Note (November 2007): Patch 2.3 (the major post-Burning Crusade patch) has done a lot of things to streamline the leveling experience and put newbie players on par with the veterans. Among the major changes were: making a lot of world Elite enemies non-Elite; cutting XP needed to level by 33%; increasing quest XP by 33%; improving questing in the high 30-low 40 level range by adding over 60 quests in that area; revamping dungeon levels to appropriate level ranges. This has only made the game more soloable, but otherwise the write-up remains unchanged. See World of Warcraft: Burning Crusade for more info on latest changes.
Note (10/04/06): Updated the Paladin class description as it was incorrectly formed; updated my "creds" to raise all classes/races played to "middle twenties" rather than "late teens"; added links to the few dungeons I've enjoyed (and written up). Everything else remains unchanged (shock!).
Disclaimer's disclaimer (6/19/06): After resisting the lure for 1.5 years, I have finally succumbed to WoW's LCD appeal. Despite this, I don't have much to add to the below write-up, except maybe that the Auction House is a pretty good addition. I will add the following insights as well:
Disclaimer: I'm what's considered a casual player. I don't discriminate between high-end and low-end game; if a game is not fun from the start, no sale - I will most likely not ever see the high-end anyway, and don't consider it a "reward" for suffering through mind-numbing low-end gameplay. I will focus here on simple pros and cons, from a casual gamer's perspective.
Secondly, I've leveled nearly all races and classes to mid twenties (except the Paladin); as such, I haven't even seen the so-called "high level" content. This may be enough to dissuade you from reading the rest - that's okay, my w/u is probably not for you. See above, re "casual". My data comes from accompanying higher levels around, grilling higher level characters about their experience and surfing the beta forums. At those levels I've traveled across the world and tried other races' quests - I'm not really keen on staying in one spot for any length of time. That's that for my credentials...
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The popular buzz in the gaming world is that Blizzard doesn't innovate; they steal, perfect, and release. The impending release of World of Warcraft (hereafter WoW) should do nothing to dispel this buzz. It is indeed a highly polished, slick, graphically nice (with that quirky Warcraft of yore art - zug zug!) looking, interface-friendly and overall easy-to-play ... basic grind MMO (see leveling treadmill).
Now that the unpleasant intro is behind us, let's get into the meat of the World.
World of Warcraft is a massively multiplayer online game crafted (ah-ha) by Blizzard Entertainment. It relies on the rich mythology of Warcraft, as created in the games Warcraft, Warcraft II, Warcraft III and the Frozen Throne expansion. The world of Azeroth is quite well-defined, and the games' history is chronological, with WoW coming last in the sequence of events. Warcraft III is recommended prerequisite lecture, but not required. After the (oddly enough) war of Warcraft III, the eight races have achieved an uneasy truce while they recover and rebuild; border skirmishes continue and remnants of the Burning Legion (the Big Boss Enemy du jour) infest the land. It is your task, as a newly (insert adjective like raised/elevated/knighted/graduated) (insert 2 nouns, containing race and class type) to help in this effort.
The two sides of the War were the Alliance and the Horde. As you may expect, the Alliance contains beings of elegance - graceful and imposing Night Elves, noble and sturdy Dwarves, proud-limbed Humans and the um, ah, short Gnomes. The Horde contains creatures of chaos - grim and dark Undead, raging cro magnon Orcs, wily Trolls and massive Taurens. In an intriguing twist however, the light side is rather murky and the dark is ... not so dark. More on this as we get into the races...
Select a race, a class, and some minor character customisation. WoW does not thrill here; there are no choices of player build (fat, thin, bulky, tall, short, muscular, athletic ... all these are sadly missing), and few faces to pick from. Compared to Star Wars Galaxies and especially City of Heroes, the choices are meager indeed - the items you obtain later will mitigate this slightly, however. Your most outstanding and visible feature at the start will be your hair style and color, so choose well. Let's see what you get to choose from (male or female for each gender).
Races - Alliance
Races - Horde
Classes Summary
Professions overview
This will be even quicker, promise. Professions are the non-combat abilities your character can have. Everyone can get cooking, fishing and first aid - you can improve your food's healing powers, gather alternate food, and perform basic healing with those, respectively. For cooking you need a fire (and can make a campfire using wood and tinder); for fishing you need a fishing pole and later, lures; for basic first aid you need linen fabric, salvageable from most humanoid enemies (i.e., those that wear clothes).
You can have two main skills (in addition to the three default secondaries). Learning them doesn't cost anything; skill points no longer exist in the game. You can unlearn and learn professions at leisure. Assume that the higher the skill, the steeper the recipe requirements.
Gathering skills - these are mining, skinning, and herbalism. Pretty self-explanatory: the ability to mine rocks (need a pick and a mineable rock - these spawn on hills and mountains, and you get an ability to detect these lodes); the ability to skin beasties (need a skinning knife, but almost every beast is skinnable - this one's the easiest); and the ability to gather herbs (same as mining, except with plants). Higher levels in skinning allow you to skin higher level beasts successfully (otherwise you get leather scraps), higher mining lets you mine different ores, higher herbalism ditto for plants.
Tailoring - lets you make clothing items from linen. This is obviously a good skill for a mage or a warlock. Doesn't require gathering, since linen is a monster drop, but does require dyes, thread and various fabrics. Requires recipes purchased from a tailor, which are available at your appropriate tailoring level. Level is raised by making items, and the interface for this is slick just like everything else. Click on Tailoring (in your Skills Panel), click on the item you want to make, check the requirements (and the specs), and click Create. If you have more than one item to make, you can Create All - but you still have to wait for the "crafting" animation to finish (looks like twiddling thumbs, ironically enough).
Leatherworking - As above, but requires skins from animals. You can turn scraps into leather as well. Requires a few reagents as well (curing salt, dyes, thread again).
Smithing - Ditto. Slightly different as it requires not only a smithing hammer, it also requires you to be at a forge. Otherwise as above; substitute ores for leather/cloth. At superhigh levels, you can specialize in armor or weapon smithing
Engineering - Likewise, requires ores, spits out utility items. Guns, goggles, grenades, bombs, charges...all sorts of unusual stuff, but may also require uncommon ingredients.
Alchemy - Same again. Takes in herbs, spits out potions.
Enchanting - Requires magical reagents, and grants enchantments on items.
Can we get started please?
Ok, ok. So you got your race, your class, your "Welcome to Azeroth" quest, your "New Arrivals" village to try your hand at a few quests, and some basic equipment which sucks. What to do next?
Take a look around first. No matter where you started, you received a brief flyby of the area and a voice overview of "the way things are". Take in the scenery...
World of Warcraft is rendered in rich, vivid hues and exaggerated architectures and fauna. Every valley, mountain peak, world tree, foreboding keep, bandit outpost, gloomy barrow (etc) is crafted with loving attention to detail, and that near-cartoony graphics style first seen in Warcraft III. Snowy peaks feel positively frigid and remote, lush valleys thick and humid - Azeroth exudes atmosphere. Lake bottoms, hidden valleys and mines are no exception - you'll rarely find a brick out of place here. In a bump-mapped, hi-tech world where repetetive textures are the norm, Azeroth's architecture seems downright hand-wrought and rustic. Ambient sounds and soothing music completes each area's overarching mood.
The interface is so obvious and easy to use I won't even bother describing it. Powers on the bottom left, inventories (you can have multiple satchels and bags along with your backpack) on the bottom right, status effects and map top right, your health and mana bar (and that of your pets + party, if existing) top left. Transparent chat pane hovers in the lower left, over your spells. You can view up to 2 subpanels on the screen, and they're also very well-defined and easy to use. One thing they could do is let me eliminate useless spells (weak versions, no longer in use) from the spellbook.
There should be a guide standing nearby; you can identify him (or her) by the big yellow exclamation mark floating over his head. That mark will always identify someone who has a task for you. A silver exclamation mark means that you don't qualify for a task yet...but will soon. Finally, a yellow question mark indicates a person who will accept your completed task and hand out a reward. Now go talk to your guide.
Your guide will direct you to the headman of the nearby village (keep/castle/den, what have you). S/he will then proceed to gently point out that well, you're not very mighty - but they might be able to make use of you. You will then be promptly turned around and marched off to pest control duty (Kill 10 of whatever rodent infests your starting village). On the way out, you may find one or two other folks who have missions for you - go ahead and talk to them. Then head out and start killing!
Not very inspiring, is it? Get used to it, because in essence, this and the assorted "Bring item X to person Y" is what the rest of the game's quests will consist of. No, seriously, other than crafting stuff for yourself (because you won't be able to sell it, see below) and friends, this is all the game consists of.
Eventually, at high levels you will be able to hold your own against other human players (the PvP factor), and whack them instead of the game's monsters. But the core of the game is whacking X numbers of monsters; not trade, not becoming an economic power; not having a monopoly on something coveted; not becoming ruler of a contested territory...nah, none of that. This should surprise no one, but it would have been nice if it was different, wouldn't it? Especially considering that the original Warcraft was a game of territorial conquest and control...
Why is this fun?
In these areas, WoW excels. It presents an easy to use, intuitive, coherent and pretty world to you, with tons of carrots for advancement.
Sounds great! But in the beginning you sounded negative. Schizophrenic much?
No, no, I'm just warming up (kidding! not much more left). Here's what's bad about WoW.
Ok, done! A few assorted complaints follow, but they're not horribly vital.
Inability to sell your crafted product other than spamming the Auction channel. Why not let me put stuff on commission, in shops? If it doesn't sell, it doesn't sell, but at least it has a chance to bring in more (if it does) than what the merchant buys it for! Alternately, new players get more options. ¹
Inability to instantly craft items. If I have 20 reagents, why can't I just click "Create All" and have all of them done? Instead, I have to wait for 20 iterations of the creation animation. Whom does this timesink benefit???
Like everything else, crafting is useless until high levels are reached - people are having a hard time giving away the goodies they make, simply because quest rewards are usually better, or they can craft the items themselves (which is doubly effective since it raises their skill at crafting, and provides them with the item itself). Alternately, joining a guild lets you power level your crafting sky high with very little effort - once again, the rich will have it all.
Real-time clock. This means that I will always play when it's evening in the game world. I can cross the world in 30 minutes, but it'll always be the same time. All the work put into making different times of day, completely wasted on me and many others who can only play at a certain time. This isn't really lack of innovation, it's just a very weird decision that benefits (who again?) those who play more.
Et cetera, et cetera. The bottom line is, Blizzard does not innovate here either. It borrows, polishes up so that all of the above is very easy to use (no manual required) and understand ... but in the end, it's hard to inject fun into game mechanics as old as Everquest.
So it's pretty, and slick...but bad? Is that it?
Close, yeah. I wouldn't say it's bad. It's:- a little too determined to make you not stand out; - it's a little too reliant on obsolete and infuriating game mechanics; - it's a little too dedicated to grouping; - it caters a bit too much to hardcore players (anyone with more than an hour per day, which is already quite a bit), more so with the recent changes.- it doesn't know what to do with its endgame, and probably never will since what it has (raids) works.
This doesn't mean it can't change through future patches (there's two weeks until release as of writing, and of course an MMO is never done and all that. If any major changes occur a launch, I'll be one surprised gamer), but that's its state at the moment. And it just feels too much like work.
But it sure is pretty!
Other World of Warcraft destinations
Deadmines | Stockade | Gnomeregan | Shadowfang Keep | World of Warcraft Slang
World of Warcraft: How to fight
I play World of Warcraft, and I'm not the best, but I enjoy it a lot. I play a mage, currently 47, so I'm made of paper, but I can toss out a lot of damage and have a few tools to keep those nasty men with large sharp objects away. The fun thing about World of Warcraft is that it can be very mobile. Most classes have potent abilities they can use on the move, and many have mobility affecting abilities to give them some space, or close the distance, making WoW a game where staying on your toes is important, and the ranged classes can last a little while in close combat. It's my favorite mmorpg I've played thus far, because of the above mentioned mobility, because of the independence of your character (I can solo effectively into the higher levels, even if I can't get the cool instance loot), and because the timesinks, the moneysinks, and generally the effort needed to advance is far less than that of Dark Age of Camelot, my other mmorpg.
Damodred's writeup is a great description of Blizzard's World of Warcraft(WoW hereafter), but it has a few holes as to fairly important parts of the game. That's what I'll try to address.
Why am I a ghost?: How to not ask that question
So, before we go any further, here's how to keep from dying with alarming regularity against other people.
Know your limits: Do you see a greenskin with a red name over him? Click on him. Look at the lil number next to his portrait. Is it grey? You could kill about six or more of him at once, depending on how far away he is from being green. Is there no number, only a skull? He could take on six or more of YOU. And he might think you look tasty.
Know your class: Have your PvP abilities constantly ready, know how to use them, and know what you're good at, and what other classes are good at. If you're a warrior, you need to get close to your opponent and pound on him. If you're a hunter, keep your distance, sic your pet on him, shoot away. If you're a healer (healing is king in WoW), heal like your life depends on it. Keep the other classes from doing what they're good at! Keep the warrior at bay, keep the hunter from shooting, keep the healer from getting that heal off.
Be Aware: Sometimes, you'll be running around on your own, questing, killing mobs and the like, when BAM! Stabbed in the back by some damnable Night Elf rogue. Not much you can do about this, they like waiting until you have half health and are fighting 2 mobs to strike. I've gotten hit by a guy who waited til I had 10% health before he took me out. I was sad. But, not everyone's a rogue, and even rogues have counters, if somewhat ineffective ones. To protect yourself from ganking as best you can, there are a few things you can do. Stay away from the roads when hunting, for one. If someone running along sees you, or the bear corpses you're leaving behind, they might decide you'd be entertaining to hunt. Keep an eye behind you, so that people can't just run up to you and start chucking fireballs.
Talk to your groupies: If you're in a group, whether questing or looking for people to kill, have a plan for when you meet someone. If you see enemy players, drop a ping on the minimap to your upper right about where they are. It's the best way to locate baddies for your group. Stay with your group. If you're a caster, and getting smacked by a rogue, don't just run off into the distance, abandoning your allies to their fates. Use what abilities you have to give yourself room, and give your friends a couple seconds time to react.
Be nice to people: Just because you CAN slaughter the orcs indiscriminately doesn't mean you SHOULD. They don't like getting killed, either, and they may well send a posse around to kill you many times over.
Talents: the Means to an End... of Violence!
There's not enough customization in WoW. Sad but true. You get your cosmetic stylings, which are a bit cramped, you get your gear, which a lot of other people will already have, and you get your talents, which need some explaining. Starting at level 10, players can specialize into one of 3 trees. Each class gets their own three trees, and each tree focuses on a different aspect of that class. A mage's fire tree focuses on his primal urge to blow things up, a warlock's demonology tree enhances the demons he calls up writhing from the depths of hell, a druid's feral tree gets in touch with the druid's inner beast. Each level, starting at 10, you recieve a talent point, which you can spend to gain new abilities. As you spend more points in one tree, more talents in that tree become availible. At level 60, you will have 51 talent points. This is not enough to get all the talents, or even more than a few of the good ones, so you have to choose. For most classes, there are powerful one point talents that becomes availible with 20, and 30 points invested. You can only get one 30 point talent, and that means you are unable to get the also powerful 20 point talents in other trees. If you eschew the 30 point talents, you can instead get two 20 point talents, but not three. Again, choices. Talents are the chief way of personalizing your character. A fire mage is a lot different from a frost mage, and there are quite a few variants of both.
http://wowvault.ign.com/View.php?view=Talents.View
The above website is a good resource for the many talents of WoW, and what they do.
How PvP works: Senseless Beatings!
WoW has two main games - the player versus environment, charging into dungeons and various other evil-people-filled places, from religious human zealots to the remnants of Warcraft III's Scourge to get experience and glowy swords, and (my favorite) player versus player, wherein you ride out against the opposing faction, to crush them like the primitive savages / honourless weaklings they are. It is the PvP that I'll discuss.
So, you have your two teams. They hate each other. You can't attack the people on your own team (aside from the requisite duels), but you can (sometimes) attack the people on the other team. When can you attack them? Usually, when they want to be attacked. Many World of Warcraft servers are labelled 'normal', which means that opposing players are immaterial and invulnerable to your faction until they turn on their 'PvP flag'. When that happens, anyone on your faction who also has their pvp flag on can attack those dirty greenskins / flimsy fleshies. So, on normal servers, player versus player combat will only occur when both parties are fixin' for a fight. But, there are also player versus player oriented servers, and they work somewhat differently.
There are three types of areas on pvp servers, horde controlled, alliance controlled, and neutral. In horde controlled servers, horde players need not fear alliance incursion, as they are untouchable with their flag off. But an alliance player in horde territory is fair game for any member of the horde - his pvp flag is automatically turned on when he is in the area. The same is true, with factions reversed, for alliance territory. Capital cities, starting zones, and a handful of zones offering growth up to about level 25, are all under the control of a particular faction. This means that capital cities and low level zones offer safety from other players. In contested areas, which make up most of the game world, and where every player will have to go eventually, every player has their pvp flag automatically set on, and can be attacked by the opposing faction. And there's nothing stopping some bored level 60 rogue from running into areas populated by low level players and killing all who stand against him. Which happens a lot, sadly, and they can be bastards about it, attacking mostly when you're in combat with a monster, leaving you helpless when you otherwise might have had a chance to at least run away. But maybe you can get someone on your faction to stop by and give our dear rogue a lesson.
This was the situation for most of WoW's current lifetime. Typically, you would see most level 60 characters either conquer dungeons for the loot, or run around the game world, looking for a fight. Sometimes, the high level characters would decide to go after the little ones, with low level characters having little recourse but to run or call for help from level 60s on their side. Luckily, players can be very mobile in WoW, so at any given time, there are probably friendly 60s in your zone who wouldn't mind hunting down gankers. Hence, most PvP combat consisted of small scale battles between players, often a pair of soloers questing in proximity. Occasionally, the Hillsbrad Foothills (an area designed for levels 20-30 of both factions) would become a warzone as zergs of players would collide on the plains between the two towns in the area, Southshore and Tarren Mill. Not much would actually be accomplished in these battles, as complete victory would require the nearly impossible task of defeating the many, many powerful town guards as well as opposing players, and the reward of victory is denying your enemy a town for a couple minutes until the guards respawn in force. People still got a good fight out of it, though.
More than Senseless Beatings: The Honour System
Recently, Blizzard added what they call the honour system. Essentially, when you kill someone who stands a decent chance against you, you recieve an honourable kill(HK), and some contribution points(CP). When you amass enough CPs, you will be promoted into the army of your faction, starting at Scout or Private, and going all the way up to High Warlord and Grand Marshall. Not everyone can be a Grand Poobah, though, as players are ranked within their faction in a sort of ladder system, meaning you need to have more CPs than a certain number of people to become a Grand Poobah of your faction. More rank means more goodies, from the (practically required) trinket that allows you to break a few forms of crowd control every five minutes, to a very speedy mount, to a wide selection of very glowy weapons.
When Blizzard introduced the honour system, most PvP combat shifted from the small scale to the large. The best way for many players to get CPs was to join a zerg. And where's the best place for a zerg? Hillsbrad. On most servers, Hillsbrad became a constant battleground, as players locked themselves in a perpetual back and forth between the two towns. All those people caused a lot of lag in the zone, and Hillsbrad itself became a place for fear for any low level player.
Battlegrounds: Something to Fight For
Most recently, Blizzard introduced two battlegrounds, essentially instanced zones for Horde and Alliance players to fight in, with a specific objective to shoot for. One, Alterac Valley, is a 40v40 zone restricted to level 51-60 players, and is a prolonged battle for control of the valley, using bases, towers, mines, and graveyards as control points. Players can throw themselves against the main force of the opposing faction, or work to improve their faction's base and NPC forces by completing quests in the valley, or capturing mines and other objectives. By winning, you get reputation which gets you closer to being able to buy some pretty nice gear from your NPCs. The second, and the one I have experience with, is Warsong Gulch. Warsong Gulch is a game of Capture the Flag. You have your two bases, you run back and forth between them trying to get their flag and trying to keep them from getting yours, the winner being the team with three captures. It's fast-paced and intense, with rounds usually lasting under a hour. It's fun. Any player at 21 or above can go into a battleground, and will be placed with players around their level. Level ranges are 21-30, 31-40, 41-50, and 51-60. You can get a little experience, from turning in an item when you win, and gain reputation from winning, which will land you a few consumable items, such as potions.
Most players who want to fight their fellow man now go to the battlegrounds. Small scale fights still happen, as does ganking, but the zergs are mostly dead (except in Alterac Valley!). The battlegrounds simply give better incentives than fighting in the non-instanced world.
Conclusion: Or, Time for Senseless Beatings!
I've always enjoyed PvP in WoW, but it's gotten a nice facelift recently, and some actual incentives to not be an ass and kill helpless lowbies. I enjoy it more than I did DAOC's New Frontiers, and THAT was a hell of a lot of fun, what with the castle sieging and three cornered fights.
I have two main characters right now, a gnome mage on Burning Blade, and a Tauren warrior on Tichondrius. If you play on those servers, let me know.
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