| Cry
“Havoc”, and let slip the
dogs of war!
So wrote William Shakespeare in his
play, Julius Caesar, Act III, Scene
I. At the time of course he wasn’t
referring to the long running RTS series
of games called WarCraft by Blizzard
but the conquest of the Known World
by the Roman Empire. Nevertheless the
phrase is sometimes uttered when players
of WarCraft unleash their mass of grunts
onto the opposing players heavily defended
base that prove utterly useless when
faced with 50+ low units hence giving
birth to the phenomena that is the ‘Grunt
Rush’. But this article isn’t
about the RTS games which Blizzard are
so praised for creating. This article
is a preview of the European release
of World of WarCraft (WoW). Blizzard’s
first ever foray into the incredibly
competitive arena of Massively Multiplayer
Online Role Playing Games (MMORPG’s).

Righto!
WoW is set on the world of Azeroth,
the world inhabited by humans, elves,
dwarves, orcs, trolls and whole bunch
of other critters normally found in
your average fantasy based RPG. Blizzard
broke from the pack when it made the
original WarCraft game in 1994 which
was an RTS game in a similar style to
Dune II only with swords and spell casting
wizards as opposed to machine guns and
giant sand worms.
With this is a backdrop against which
to set WoW in the people at Blizzard
did not want for any material for a
vibrant world within which players can
run around in hitting rats...no wait,
that doesn’t happen in WoW, oh
no. Grinding is a dirty MMO word and
Blizzard have put a lot of effort in
making their game fun. But more on that
later!
Zug zug!
So with the history of 11 years of
RTS games behind them Blizzard can now
progress the story of Azeroth further
by letting players be mere civilians
of Azeroth rather than some ‘hand
of God’ like commander overseeing
a battle. Of course these players start
off as mere civilians but soon grow
into something far greater!
The game starts with a menu showing
the available character race which dictates
which side in the never ending war between
good and evil you wish to choose. On
the good side AKA Alliance there is
the Humans, Elves, Dwarves and Gnomes.
On the evil AKA Horde side there are
the Orcs, Trolls, Undead and Taurens.
These are all races drawn from the ranks
of the armies found in the WarCraft
series so should be familiar to fans
of those games.
Once the race is chose a class is selected.
These range from warrior right though
to mage and priest with a bunch of other
RPG classes in between. Most classes
can be chosen by either side with the
exception of Paladin which is Alliance
only and Shaman are unique to the Horde.
Once both race and class are selected
the player is prompted to select their
appearance and name of their chosen
avatar. After this the game begins proper.

Is there no one else?
WoW is structured in a similar vein
to every other MMORPG. The player starts
off with next to nothing but the odd
useless weapon that can barely squash
a rat....which you never get to kill
in WoW anyway so it’s really useless
and the only way to progress in the
game is to carry out tasks for local
dignitaries in the starting area AKA
‘Noob zones’. These areas
are havens from the nasty outside world
which is quite vast and will have new
players huddled close to their starting
town killing monsters in exchange for
weapons, money and food. As quests are
completed experience is earned at an
exponential rate initially which rapidly
trails off at around level 10. Again
this is all typical MMORPG fair with
a training area higher level characters
never venture in unless a quests leads
them there.
Quests in WoW come in three types.
First there is the ‘One Shot’
type which requires one task to be done
and the quest is complete. These normally
have the player killing something or
collecting things from the monsters
they kill and deliver back to the character
that gave it to them. The second type
is the ‘When will this actually
end?’ type which has the player
complete one section of a quest only
for them to be passed on to the next
section in a almost never ending trail.
These quests form part of a greater
story line and actually have definable
arcs which the player can follow making
the game that more engrossing. The third
type is a similar to the second type
only they are class specific. The rewards
are great and can actually grant the
player additional abilities. For example
the paladin can only resurrect other
players once they complete a certain
quest.
Zohtar!
Combat in WoW is again almost exactly
the same as any other MMO. You initiate
combat by right-clicking on the intended
target and you can then select special
abilities while the automated attack
continues on. MMO’s follow this
system as it is narrowband friendly.
It is a turn-based combat system that
requires a minimal amount of data need
to be exchanged between the players
PC and the game hosts servers.
Death in WoW is rather different to
most MMO’s. Traditionally dying
is a very bad thing in MMO’s with
experience points normally being deducted
from the player forcing them to replay
the same part of a quest of kill yet
more of the same creature for the millionth
time. Blizzard has taken a different
view on this and has decided that the
worst that will happen is that you get
teleported ghost like away from your
corpse which you have to retrieve but
all of the items the player is wearing
suffer damage which can easily be repaired
for a small fee at a local shop. That’s
it. No experience points loss, no level
drop, nothing. You can even not worry
about actually getting the corpse and
take a 25% damage to your gear if you
can’t be bothered to run. Blizzard
have done this for two reasons. They
want to make their game fun and they
want to make sure people can carry on
the fight during Player vs Player (PvP)
encounters.

Yes me’lord
WoW is split into two sorts of play.
There is the Player vs Environment (PvE)
and PvP. PvE has players take on computer
controlled monsters which is what makes
up the entire game in titles like City
of Heroes and EverQuest 2.
WoW has an RTS history to it which
Blizzard could not ignore. Two definitive
opposing sides that the players could
choose to play was too good an opportunity
to pass up. This has resulted in players
having the ability to attack opposing
faction players at will. Well I say
at will it really depends on what sort
of server you are on. PvE servers AKA
‘Normal’ servers have the
requirement that people wishing to fight
other players must either flag themselves
by typing ‘/pvp’ or kill
an opposing faction’s Non Player
Character. In ‘PvP’ servers
are free of such restrictions.
During my time playing WoW I have only
encountered 3 opposing faction players.
It was a tense moment. There was I,
a level 23 paladin, 4 levels below them
and they were flagged as PvP, allowing
me to attack them. I however was not
so they could not attack me. So I stood
there and looked at them while they
looked at me. One waved at me. I waved
back. Another stuck his tongue out...well
what was left of it (they were undead)
at which point I decided to withdraw.
Granted I was a paladin and as such
I had some pretty hefty anti-undead
spells at my disposal but I couldn’t
take three of them on.
Just as I ran on a level 40 paladin
rode passed me. Moments later I heard
the sound of some combat. I ran towards
it and saw my three possible assailants
lying dead (well I say dead, more like
dead again) on the floor and the paladin
I saw run past me moment earlier ride
off into the distance. If ever there
was a case for the ‘wrong place
in the wrong time’ that was it!
Zwarboo!
The one thing WoW does well is the
level progression. At no time do you
feel that you are working at making
your character stronger. There is no
real grind as such as there is always
a reason why you are attacking creatures.
Whether it’s for a quest or to
get basic supplies for crafting items
there is always a point to taking down
creatures.
Some quests go one stage further by
becoming ‘incidences’. These
are long haul quests that require a
great deal of time to complete. Players
enter them knowing that they and their
group will be the only ones there thus
removing the risk of other players ‘kill
stealing’. Monsters do not respawn
either apart from the patrolling ones.
During these quests there are also a
series of ‘boss’ creatures
that must be taken down all of which
have good loot which players can either
use or sell on.
At once sire!
I could go on about the group dynamic,
the travel between areas, the lack of
‘zones’ and the way in which
NPC’s have floating icons above
them to indicate they have a quest or
you need to speak to them to complete/continue
a quest. But I won’t for fear
of sending you, the reader to a very
deep sleep! Instead I’m going
to bang on about the sound and graphics!
Graphically WoW has come in for a lot
of criticism. The player models have
a very low poly-count and environment
is similarly modelled. In the days of
post Halflife 2, Doom 3 and, more appropriately
EverQuest 2 with the high detailed models
people cry of ‘cartoony’
and ‘outdated’ which to
my mind is somewhat unfair. WarCraft
3 has a similar engine only not so detailed
and the WoW engine is a natural progression
from the Wc3 one. It’s very forgiving
to PC’s meaning you don’t
need to spend a large chunk of money
to upgrade just to play the game. The
engine also allows for many players
to fill an area with little to no affect
on dreaded lag. This is important during
large PvP battles as the game engine
must be able to handle so many players
in order for it to work.
Dharboo!
Sound wise the game really does excel
with it being one of the few MMO’s
I’m forced to shut the music down
on. Music shifts depending on which
area the player is in and actually changes
in tone reflecting the danger the player
is in.
Spot effects are also excellent with
key events such as gaining a level being
heard not only by the player but also
those in the immediate area which is
a nice touch. There is also the voice
effects which much more limited to those
found on EverQuest 2 are enough to encourage
a sense of immersion.

FEMALE PERSPECTIVE
Speaking as a male this is a tad hard
for me but I’ll give it a shot.
MMO’s have traditionally been
rather popular with female gamers due
primarily to the social side of the
game. I know I’m not generalising
too much here as it is a proven fact
that women sight this as the main source
of attraction to the game. The number
of female players of Planetside (an
MMOFPS) is testament to this which many
would regard as a rather male orientated
game. Then again what is a ‘male
orientated game’ anyway?
WoW does a good job of maintaining
social aspects of play with group creation
being relatively easy and guild creation
and management being quite easy to fathom.
DEAF GAMER PERSPECTIVE
WoW is awash with text. Every character
communicates with the player via this
medium as do other players. The only
exception to this is when a guild decided
to take up voice communication tools
like TeamSpeak but that is not a key
feature of WoW so should be discounted.
There are also a plethora of visual
clues as to what is happening to a players
character. As items are collected in
a quest for example a figure saying
‘3/10 of [Item Name]’ collected’
appears on the screen. Spell effects
and on screen action is also well represented
meaning that in theory it is possible
to play the game in complete silence.
Summary
Bearing in mind this article is a preview
only as it is based on someone’s
experience on a beta server issues such
as lag will play a small part in the
players experience. Nevertheless a good
chunk of the gameplay can be described
and what I have tried to portray here
is a very well crafted (if you can excuse
the pun) MMO. Every blade of grass,
monster eye ball, beer barrel has been
made with care and it shows. For me
WoW is shaping up to be an amazing MMO.
We can only hope that once the game
does finally reach the shores of the
Old World it can live up to the reputation
Blizzard have so carefully maintained
over the past 11 years.
Crafted by Chris O'Regan aka Kropotkin
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