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  • WoW Archivist: Tier 0.5 and the birth of modern dungeons

    by 
    Scott Andrews
    Scott Andrews
    05.09.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? For a long time in classic WoW, nonraiders felt neglected. Dungeons were the only endgame PvE option for nonraiders. Back then, dungeons didn't have a 5-player limit. They could be "raided," even though they weren't considered raids. Blizzard added new raiding content on a regular basis, but the developers didn't release new dungeons after adding Dire Maul in patch 1.3, four months after the game's release. Until the launch of The Burning Crusade in early 2007, nonraiders ran the same dungeons for almost two years. Amidst a storm of complaints, Blizzard said they wanted to offer additional content for nonraiders. In patch 1.10, Blizzard delivered a new endgame quest line using existing dungeons. Comprised of 29 steps in all, this was one of the game's most elaborate -- and most punishing -- quest lines ever. Blizzard called it the "high-level armor set" quest line. Players called it Tier 0.5. To create it, Blizzard had to reimagine what WoW's dungeons should be. This quest line was removed, like many others, when Deathwing brought the Cataclysm. Let's walk through what once was, and explore how it gave rise to the modern dungeons we tackle today.

  • WoW Archivist: The Martin Fury incident

    by 
    Scott Andrews
    Scott Andrews
    04.25.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Almost exactly five years ago today, WoW Insider broke the news about one of the craziest stories in WoW's history. Some called it a "scandal," but I disagree with the term. Everyone involved, I believe, acted without malice. The entire affair was a matter of one colossal blunder, followed by a series of unfortunate assumptions and, ultimately, heavy-handed repercussions. The real victims here, after all, were the bosses. But the event is a fascinating and unique one: one player, given the kind of unlimited power that only a game master or developer was meant to wield. How did it all go down? Read on to find out!

  • WoW Archivist: Talents have come full circle

    by 
    Scott Andrews
    Scott Andrews
    04.11.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? The Warlords of Draenor patch 6.0 notes have revealed the latest changes to WoW's ever-evolving talent system. Talents have remained a core system in WoW since its earliest days, the primary method that allows players to make their characters distinct. In the beta for WoW and throughout vanilla, talent trees were a bit of a mess, as Archivist covered. Today, we'll examine how those early trees came to be expanded, refined, and then scrapped for a very different system. We'll also look at how Warlords is bringing back the earliest version of talent trees in a brand new way. The golden age of hybrids Talent possibilities exploded during The Burning Crusade. Ten more levels granted players ten more points to assign. Players could now combine abilities in ways that vanilla's trees had never allowed, opening up exciting new gameplay paths. Players didn't choose a specialization like they do today. Instead, they assigned points to three different "trees." Each tree represented a spec, but each also had talents that helped the other two specs as well. So players could pick and choose just how far down they wanted to go in a given tree, and thus how much to commit their character to one spec. "Hybrid" builds were not ideal from a min/max perspective, but they were popular. And TBC was the golden age of such builds.

  • WoW Archivist: Warlords of Draenor hates The Burning Crusade

    by 
    Scott Andrews
    Scott Andrews
    03.28.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? In many ways, The Burning Crusade was the birth of modern WoW. Most of TBC's innovations are still going strong in WoW today and have been ever since their introduction. Looking back, it's striking how many key features of WoW were absent in classic, only unveiled during the game's first expansion. Even more striking, however, is how many of these innovations Warlords of Draenor seems poised to undo. Just as Garrosh will undo the transformation of Draenor into Outland, Warlords seeks to unravel most of what Blizzard innovated during TBC. The next expansion will take us through a portal into a very different WoW. Archivist has now covered all the major patches of The Burning Crusade: patch 2.0.1, patch 2.0.3, patch 2.1, patch 2.2, patch 2.3, and patch 2.4. Now it's time to review the expansion as a whole -- and explore how Warlords will make most of TBC's innovations disappear into the nether. Dawn of the quest hub The idea seems so obvious it's hard to imagine that classic WoW actually didn't have quest hubs, at least not in the strict sense. WoW was the first MMO to promote the idea of leveling mainly through quests rather than grinding mobs. So Blizzard had no model to look at when they were designing the original quests. In classic WoW, quests were put into the game wherever the developers thought they made sense, mostly from a lore perspective. Quests didn't necessarily guide you through a zone area by area. Quests were scattered, and their objectives were, too. They weren't breadcrumbs -- they were meant to be discovered. They didn't hold your hand -- they sent you on an adventure, like it or not.

  • WoW Archivist: The battle for Hillsbrad

    by 
    Scott Andrews
    Scott Andrews
    03.14.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Almost ten years later, people still talk about the Southshore versus Tarren Mill battles, the most infamous and celebrated world PvP in WoW history. They go on about how glorious it was, how they'd like to see that kind of intensity return to world PvP. It's not often, however, that they discuss the details. If you want to know exactly what it was like to fight in those battles, keep reading. I lived it. My old tauren hunter still bears the scars. Pull up a bench and pour yourself a glass of ale. I will tell you about the war. Why Hillsbrad? Several places on Azeroth in classic WoW had two faction-specific towns in close proximity. You had Astranaar and Splintertree in Ashenvale. Arathi Highlands featured Refuge Pointe and Hammerfall. Theramore and Brackenwall squared off in Dustwallow Marsh. A few others had proximity also. So why didn't any of these pairs become as legendary as Southshore and Tarren Mill? The fact is that battles did happen here -- some fairly major ones, too. World PvP ran rampant in the early days, even on PvE realms, and even before the honor system arrived to reward you for doing it. Many raided faction villages for the simple joy of denying your enemy a stronghold, a questgiver, or a flight point. Such players sought out undefended towns, which these others often were, at least when you first struck. Other players wanted resistance. They wanted to march forward as part of one vast army of players into an equally imposing force. They wanted the chaos, the rush, the endless bloodshed, the death cries of their foes echoing all around them. And they knew exactly one place you could find that experience, at virtually any hour of the day or night. It had to be somewhere. Early forum threads began to buzz about such battles taking place. As word of mouth spread, more players wanted to make it happen on their own realm. It became the thing to do. But why there?

  • WoW Archivist: WoW's 18 weirdest quest items

    by 
    Scott Andrews
    Scott Andrews
    02.28.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Adventuring in Azeroth has never been what some would call "conventional." The weird happens everyday for the heroes of the Alliance and the Horde. After all, we inhabit a world of talking walruses, and recreational marmot punting. But some quest items go above and beyond into the realm of the truly bizarre. In no particular order, here are my top 18. 1. Valoren's Shrinkage Totem In a questionable mashup of Free Willy, Seinfeld, and a certain infamous subgenre of Japanese hentai, Wavespeaker Valoren asks you to use his "shrinkage totem" on the tentacle horrors imprisoning Wil'hai the whale shark. Why does Valoren carry such a thing around with him? It's better not to ask such questions. As if we needed another reason to avoid questing in Vashj'ir, Blizzard went out of their way to remind us how all that cold water affects male genitalia. The totem works as advertised, and I can't help but feel a pang of sympathy for those tentacles when they shrivel up.

  • WoW Archivist: What has never changed?

    by 
    Scott Andrews
    Scott Andrews
    02.14.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? With WoW's tenth anniversary fast approaching, one thing is clear: virtually everything in this game has been changed, updated, or replaced at one time or another. The UI, the stats, character creation, raid systems, class abilities, questing -- all have undergone necessary overhauls to keep the game relevant and modern. A question for the Queue last month asked a very interesting question: What in WoW has never, ever changed? You might think so, but no Many aspects of the game seem like they have never changed, but they have. The act of gathering: Sure, Blizzard added bonuses to the professions in Wrath such as the crit bonus for skinning or the HoT from herbalism. And as of Cataclysm, you can now earn XP by gathering. Gathering no longer requires tools. Yet the fundamental mechanics have always been the same: you right click stuff, get the stuff, and skill up so you can click on better stuff. Right? Back in classic, gathering actually had a chance to fail. Orange difficulty nodes would not cough up their resources to anyone who wandered past with the minimum required skill. Failing three or four times on a node before a successful gathering attempt was not unheard of. This led to some interesting "PvP" gathering scenarios, even on PvE realms. If two players converged on the node, the first to click it didn't necessarily get the goods. This situation sometimes led to a hilarious "duel" in which both players failed at gathering over and over again. It became a matter of luck, persistence, and rapid clicking. Mining was especially bad, because it used to take multiple strikes to clear out a node. Two players could spend minutes trying to outmine each other on a single rock. Racial bonuses, enchantments, and items that boosted gathering skills all mattered much more, not just to save time from the failed attempts, but to beat other players to the punch.

  • WoW Archivist: WoW in China, an uncensored history -- part 2

    by 
    Scott Andrews
    Scott Andrews
    01.31.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? In China, few Western games have been more embraced than World of Warcraft. But few games have endured more scrutiny from the government and more interruptions. As WoW Archivist covered two weeks ago, Chinese players have put up with censorship, endless waits for expansions, and intense bureaucratic meddling that shut the servers down for months. But their enthusiasm for the game remains. Today, we will look at the more recent years of WoW in China, the raiding scene there, and the game's impact on popular culture, including a certain infamous theme park... Too soon, Executus After sorting out issues with the Ministry of Culture and GAPP (General Administration of Press and Publications), WoW operator NetEase was on a roll. Though Cataclysm also faced delays, it launched in China on July 12, 2011 -- just half a year after the Western release. By the standards of prior expansions in China, this release was practically instantaneous. In a bitter irony, however, the expansion actually arrived too soon.

  • WoW Archivist: WoW in China, an uncensored history

    by 
    Scott Andrews
    Scott Andrews
    01.17.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? A few weeks ago, we learned that ten men had been sentenced to two years' imprisonment in China for hacking WoW accounts and selling the stolen gold. It was not the first time that hackers have been punished by the state in China. The relationship between WoW and China has often been contentious, going back to the early years of the game. While most players there have simply tried to enjoy the game they love, censorship, politics, and illicit activities have all had an impact on their experience. As we wrap up the Mists of Pandaria expansion, let's not forget that so much of the culture, history, and geography of the expansion was inspired by the real legends and landscapes of China. Today, let's look at the history of WoW in China -- a history as rife with conflict as Pandaria's own. Pop stars and cola fuel WoW's launch From the earliest stages, Blizzard had little reason to doubt that WoW would be a hit in China. When the beta signups became available in April 2005, approximately 100,000 people signed up in the first hour. The beta achieved 500,000 concurrent players. For the Chinese version of WoW, Blizzard partnered with Shanghai-based company The9, who could better handle localization, support, and customer service. The9 launched the classic version of the game on June 7, 2005. Coca-Cola partnered with The9 to promote the game. For their ads, Coke brought in pop stars such as Taiwanese band S.H.E. (already covered by WoW Archivist), Super Voice Girl winner Li Yuchun, and Olympic gold medalist Liu Xiang. Although -- or perhaps because -- the TV ads broke China's rules against showing game content on TV, the cross-promotion was a huge success. (As a side note, Pepsi later struck back with a partnership with Guild Wars the following year. Reportedly, Guild Wars' closed beta was delayed a week in China after Coca-Cola complained about The9's deal with their biggest competitor.) Within the first month, The9 reported 1.5 million active WoW players in China. Although many Chinese citizens had already been playing on Western realms, this was still a huge achievement at the time for a Western MMO in China. Unlike the West, most gamers in China play in Internet cafes, and MMO subscriptions are almost always handled on an hourly basis. At launch, WoW authorization keys cost 30 yuan and gametime cards were 0.45 yuan per hour. That converts to about $4 for game access and 6 cents per hour. Like their Western counterparts, China's realms had their share of launch problems. Long queues and lag plagued realms in the East, too. By early 2006, players had grown increasingly dissatisfied with The9 and threatened a boycott. The9 claimed that difficulty with communicating with Blizzard was behind poor realm performance. Soon enough, poor realm performance would be the least of players' concerns.

  • WoW Archivist: The curse of Karazhan

    by 
    Scott Andrews
    Scott Andrews
    01.03.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Something has been afoot in Karazhan of late. First, dataminers noticed that Karazhan had been renamed Medivh's Big Birthday Bash on the PTR. In the rechristened raid, objects such as cobwebs and skeletons had disappeared. Then a later build renamed it Karazhan 2: Eclectic Boogaloo. Senior game designer Jonathan Craft tweeted that fellow designer Dave Maldonado was responsible. Maldonado later said that nothing is happening. It turned out to be a test to see if a phased quest could be set there, but sadly it didn't work. Many players would be excited to return to Karazhan, and it would make sense to do this in Warlords of Draenor. After all, Karazhan is from the same expansion that took us to the shattered remnants of Draenor back in 2007. Hopefully Blizzard will find a way to feature some Karazhan-based content during the next expansion. Karazhan remains one of Blizzard's most popular raid zones, and for good reason. But did it succeed too well for WoW's own good? Let's look back at what Karazhan offered us in its prime and how it impacted raid design in future expansions.

  • WoW Archivist: The crashin' thrashin' history of Winter Veil

    by 
    Scott Andrews
    Scott Andrews
    12.20.2013

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? This month we celebrate the tenth annual Feast of Winter Veil. The holiday is almost as old as WoW itself. Winter Veil was the first ever holiday to be implemented, just after the game launched in November 2004. Blizzard patched in Winter Veil along with the Maraudon dungeon, the option to turn off cloaks and helms, and many other changes in patch 1.2 on December 18. Since then, Winter Veil has enjoyed a long evolution over the years into today's version. Let's spend a few minutes with the Ghost of Winter Veil Past! The first Winter Veil Given how early this holiday was added to the game, it's not surprising that there wasn't much to it compared to today. The holiday came with a few quests, including the original, short Greench questline. The first few days of the holiday saw a swarm of activity in Hillsbrad. The Tarren Mill vs. Southshore battles moved a few leagues north, as players battled friend and foe alike to tag the Greench and get quest credit. Completing the questline awarded you with one of several crafting recipes, such as Gloves of the Greatfather, the Winter's Might enchantment, or the coveted Snowmaster 9000 schematic.

  • WoW Archivist: Patch 2.4 -- Fury of the Sunwell

    by 
    Scott Andrews
    Scott Andrews
    12.06.2013

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? On March 4, 2008, Gary Gygax, the creator of Dungeons & Dungeons, passed away. A few weeks later, Blizzard dedicated the final and meatiest patch of the Burning Crusade expansion to Gary's memory. Unlike the raid- and druid-centric patch 2.1, the big nothing of 2.2, or the old world revamp (and another raid) of patch 2.3, Fury of the Sunwell had boatloads of new endgame content for everyone. Blizzard also provided a trailer for the patch that showed the history of the Sunwell and revealed Kael'thas' diabolical plan. Redefining realm-wide events Kael'thas had to be stopped. The naaru convinced the Scryers and the Aldor to work together, forming a new faction to retake the Sunwell at the Isle of Que'Danas. The Shattered Sun Offensive represented a massive evolution of the realm-wide event concept after the very popular Gates of Ahn'qiraj event ushered in the idea. Daily quests, introduced in The Burning Crusade, were the key. The Gates event required players to gather and turn in crafting supplies. Though you certainly felt like a contributor by forking over dozens of stacks of cloth, the gameplay aspect was lacking. Only one guild per realm could participate in the complete quest line. On Quel'Danas, everyone could experience the story as it played out. Instead of turning in items, your realm earned credit toward the next phase of the event when players completed dailies. Rather than a one-time event, the phases changed and unlocked different parts of the island to show the Offensive's progress. Eventually the united Scryers and Aldor built a town, complete with a blacksmith for repairs, alchemy lab, portal, and statues to honor the fallen. Each new phase also brought new dailies and new rewards that could be purchased with gold and "badges" (TBC's equivalent of valor points). All of these changes were permanent, so you didn't have to log in on a specific day in order to enjoy them.

  • WoW Archivist: The quest for swift flight

    by 
    Scott Andrews
    Scott Andrews
    11.22.2013

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? With all the controversy over flying in Draenor (and lack of it until patch 6.1), flight is a major topic in the WoW community these days. Veteran players remember a time when taking to the skies was merely a dream -- one that The Burning Crusade made real, at least in Outland. Along with flying mounts, Blizzard decided that druids should receive new shapeshifting forms that allowed flight. The forms came in two speeds: the base Flight Form and the Swift Flight Form. Rather than making the latter a trainable skill, Blizzard instead provided druids with one of the longest and most epic class-specific quest lines of all time: the Swift Flight Form chain. Seventeen quests long, the chain made a versatile shapeshifter out of you whether you wanted to be or not. Like many others, the SFF chain became a casualty of the Shattering and can no longer be completed. It is well worth revisiting, however, so let's let fly!

  • WoW Archivist: Controversies of BlizzCon

    by 
    Scott Andrews
    Scott Andrews
    11.08.2013

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? BlizzCon has been no stranger to controversy. As the premier Blizzard event, the stakes are high. Players are heavily invested in both the weekend and the games, and sometimes emotions run hot. We've already got a potential controversy brewing for 2013's event. Players have expressed strong feelings both for and against a possible "Warlords of Draenor" concept for the next expansion, and we know little at this point aside from the name and what it could imply. In light of Blink 182's presence at the convention, Blizzard also asked attendees to wear clothes. It could be a truly wild BlizzCon this year! Let's look back at other controversies from the past six BlizzCons. The first BlizzCon In October 2005, BlizzCon made its debut to enthusiastic crowds. However, it was hardly the massively anticipated event, with tickets selling out in seconds, that it is today. Tickets were $125, and the total attendance was a mere 8000. To put this in perspective, BlizzCon 2010 had 27,000 fans. Because so few tickets were available and "virtual tickets" did not yet exist, Murky, the pet given out to attendees, is still one of the rarest pets in the game. (Lurky isn't the same.) The big reveal in 2005 was WoW's first expansion, The Burning Crusade. With that announcement came several big changes to the game. Outland, flying mounts, jewelcrafting, Karazhan, the Caverns of Time, linked auction houses (rather than each city having its own) -- players embraced all of these. Blood elves had their detractors, for both lore and aesthetic reasons, but most were sold on the idea. Glaringly omitted, however, was any specific word on the new Alliance race.

  • Scattered Shots: A hunter retrospective

    by 
    Adam Koebel
    Adam Koebel
    11.07.2013

    Every Thursday, WoW Insider brings you Scattered Shots for beast mastery, marksmanship and survival hunters. This week, your host Adam Koebel, aka Bendak will be discussing the nine year history of the hunter class. Last week, we talked about the community's ideas for the future of hunters. This week, on the eve of BlizzCon, we're going to look in the other direction at the nine year history of hunters. Recently, I was browsing through some ancient screenshots (which you'll find peppered through this article) and I was struck with some mixed emotions. I was extremely nostalgic for vanilla, but at the same time I would never want to go back to how it was. You veteran hunters can put on your rose-tinted glasses as I dive back into the era of pet happiness and mongoose bites, and the rest of you can find out just how much our class has changed over the years. Our story begins in beta patch 0.9, released on August 17, 2004. This was a very special patch because it's when hunters were added to World of Warcraft -- the last class to be added, in fact. Things were different back then. The survival specialization was known as "outdoorsmanship" and marksmanship was known as "ranged combat" because it was the only specialization actually focused on ranged combat. Prior to this patch, all classes were able to learn tracking but now it was made exclusive to hunters (and rightfully so). Feign Death was a rogue and druid ability before the hunters came and took it over. To this day, the name of the Feign Death icon is "ability_rogue_feigndeath."

  • WoW Archivist: WoW's most terrifying monsters

    by 
    Scott Andrews
    Scott Andrews
    10.25.2013

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Hallow's End is once more upon us. Last year, the Archivist uncovered WoW's most terrifying secrets. But much of what's terrifying in WoW is right in your face, trying to eat you, or stomp you, or shatter your mind with madness. Let's take a look at the scariest bad guys from every era. Mrrglrlrlrmgrrr: Monsters of classic WoW Murlocs To some, they're adorable, misunderstood frog people. To others, they are the amphibious stuff of nightmares. In vanilla WoW, it was nearly impossible to fight a lone murloc. Their tight-knit societies and tendency to flee meant fighting one murloc often evolved into fighting two -- or twenty. A good many early players found themselves torn to pieces by slobbering murloc hordes. Some still shudder when they hear that distinctive battle-cry. Sons of Arugal I'm not sure how Arugal managed to father so many sons while tucked away in the tower of Shadowfang Keep, but the guy certainly got around. Horde players questing in Silverpine Forest lived in dread of these elite worgen, who always seemed to aggro at the worst possible time. That damn Lurker in the water leading up to the Wailing Caverns entrance For me, this one is personal. In vanilla, fighting your way to the Wailing Caverns entrance was like a mini dungeon run all by itself. One of the caves had a small but deceptively deep pool of water. During my first trip there, I decided the water was a safe place to fire from while our tank scooped up the locals. (It was a habit I picked up.) Then something large and unknown rose up from the darkness and bit me. I've never gone for a swim there since.

  • WoW Archivist: Spells we've lost

    by 
    Scott Andrews
    Scott Andrews
    10.11.2013

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Back in June, Ghostcrawler identified "ability bloat" as a major issue that he'd like to address in WoW moving forward. GC later confirmed Blizzard's intention to cull spells, but admitted "there will be many tears." Since the tweet, WoW Insider and many others have speculated about which spells will disappear forever and which will remain. While I agree that bloat is a problem, it's not the first time that Blizzard has looked at reducing our endless action bars to more manageable proportions. Many beloved spells have already vanished, along with many strange and pointless ones, too. Let's look back at some of these spells from bygone days. Shaman Most missed: Cleansing Totem In Wrath, the original Poison Cleansing Totem and Disease Cleansing Totem merged to become Cleansing Totem. It attempted to cleanse a debuff of each type every three seconds. Shamans loved this "fire and forget" method of cleansing, but Blizzard killed the spell because they wanted removing debuffs to require the active attention of a player. Least missed: Windwall Totem This totem had a cool name, but the narrowest possible application. It reduced damage from ranged attacks. Only attacks made by bow/gun-type weapons and thrown weapons counted -- not spells. Because wind affects bullets but not fireballs? Weirdest: Sentry Totem Long mocked as "Screenshot Totem," Sentry Totem allowed the shaman to switch camera views to it to keep an eye on a distant location. It had some strategic applications in battlegrounds, but given that it took up the air totem slot, few shamans used it. The totem did, in fact, help players to get great screenshots of boss kills, though. Never forget!

  • WoW Archivist: A rolled-back history of realms

    by 
    Scott Andrews
    Scott Andrews
    09.13.2013

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? If your low-population realm hasn't been linked up to another one yet, it soon will. This is a drastic step for WoW, but one that should solve the long-bemoaned low-population problem on many realms. When WoW first launched, Blizzard had the exact opposite problem on their hands: realms had far, far too many players. Let's look back to 2004 to the earliest months of the game and remember just what players had to endure -- and what Blizzard had to do to fix it. Uncharted realms The servers that run the game's realms have always been shrouded in mystery. Technical details have never been shared. In a 2005 interview, producer Shane Dabiri deflected questions about the realms hardware: "Well, I really can't get into how we structure or build our infrastructure," he said. "Much of the information is proprietary and complex."

  • WoW Archivist: Two weeks as a noob in 2004

    by 
    Scott Andrews
    Scott Andrews
    08.29.2013

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? When I took on the WoW Archivist mantle last year, I wanted to tell some personal stories as well as provide in-depth looks into the game's past. My first column talked about an early but extraordinary world PvP experience. Today I'd like to tell you about my first weeks of WoW in 2004, in a very different Azeroth than our modern version, with a very different incarnation of the hunter class. A hunter will rise In December 2004, a hunter stepped forward in Red Cloud Mesa. He was new to the ways of Azeroth, but eager to learn. What followed would be painful. But when the narrator shut up and the hunter proudly accepted his first quest from the Navajo minotaur guy with giant punctuation over his head, this new hunter set forth. He had nothing but a bow and a hope that his trials would forge him into a hero. He would become a hero, many months and scars later. His first two weeks, however, were marked with terror, failure, and shame in roughly equal parts.

  • WoW Archivist: WoW's first legendary quest line

    by 
    Scott Andrews
    Scott Andrews
    08.16.2013

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Not every amazing weapon is legendary. WoW has seen plenty of great weapons come and go without a single orange letter in their tooltip. But let's face it: legendaries are the most interesting and coveted items in the game. In patch 5.4, many players who have never before been able to equip a legendary item will have their first opportunity, thanks to Wrathion's schemes. The quest line for our legendary cloaks has been the longest and most elaborate legendary quest line to date, spanning over multiple tiers of raiding. But how did it all begin? What was WoW's first legendary quest line? Let's take a look back to remember the legend of Thunderfury.