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Last week on Massively: Warcraft related stories

Last week there were some complaints about "why are there WoW stories on that other site and not here"? The biggest reason is that many stories posted on Massively are WoW-related but not necessarily about WoW. Being the most popular Western MMORPG on the market, it is often used as an example when talking about player behavior or game mechanics.

The other reason is that we don't tell our writers what to write. If a Massively writer wants to cover a Warcraft topic, they are free to do so. Also, you get this weekly recap right here to make sure you don't miss a thing.

And if you're really concerned about missing out on any WoW news, you can always set your browser to show you only World of Warcraft news on Massively.

Now, on to the good stuff:

Blizzard was only expecting 1 million WoW subscribers
Spotlight on an interview with former Blizzard producer reveals early plans of WoW's infancy.

Behind the Curtain: Evolving the World of Warcraft
Carl Whithers proposes a way to make the lore of WoW more meaningful.

Bioware likes WoW, but thinks it can do better
WoW did a lot of things right, but the time sink to progress in the game is still very large. Bioware thinks they can fix that.


Should there be better physiology representation in MMOs?
Specifically, what about more options for less than optimal weight or more deformities or even small breasts?

MMOGology: End game means game over for casual players
Mark Knotke continues his weekly column, this time exploring the exclusion of casual players from the endgame of most MMOs.

Gamer Interrupted: Gamers behaving badly
Our very own Robin Torres provides advice on dealing with the "funsuckers" of the online gaming world.

Building a better MMOusetrap: Buildings, barrens and beyond (Part 3)
Dave Moss continues his look at how architecture influences game play experience. This time he heads out of the player cities and into the wilds.

As the Worlds Turn: Gluttons for punishment.
Adam Schumacher delves into the mystery of why we put up with stupid quests in the game.

G4 writer: Every MMOG since WoW is an epic failure
Title says it all. But do you think it's true?

How much mini-management is too much?
Akela Talamasca gets frustrated with the high level of maintenance while playing a pet class. What's the appeal?

MMOGs: missing a sense of mystery
Another point of view about the interaction of lore in online games, this one talks about the value of the unknown.

Lore and storytelling in the MMO genre
How much impact can storytelling have in a persistant, but unchanging MMO world?