard has provided for getting into the community around you are very robust. The game has a very versatile "/who" command, allowing you to see the level, name, class, and group status of everyone around you. Finding folks who might be interested in grouping is a snap, and contact ing them is as well. There is a flexible chat system that allows players to congregate as they desire based on their interests. Guilds, always an important aspect of an online game, get a great deal of respect from the Blizzard developers. A charter is required to begin a Guild, ensuring that one person Guilds don't clutter up the Guild namespace. Once the Guild has been formed, a permanent chat channel is formed that connects every member of the group. Guild members that want to show their pride can purchase a tabard, which go into an equipment slot that isn't used for anything else. The Guild leader decides on the tabard design, and every tabard bears the same color and design. Guild pride is something these designers understood. Beyond simple communication, mercantile exchange is promoted through Auction Houses. These locations (one per continent), allow players to put items up for sale and reap monetary rewards through the in-game mail system. Filling an equipment hole that quests haven't taken care of yet is easy and convenient.

World of Warcraft, then, is a remarkable achievement. It has both depth and breadth, allowing old hands at online games to feel right at home while inviting new players into the genre. The game's backstory is easily accessible via the questing system, and the interactive combat system ensures that you're never bored while exploring the vast world you inhabit. Beautiful done graphics combine with a carefully constructed soundscape to transport you to another place. From a game design standpoint World of Warcraft is an accomplishment to be proud of. In my mind, though, what pushes this game from a nine to a ten are the little things. The Blizzard polish that resulted in the endlessly clickable strategy game units has expressed itself as a world that always has something new to reveal to the curious player. Books lie on desks, waiting to be opened and their stories read. Crystal balls allow you to peer beyond a Wizards tower across half a continent. A woman in a shop asks you to deliver a sewing kit to her son. Someone else needs your help convincing a tavern-keep to carry his brew. Blizzard has somehow found the happy medium between an online world and an online game, and the results are satisfying beyond measure. Every gamer who is tired of shooting zombies or killing rats deserves to try this game. I highly recommend it to every gamer, every MMOG player, and everyone who's ever picked up a fantasy book and gone "I wonder what I would do in their shoes?" World of Warcraft is your chance to find out.

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Review: World of Warcraft

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  • Re:MMORPG's (Score:3, Informative)

    by Incoherent07 ( 695470 ) on Wednesday December 01, 2004 @04:17PM (#10966453)
    You can use WASD to move around, if that's your favorite flavor... although you'll end up running enough that you'll be using the autorun quite a bit.
  • Great game (Score:2, Informative)

    by xted ( 125437 ) on Wednesday December 01, 2004 @04:21PM (#10966510) Homepage
    It's probably one of the greatest games I've ever played. The attention to detail is amazing, and I would suggest giving the game a try.

    I came from playing DAoC religiously for 3 years, and after having not played it for a few months, when I started to play WoW again i start slipping into my long nights of no sleep ;p

    It's a great game, but it's still far too time consuming for the casual gamer.
  • Leveling up (Score:5, Informative)

    by NeoSkandranon ( 515696 ) on Wednesday December 01, 2004 @04:23PM (#10966531)
    I'm not sure how many people here currently play Lineage II or USED to play it, but that was the last MMO I got into and I regret ever paying a dime for it. LII was ALL about GRIND. Kill enemy. Kill enemy. Kill enemy. Pick up gold. Kill enemy. Ad freakin nauseum.

    WoW manages to break up this monotony admirably in several ways

    first: Quests. Questing is the way ot level up, not killing things endlessly. The quests take you all arond the world and give you some interesting insight into what's going on in th game world at the time.

    second: Loot. I expect to be jumped on by a horde of RP'ers admonishing me for liking my treasure but---well, it's exciting knowing that the creatures you're killing may possibly drop something you can use or sell for big bucks. In Lineage getting a useful drop was an extreme rarity--hell getting anything besides a handful of gold was an oddity enough. In short, having critters drop items more often, especially craft items and "trophies" makes the game more interesting.

    third: WoW runs beautifully on my machine (oldish, GF3 and an athlon XP) compared to lineage. Granted LII might have had spiffier more realistic graphics but towns turned into slideshows...this is apparent in WoW in bigger towns but not as severe.
  • Re:Farking AT&T (Score:4, Informative)

    by Anonymous Coward on Wednesday December 01, 2004 @04:26PM (#10966580)
    And you havent sued why? You bought a game and can't use it, legal software because of "censorship", and that's not just exxageration.

    I skimmed the first page of that thread and it's terrible that they're doing that, so I suggest you do as someone mentioned in the thread of the release of WoW:

    1) Get the .torrent out of the exe somehow, it's probably available somewhere
    2) Use a real client (Az, ABC, what ever) to connect via a different port.

    If I recall proper, their server is run on a port in the 3000's, so you should be able to bypass the "BitTorrent doesnt work" problem, yet it'll still probably be hella slow.

    As another suggestion, why not complain to blizzard that you can't download their patches because of this problem? I believe they could drop it on a hidden location somewhere for "special customers", or you could get a friend to host it/send it to you.
  • by _xeno_ ( 155264 ) on Wednesday December 01, 2004 @04:26PM (#10966593) Homepage Journal

    One of the crafting skills is "Engineer" that allows you to create gadgets. One of these gadgets is a mechanical squirrel. It's a "pet" - you can "summon" it and it will follow you around.

    It serves no other purpose than that. It just follows you, it's always level 1, it can't attack or anything. Only for show.

  • by k_187 ( 61692 ) on Wednesday December 01, 2004 @04:28PM (#10966621) Journal
    I played the beta on an 800 ibook g3 and probably averaged 12 fps (it varied, in town it was worse running about better). I've got 640 megs of RAM though, and I believe your videocard is slightly better. So you might get 15 ;) From what I've gathered, performance is slightly worse on the mac, but even at 12 fps it was still playable, you just needed patience when there was a ton of stuff on screen (and that suprised me, usually getting less than 30 fps drives me nuts)
  • by Anonymous Coward on Wednesday December 01, 2004 @04:29PM (#10966642)
    ... it runs on a Mac!
  • Re:MMORPG's (Score:4, Informative)

    by Arkhan ( 240130 ) on Wednesday December 01, 2004 @04:36PM (#10966752)
    This is actually one of my favorite bits -- the standard control scheme for World of Warcraft is the FPS scheme. My old Quake/UT skills transferred perfectly.

    (I use ASDX to move straight left, forward, right, backward. WASD works fine, too, of course. Hold right mouse button to mouselook, aim up or down, turn, etc, with mouse. Number keys to use special abilities, spells, weapons, etc. Space to jump, etc.)

    The control scheme is, in short, nice.
  • by Anonymous Coward on Wednesday December 01, 2004 @04:41PM (#10966830)
    The servers were overloaded like crazy at launch. That could be expected of most any mmorpg. Even with 2 stress test beta's, the servers were strained well beyond capacity.

    To aleviate this strain they brought more realms online, hopeing to even out the population. Worked fairly well, but most of the early adopters who created characters in the first 3 days or so didn't bother to restart thier characters on a new server.

    The databases were seriously strained. It is still common for looting an item off a dead mob to take 3 minutes or more. Its a fun scene when you walk into a mining town and see half the characters walking around bent over at the waist because they are still waiting to retrieve a piece of silver they mined a few minutes ago.

    As a desperate effort to relieve the strain on the servers, queue's were installed to ensure too many people didn't log in at once. (If you want a not-too-far-from-the-truth queue simulator, check this [leagueofpirates.com] out.) Wait times of over 2 hours were common on many servers.

    The client still crashes fairly often, mainly with numerous spells on the screen. The two most common crashes have been around since about 4 weeks before launch.

    The servers crash at least once a day, generaly requiring the entire time zone to be taken down as well. They have instituted a 4am maintenance policy, which they try to follow but the frequency of the crashes make it hard to do so.

    There have been a few exploits, again they can be expected. Unfortunately, to counter this they eliminated the entire upper half of the fishing secondary profession, and by proxy seriously damaged the upper half of the cooking profession.

    All in all, it was better than most mmorpg launches, but if you want to enjoy a stress free game, wait to buy it for a couple months.
  • by Zonk ( 12082 ) on Wednesday December 01, 2004 @04:42PM (#10966841) Homepage Journal
    I wrestled with what score to give the game for quite a while.

    It basically came down to this: I think half scores are copping out. Gamespot gave the game a 9.5 but didn't have a single complaint in the review, as far as I could tell, that would merit half a point being taken off.

    I was planning on giving it a 9 until, as I say at the end of the review, I considered the inordinate amount of polish this game has. The polish really brings the game above and beyond basically every other MMOG out there.

    Don't take a 10/10 as "perfection". There is no perfect game. I gave it a 10 because to I simply couldn't think of anything to complain about, and I know it's just going to get better as they add more content.

    I don't think that 10s should be used regularly, but if any game warrants it it's this one.
  • PvP (Score:4, Informative)

    by LincolnQ ( 648660 ) on Wednesday December 01, 2004 @04:52PM (#10966977)
    Quote from review: "Do you plan on participating in Player Vs. Player combat on a regular basis? If the answer is yes, you know where to go."

    Yes, I know to go to a different game, like Guild Wars. Not World of Warcraft.

    Before subscribing, know that WoW is NOT a PvP game, and the PvP is not fun at all. (At least, not yet -- but I don't expect them to make it fun, because their approach in developing WoW is to appeal to people who just want to advance in the game, and who don't tend to like PvP). WoW is good if you're one of the advancement-oriented RPGers.

    However, if you're like me and are interested in strategic, skill-intensive PvP, pick a different game. I've been playing Guild Wars, and THAT is much more along the lines of what I'm looking for.

    WoW's PvP servers simply allow random ganking by the opposing faction (alliance or horde) in certain areas. Your faction is determined upon character creation (based on race), and you cannot even TALK to the other faction. This to me is boring and meaningless. Especially since there's no penalty to dying in PvP -- if you are being attacked, simply die; you lose nothing. In Shadowbane I had fond memories of frantically calling for a summon when three people from an enemy guild showed up while I was carrying a valuable rune or something. There's no such rush of adrenaline here.
  • Re:MMORPG's (Score:3, Informative)

    by Krach42 ( 227798 ) on Wednesday December 01, 2004 @04:52PM (#10966978) Homepage Journal
    By default the keys of movement in WoW are WASD... the same keys you've been using for years.
  • by windex ( 92715 ) on Wednesday December 01, 2004 @04:53PM (#10966988) Homepage
    They have done two things of interest compared to other MMORPG's:

    A level cap at level 60.

    A lot of content for people who are level 60 that requires teamwork and strategy instead of more power.

    If they can make those two things work together concurrently, it should continue to be fine. I heard numbers at one point that at launch almost 50% of the real content work is dedicated to players who are at their peak level, and more was going to be added all the time.

    If you play the game, you'll notice LOTS of unimplimented things, such as Portals, etc. I'd imagine 'Portals' will be the path of creating more content while also running out of land area. :)
  • by OS24Ever ( 245667 ) * <trekkie@nomorestars.com> on Wednesday December 01, 2004 @04:53PM (#10966992) Homepage Journal
    ...I'm playing (actively) on a iMac G5. while it's video card isn't that hot I'm only getting 15 - 20fps and i've seen posts where the GeForce 6800 on PCs is getting that rate. It may be more bandwidth related? Not sure.

    I'm going to try it on my Powerbook 12" with the Go 5200 chipset and see what it looks like.

    Blizzard made a fan for life with me on this one. This is the first MMORPG game that I konw of that has simultaneous mac/pc users that have the same server. EQ and others have the 'short bus' for Mac users and the PC users get to interact.

    PC kids won't know that Mac users are on from what I can tell
  • by meta-monkey ( 321000 ) * on Wednesday December 01, 2004 @04:55PM (#10967015) Journal
    So far I've found the community in WoW to be excellent. People are friendly, and while I have a guild, when they aren't around I regularly team up with random people to complete quests. I help them get their quests done, they help me get mine done, we share the loot...everybody has a good time. I can't speak for the communities in other games, but WoW seems to be full of friendly people.
  • by TheFrood ( 163934 ) on Wednesday December 01, 2004 @04:57PM (#10967041) Homepage Journal
    But it's not *flawless* - and by rating something 10/10, you're basically saying that there is *no* room for improvement, and that *nothing* could be done better.

    No, he's saying that on whatever scale he's using, the game is good enough to merit a "10". There's no rule saying that "10" has to mean "perfection".
  • Re:Grind (Score:5, Informative)

    by Kenja ( 541830 ) on Wednesday December 01, 2004 @05:00PM (#10967082)
    For me there has been no level grind yet. I do my quests, work on my trade skills and gain levels from time to time. Its not like I'm WORKING on gaining levels, they just happen.
  • Re:Grind (Score:5, Informative)

    by geniusj ( 140174 ) on Wednesday December 01, 2004 @05:01PM (#10967091) Homepage
    The grind feeling is greatly lessened due to the massive amount of quests in the game. Instead of killing and killing, trying to get your level up (killing things for no apparent reason), you have many smaller goals. Each smaller goal (a quest) rewards you with quite a bit of experience as well as an sometimes item and/or cash.

    I never thought quests would make that big of a difference. The last MMO I played was EQ and it's been years since I"ve played it. But, quests have made a huge difference. Don't underestimate what those smaller goals can do to the game. That grind feeling is all but gone for me.

    Regards,
    -JD-
  • by Jack Johnson ( 836341 ) on Wednesday December 01, 2004 @05:08PM (#10967189)
    1.) Grab a copy of PE explorer from heaventools.com.
    2.) Download the patch executable from Blizzard.
    3.) Launch PE Explorer and Open the patch file.
    4.) Choose View > Resources from the toolbar.
    5.) Expand the "TORRENT" resource section.
    6.) Look for binary resources in the TORRENT section. Right-click then and choose "Save As". Save them to disk as .torrent
    7.) Fire up your favorite BT client using non-blocked ports and open the .torrent file created in step 6.
    8.) Play and have fun.
  • Re:Some Review (Score:1, Informative)

    by Anonymous Coward on Wednesday December 01, 2004 @05:10PM (#10967215)
    I am growing so tired of people whining about the monthly fee on MMORPGs. It costs less then a night at the movies and delivers far more entertainment. You people need to quit bitching, seriously. I only see one thing happening...the monthly fees going up. Why? Cause there are plenty that find these games far more entertaining then say something like a cable tv subscription which is about 4 times the cost. Hell I would pay 20 bucks even 30 maybe to play my favorite mmorpg. I mean its 15 dollars a month...if you cant handle that then you shouldnt be spending time on slashdot either. You need to go out and find a real job, get an education, or work some overtime.
  • by grumpygrodyguy ( 603716 ) on Wednesday December 01, 2004 @05:17PM (#10967303)
    The quality of the WoW player base seems to be slightly below that of EQ -- one of the worst I've found in an MMO yet. As with any MMO, having good people to play with is what makes the game fun, not the game itself.

    Yes, but you can always find a guild that suits your preferences by going through the forums. I prefer mature guilds w/ players 25yr old or older, there are plenty such guilds advertised on the forums, just take a few hours and apply to a couple and more than likely you'll find a play community that you're happy with. On the flip side, if a bunch of 12yr olds want to make thier own guild that excludes 'grown ups', they can.
  • by xutopia ( 469129 ) on Wednesday December 01, 2004 @05:23PM (#10967361) Homepage
  • Re:MMORPG's (Score:3, Informative)

    by Moonshadow ( 84117 ) on Wednesday December 01, 2004 @05:28PM (#10967426)
    For what it is worth, WoW combat is very interactive. You will use your basic melee attack automatically, but you really have to pay attention to your skills and such to win battles. They've intentionally made it very interactive so that it's hard to create bots.
  • Re:WTF is the point? (Score:2, Informative)

    by keyne9 ( 567528 ) on Wednesday December 01, 2004 @07:13PM (#10968492)
    There are penalties. The editor neglected to mention losing 10% durability per death. When you have 0% durability, your equipment becomes useless, so obviously you won't want to die very rapidly. Exception to this: in PVP fights, no durability for deaths is lost.
  • by Anonymous Coward on Wednesday December 01, 2004 @07:31PM (#10968696)
    Wow is the baby food of MMO's. I played thru most of beta and got extremely bored with all the character types. The world is appealing but combat is really not that fun. Also character development is pretty simple. So if you're a Blizzard fan/ or super casual gamer then this game is for you. Otherwise if you're hardcore move along before you waste your money.
  • hmm but (Score:1, Informative)

    by Anonymous Coward on Wednesday December 01, 2004 @07:38PM (#10968779)
    to be honest, this has been tried, in planetside, the result is one side or more resorts to 'zerg rushes'. not a pretty sight.
  • by Maserati ( 8679 ) on Wednesday December 01, 2004 @11:45PM (#10970961) Homepage Journal
    yeah, yer a n00b. There are people around the starting areas *with* guns.

    Yes, you can buy the skill to use a gun. But you won't get the auto-fire skill as only hunters get that.

Neutrinos have bad breadth.

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