"These days, so many more people have passed through the gates of Azeroth than ever played its antecedents that many don’t even know the deep wellspring sources from which it came. Most of the defining characteristics of WoW are from a long tradition that started around 1990. WoW represents the (perhaps final) evolution of theDikuMUD model."WoW was my first MMO, and my first real foray into PC gaming from my gaming origins with single-player games on consoles. I played it for 7 years, with the same guild of friends, some of whom I am still in contact with today. If it wasn't for WoW, I wouldn't have experienced the full range of good and bad online experiences that eventually shaped my views on feminism and gaming inclusivity. For most longtime MMO players, love it or hate it, it's impossible to deny what an impact it's had on millions of people and the genre as a whole, beyond simply as a market and genre force but also in terms of human relationships. My various experiences in WoW inspired me to start blogging about MMOs to begin with, so it seemed fitting that it also be the topic of my final post on this blog.
Nov 21, 2014
[10 Years of World of Warcraft]
In honor of World of Warcraft's tenth anniversary, Raph Koster has written an essay on the inspirations behind and the affects of this massively influential MMORPG:
Posted by Pai