Why World of Warcraft Is Better Than Many Other MMORPG Games
With the advent of fast internet speed and advanced computer technology in the late 90s, demand for online video games increased. This led to the creation of a revolutionary video game genre known as Massively Multiplayer Online Role-Playing Game (MMORPG), which refers to a computer game that incorporates elements of both role-playing and a massively multiplayer online game.
What Is an MMORPG?
MMORPGs provide an opportunity for millions of teams around the globe to participate, engage, and challenge each other on the same platform. Chatting functions are also included in the games, allowing players to play and converse with other players they encounter in the game.
In MMORPGs, players take on the role of a character (usually in a fantasy or science fiction environment) and have command over most of the Character Power Leveling. MMORPGs became an instant hit and immensely popular all around the world. By 2005, global MMORPG revenue surpassed half a billion dollars.
Rise of World of Warcraft (WoW)
Blizzard Entertainment’s World of Warcraft (WoW) is a massively multiplayer online (MMO) role-playing game launched in 2001 and published in 2004. WoW takes place in the world of Azeroth, which is a part of the Warcraft fantasy universe.
Gamers can build a character avatar and traverse an open game world in third- or the first-person mode, exploring the scenery, combating demons and creatures, performing missions, and engaging with NPCs or other gamers.
WoW was a critical and commercial smashing triumph. In 2017, the video game garnered over $9.23 billion, making it one of the most successful video game series of all time. Gaming journalists have deemed the game “the greatest MMORPG of all history.”
Why WoW Is Better Than Other MMORPG Games
WoW has had such a tremendous impact on the gaming world that it’s considered a classic – while still providing ongoing upgrades and evolution. Below are the reasons why WoW remains the market leader when it comes to MMORPGs:
Something for Everybody
World of Warcraft’s USP (Unique selling proposition) made fantasy attainable to everyone while also being hip enough to appeal to non-gaming crowds. WoW never felt like a typical fantasy game where you had to be completely immersed in the world to understand what was going on. WOW’s ability to customize characters was a huge crowd-pleaser, and it adds to the game’s originality and uniqueness. Players can choose between playing as an Alliance or Horde warrior or a monster, providing them with the best of both worlds.
Other games will throw the player in and hope for the best; however, WoW makes the game easy enough for a child to grasp the quests while tough enough to attract experienced gamers. Few games in the fantasy genre have been able to achieve what this game has. WoW was able to attract people from all lifestyles.
Many reasons attract gamers to WoW, but one of the most compelling is the captivating storyline. Even as an entry-level paladin, your character will be so engrossed in the story and will feel like you have become a part of this vast, ever-changing fantasy universe. Each quest your character undertakes will seem like the stakes have raised naturally from the days of hunting down boars in the woods. Blizzard’s ambient storytelling ability was and remains to be a thrill, and Azeroth is one of the most richly-built game environments ever developed.
The sense of team spirit is another factor that keeps many enthusiasts coming back to play WoW. Players can communicate freely and establish groups with their buddies to complete dungeons and guilds to clear raids on monsters. Guilds, which refer to vast groups of players who played alongside under one banner, fueled team loyalty even more. Although guilds were developed before WoW, the game’s sheer size resulted in massive communities that encouraged team collaboration and rivalry while developing long-lasting friendships with people you’ve never met before.
Before the release of WoW, MMORPGs were designed to reward players who invested a lot of time into it. While this is completely fine, it did imply that those who were unable to put in the time were at a considerable disadvantage. This led to many gamers losing interest in MMORPGs.
WoW, on the other hand, included elements that allowed even gamers who didn’t put in a lot of time to enjoy and feel motivated to at least finish one game. It also offered more opportunities for gamers to level up than its contemporaries did.
As part of a quest, killing monsters was considerably superior to related quests in other MMORPGs, which were typically boring and less rewarding. WoW, on the other hand, allowed you to resume the game soon after death by simply reducing the endurance of your gear rather than deducting experience points from your character. It also redesigned the leveling experience by creating a range of questing hubs to engage players.
These adventures served as the foundation of versions like Warcraft III: Reign of Chaos and Frozen Throne, which led to Blizzard creating detailed backstories for characters and the universe in general, making the game feel almost like a real world.
By radically redefining the expectations of gamers and developers in this genre, World of Warcraft revolutionized the game industry, making them the defending champion of MMORPGs. WoW doesn’t plan to lose its leading position, as the developers constantly work on the game improvements to make it even more joyful.