![]() ![]() A paid item being entirely cosmetic is considered a good thing, as it means players aren't missing out on a potentially meaningful feature. It's taken as read that most games, especially bigger titles, will be orbited by a ring of fragmentary extras. Today, virtually every game has optional payable content, whether it's in the form of expansions, DLC, microtransactions, battle passes, season passes, or loot boxes. ![]() Looking back now, what's most remarkable is how mundane this all seems. One commenter on the website 1UP around the time of release wrote, "I am going to pay a 'premium' for a nifty hat?" unwittingly predicting Valve's entire business plan for the 2010s. While players weren't against paying for additional game content, the idea of shelling out money specifically for one in-game item was ludicrous. No, it was a bit of armour for your horse. Second, it wasn't a new island to explore or adventure to tackle. First, it was delivered entirely digitally. This differed in two ways from previous expansions Bethesda had made, like Tribunal and Bloodmoon for its earlier title Morrowind. But Bethesda's popularity soon took a dent when it launched Oblivion's first slice of additional content. Its new RPG Oblivion had blown players away with its vast, beautiful, and endlessly surprising fantasy world. In 2006 Bethesda was the most exciting game studio around. ![]() World of Warcraft: so good they launched it twice. Indeed, the game has changed so much that Blizzard released the original version again as WoW Classic, for players who wanted to go back to its first iteration. Only Final Fantasy 14 has proved anything like competitive, and that's after the game was competely redesigned.Īll the while, World of Warcraft kept on succeeding, with each expansion building upon the game's foundation, or in the case of addons like Cataclysm or Shadowlands, overhauling it entirely. While a few titles like Guild Wars and Lord of the Rings Online were innovative or illustrious enough to cobble together a reasonable following, so many more died quietly within a few years of launch. And it would do the same for virtually every MMO that followed in its wake. In the end, World of Warcraft just buried Everquest 2. You could even fly across the map on mounts like gryphons. Alongside this was slicker storytelling and quest design, and state-of-the art PvP that divided players into two warring factions. ![]() Its death penalty system was both lenient and imaginative, while its auction houses made trading items with other players a breeze. Blizzard took the lessons it learned from games like Diablo and StarCraft and used them to refine everything that made MMOs fussy and obscure. World of Warcraft merely did them better. At that time, SOE's Everquest was the best MMO going, and the sequel looked set to provide a substantial upgrade, with improved visuals and less punishing progression.Īdmittedly, Everquest 2 did all those things. What's especially remarkable about this is, before World of Warcraft launched, all eyes were on Everquest 2. World of Warcraft opened the gates to the MMO party, then kicked the arse of anyone who tried to touch the cake. Every publisher wanted a piece of World of Warcraft's action, but hardly any would come close to Blizzard's success. World of Warcraft is a bizarre videogame phenomenon, in that it both started and ended the MMO craze of the noughties. ![]()
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