World
of
Warcraft
Review
MMOs
are
a
strange
beast.
They
are
designed
to
make
you
play
as
much
as
possible,
yet
addictiveness
does
not
always
equal
fun.
In
the
field
of
pyschology,
there
are
several
kinds
of
rewards
systems,
and
the
one
that
seems
to
be
the
most
successful
is
the
random
reward
introduced
at a
random
time.
Sometimes
you
click
the
button,
and
nothing
happens.
Sometimes
you
click
and
get
the
food
pellet.
It's
this
mechanism
that
fuels
the
slots
in
Vegas,
and
when
you
walk
away
empty,
as
is
statistically
inevitable
over
a
long
enough
stretch
of
time,
you
tell
yourself
that
the
overall
value
was
the
experience
itself,
since
you
come
away
with
nothing
tangible.
MMOs
take
away
your
time
and
they
never
deliver
a
discreet
conclusion.
I
played
a
ton
of
Dark
Age
of
Camelot
shortly
after
it
launched,
and
I
find
myself
reminded
of
it
negatively
every
day
that
I
play
World
of
Warcraft.
To
discuss
the
differences
in
favor
of
WoW
would
be
an
article
in
itself,
but
I'll
try
to
keep
to
the
main
points.
First,
let's
talk
about
The
Grind.
In a
traditional
persistent
online
RPG,
you
advance
your
character
by
killing
an
endless
string
of
monsters,
and
by
doing
"FedEx"
quests
where
you
get
some
money
and/or
experience
points
by
delivering
an
arbitrary
item
from
Point
A to
Point
B.
As
your
character
advances,
his
or
her
progress
begins
to
slow.
It
takes
longer
and
longer
to
get
to
the
next
level,
because
you
need
more
and
more
experience
points
each
time,
yet
the
experience
returned
from
monsters
and
deliveries
does
not
scale
accordingly.
Yet
you
feel
compelled
to
continue
because
at
Level
X
you
get
a
really
cool
spell
or
other
ability
that's
supposed
to
make
the
game
more
"fun."
The
second
part
of
the
grind
is
"downtime,"
the
amount
of
time
it
takes
to
recover
from
each
monster
(or
"mob")
encounter.
When
I
played
DAOC,
it
typically
took
every
ounce
of
my
resources
to
defeat
an
enemy
that
would
give
me
respectable
experience.
Then
I
would
sit
down
and
wait
while
my
energy
bars
slowly
refilled.
Then
you'd
have
to
wait
awhile
for
the
next
batch
of
monsters
to
spawn
again,
and
you'd
typically
be
competing
against
other
players
and
"camping"
this
same
spot
all
day
long.
Now,
imagine
an
MMO
where
your
experience
is a
string
of
quests
where
you're
rewarded
with
a
cool
item,
recipe,
or a
decent
amount
of
pocket
money.
A
game
where
the
grind
is
virtually
eliminated--a
game
where
downtime
is
relatively
nonexistent,
where
enemies
respawn
rapidly
and
dynamically
according
to
how
many
players
are
in
the
local
area;
where
you
can
use
a
healing
spell,
or
bandage
yourself,
or
eat
some
food,
or
all
three,
before
diving
right
back
in
again.
Your
character's
death
doesn't
result
in
the
loss
of
many
hours
of
experience
points,
or
one
of
your
items,
or
any
money
(although
there
is
item
decay,
so
whatever
you
have
equipped
currently
takes
a
10%
durability
hit).
When
you
die,
you
resurrect
as a
ghost
who
moves
quickly,
runs
on
water,
and
cannot
be
harmed
on
its
way
back
to
its
body.
You
can
also
have
a
player
resurrect
you
in a
matter
of
moments,
even
after
you
have
entered
ghost
form.
This
is a
game
that
understands
Fun.
Welcome
to
World
of
Warcraft.
WoW
has
been
described
widely
as a
"newbie-friendly"
game,
but
after
playing
since
the
closed
beta
phase
that
started
back
in
Spring
of
this
year,
I
can
honestly
say
that
WoW
is
friendly
to
everybody.
Everything
from
the
colorful
art
style
to
the
endearing
player
animations,
to
the
countless
quirks
of
personality
makes
WoW
an
inviting
experience.
Blizzard's
passion
for
gaming
joy
is
infectious,
and
its
sense
of
humor
disarming.
Let's
talk
about
the
geography
for
a
moment.
The
world
of
Azeroth
is
split
into
two
continents:
the
actual
continent
of
Azeroth
(confusing,
I
know)
and
Kalimdor,
where
the
Orcs,
Trolls
and
Tauren
live.
The
Night
Elves,
members
of
the
Alliance,
are
stuck
over
there,
just
as
the
Undead,
member
of
the
Horde,
are
stuck
in
Azeroth
with
the
goody-goody
humans,
dwarves
and
gnomes.
Travel
in
between
the
continents
is
done
by
Zeppelin
for
the
Horde,
and
by
boat
for
the
Alliance.
The
bus
will
come
along
every
few
minutes,
and
it
only
takes
a
few
minutes
to
get
across.
You
can
also
fly
in
between
cities,
and
there's
a
free
and
very
quick
underground
train
between
Stormwind,
the
human
capital,
and
Ironforge,
the
dwarf
capital.
Both
continents
are
broken
into
many
zones
of
increasing
difficulty
as
you
go
farther
and
farther
from
your
faction's
seat
of
power.
At
around
level
30,
halfway
to
the
current
cap,
you'll
start
entering
zones
where
each
faction
has
quests.
Some
of
these
quests
are
"instanced,"
meaning
your
group
gets
loaded
into
an
"instance"
of
the
zone
that
won't
contain
any
other
players.
This
is
quite
handy
in
those
contested
zones,
and
in
areas
where
you'll
be
competing
for
mobs
and
key
quest
requirements.
And
it's
the
quests
that
weave
the
experience
together,
from
the
moment
you
first
step
into
the
world.
They
act
as
an
excellent
introduction
to
the
game
and
are
designed
to
guide
you
smoothly
from
zone
to
zone.
The
starting
zone
has
mobs
around
level
1-10,
the
second
zone
is
10-20,
and
you
should
have
quests
the
whole
way
through.
Are
these
quests
uniformly
exciting?
No.
There
are
three
types:
kill
quests,
collection
quests,
and
a
few
delivery
quests
(which
are
almost
always
used
to
introduce
you
to
new
areas,
instead
of
making
you
run
the
same
route
back
and
forth,
or
sending
you
through
dangerous
territory,
or
being
ridiculously
long
just
to
pad
the
amount
of
time
you
spend
sitting
in
front
of
the
computer,
playing
the
game).
The
kill
quests
aren't
that
bad.
Yes,
you
could
argue
that
this
is
nothing
more
than
grinding
with
a
twist,
but
the
experience
boost
you
get
from
completing
them,
and
the
concrete
rewards
you
earn
when
successful,
and
the
camaraderie
you
can
develop
with
your
fellow
players
in
the
meantime,
ends
the
monotony
and
the
vague
sense
of
spiteful
condescension
on
the
designer's
part.
When
you
group
up
for
one
of
these,
everyone
gets
credit
each
time
a
mob
is
taken
down.
This
is
good,
and
it
goes
by
pretty
quickly
as
long
as
your
buddies
keep
their
heads
and
don't
get
too
risky.
The
collection
quests,
however,
can
be a
bear.
I
like
WoW
a
lot,
but
the
frequency
with
which
the
quest
items
drop
is
pretty
low.
Say
you
need
ten
wolf
ears
or
whanot--it
could
take
thirty
wolves
before
all
ten
of
those
ears
drop,
even
though
you
should
theoretically
be
able
to
rip
the
suckers
right
off,
stick
them
in
your
pocket,
and
be
on
your
way.
And
when
you
party
up
for
these,
the
drop
only
occurs
for
one
person
at a
time,
unless
you
select
the
Need
Before
Greed
loot
mode.
It
can
take
a
long
time
to
collect
certain
items,
to
the
point
where
you
start
feeling
a
little
cheated
and
toyed
with.
It's
rare,
but
it
stings
me
every
time.
There
are
several
loot
modes,
which
is
excellent,
but
none
quite
prevent
the
problem
of
simple
greed,
even
NBG.
There's
the
default
"Uncommon"
mode,
where
all
players
can
roll
in-game
dice
to
get
the
uncommon
item,
but
there's
no
way
to
filter
out
certain
character
classes,
so
you
have
a
warrior
rolling
for
a
mage
staff,
simply
because
they
want
to
sell
it
or
because
a
friend
might
need
it.
WoW
does
a
respectable
job
of
trying
to
make
sure
everyone
gets
a
fair
distribution
of
valuable
monster
drops,
and
they've
made
massive
improvements
to
the
system
over
the
course
of
the
beta
phase,
but
it
looks
like
there's
a
little
more
work
that
needs
to
be
done,
like
an
option
window
for
the
group
leader
that
gives
him
or
her
some
advanced
filtering
abilities.
I'd
also
like
to
be
able
to
have
more
than
five
people
in a
party,
but
then
again,
there
are
many
quests
where
you
can
never
have
enough
people.