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Posts with tag burning-crusade

Blizzard announces official YouTube channel


To go along with their recently created Twitter accounts, Blizzard has now started up an official YouTube channel as well. Right now, the channel just contains animations and cinematics that we've mostly seen before (not that we mind watching that Burning Crusade cinematic for the umpteenth time), but we presume that in the future, we might see newly released videos, including possibly interviews with Blizzard staff, and maybe even some (gasp!) gameplay videos as well.

Whoever's in charge of social media over at Blizzard has really been working it lately -- we can't wait to see their Last.fm account (Most Played: the artists formerly known as Level 80 Elite Tauren Chieftain) or their OkCupid account (Adam Holisky & Alex Ziebart would be at least 87% friends with Ghostcrawler, no question). Definitely fun to see Blizzard, historically a very closed-door company, opening up a little bit to the various outlets where they can correspond with fans.

Raid Rx: Raid bosses that brought healers to their knees - Part 3 & 4


Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand poobah of World of Matticus and a founder of No Stock UI, a new WoW blog for all things UI, macro, and addon related. Ever wondered what were the hardest fights to heal in the game? Based solely on my opinion and experience, here's a list counting down from number 5 to number 1, along with everyone's favourite "Honorable Mentions" list to follow!

Before continuing with reading the list, I'd strongly suggest you check out part 1 and part 2. Healers have a unique role they play. Almost none of their time is spent with bosses in their crosshairs or target frames. Us healers are busy making sure everyone is alive so they can kill the boss while the rest of us hold down the fort.

Enough with the preamble. Let's find out what the biggest pain in the ass bosses were from number 5 to number 1 are.

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NPD: World of Warcraft has sold 8.6 million boxes at retail

Gamasutra has received an interesting stat from the good folks at NPD: after hearing that The Sims 3 sold over 800,000 copies in its first month, they were curious to see what kind of unit sales our own World of Warcraft has experienced. And the numbers are pretty big: among the original game and all of the expansion packs since the vanilla release over four years ago, NPD says 8.6 million boxes of WoW have been sold in the US. That's a little misleading if you're comparing it to actual subscription numbers: remember that this is over three different releases (so the actual number of all-time players, not current players, is probably 1/3 of that), and it includes different collectors' editions of each of the three game editions. So there are nowhere near 8.6 million US players of WoW -- that's just how many times players have come through the retail line with the various releases.

What that is, however, is a lot of money. Gamasutra estimates that at an average of $30 for each unit sold (the vanilla game currently retails at $20, but the expansions all sell at $40, and of course the original game was more expensive once upon a time), that's $258 million in income for Blizzard. In short, Blizzard's making a mint at the retail counter, even before they sign anyone up for subscriptions.

Then again, if you look at their own costs, those aren't insubstantial, either -- Activision's Bobby Kotick claimed that anyone starting up an MMO to compete with WoW would have to throw at least half a billion dollars into the mix just to get started, so we can presume Blizzard has spent at least $500 million on their staff, development, and hardware. So it's not like they're taking it all to the bank, though we can at least presume they're sitting firmly in the black.

Why leveling will always be important to WoW

Times they are a changin', and as Patch 3.2 hits the PTR with a new wealth of mechanics aimed at making the journey to 80 that much easier, why not take a moment to look back at how Azeroth has changed?

Leveling used to take a long time, and one of the first things a friend told me was that "the game started at 60." While the level cap might have changed, it's something I heartily agree with.Those of you who joined the game around the time of the latest expansion or even before might hear others speaking with misty-eyes of the olden days of Classic WoW when it took an age to get from Darnassus to Stormwind.

While WoW might have a much lower learning curve than, say, EVE Online, it does still have one. But WoW is known as a bit of a grind fest and the ever growing level cap, which currently stands at 80 but will no doubt go higher with the next expansion, can be pretty daunting.

Especially for a new player.

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Tom Chilton talks about 3.2 and the future of World of Warcraft

Videogamer.com has a nice long interview with World of Warcraft Producer Tom Chilton about everything from patch 3.2 and the Argent Tournament to the future of the game at large. They caught up with him at the Warcraft Regional Finals 2009 tournament in Germany this past week, and in part one, he talks about the upcoming patch and what Blizzard is expecting to get out of it. He says the Isle of Conquest battleground is their most "epic-feeling" instanced PvP setting since Alterac Valley, and that they want it to feel nuts, with players fighting each other via air and land. He also mentions Arena, and says that it was originally designed to be "a fun side PvP activity" that they went a little overboard with during Burning Crusade. Finally, he talks about twinks, and says that neither Blizzard nor twinks, apparently, want to see other players crushed by those who have the time or money to max out their low level characters. Even twinks, says Chilton, want to see competition against each other, and the option to turn XP off will let them do that. I'm not sure I agree with that last one -- many twinks seem to beef their characters up just for the chance to lay waste to "normal" players, but Chilton says Blizzard believes otherwise.

The second part of the interview is more general -- he talks a little bit about the next expansion (with the same speculation we've already heard: Gilneas, the Maelstrom, the Emerald Dream), and says that designing a race is tougher on artists, but designing a class is tougher on designers. He admits that because we had a new class in Wrath, it's unlikely we'll see another class so soon in the next expansion, but "not impossible" of course. And he does note that Blizzard tries to "pre-seed" the races before they use them as playable races, so if they are adding in races, chances are we've already seen them (which, you may note, wasn't strictly true with the Draenei in BC). Finally, he talks about the future of Blizzard's MMO in general, and says it's still wide open to them: they plan for the game to last for years, and what they do between now and then, whether that be more expansions, microtransactions, or even a free-to-play model, will have to depend on what they want to do at the time.

Very interesting interview. Chilton doesn't really reveal anything, but you do get the sense that save for a very skeleton plan of one or two years in the future, Blizzard is really playing it fast and loose with World of Warcraft. Even he admits that the game may look very different, depending on how things go, in another four years from now.

Returning to Azeroth the long way around

Ethic at Kill Ten Rats has a post up about something that a lot of you have probably been through: more and more I'm hearing about people returning to the game. I've been playing ever since I signed up a few years ago, but that's really only because I'm writing about it -- I'm pretty ADD when it comes to games, so left on my own, I probably would have walked away from WoW a long time ago. But Blizzard is really good at bringing players back by tweaking the game in exactly the way they woud like. I feel like if I had left, I would have definitely come back in for a while, if not with Burning Crusade than definitely with Wrath.

Of course, Ethic's issues aren't really with deciding to return or not: he's having more issues actually trying to get his old accounts back. There's a laundry list of rules and limits to contend with, between dealing with having or not having the expansions, the limits on the Scroll of Resurrection program and the trial accounts, and dodging all of Blizzard's various limits on how to start and use new accounts to the game. Man -- if I had left and was planning on coming back, and I read Ethic's post, I might not even bother.

But quite a few people have come back, and I'd guess that even though there are confusing things about trying to find your way back into the game, a good number of you have done it. I'd like to know, so here's a poll: how many of you have left and come back, and how many times?

Have you returned to the game?

Recent hotfixes: goodbye, BC dungeon chests

Although it's no longer the first week after patch 3.1, when Ulduar nerfs and other hotfixes were coming almost as fast as we could post them, Blizzard is still fixing up the details here and there. Over the past week, a few hotfixes have gone in. Fortunately, as they have been doing recently, Blizzard has posted a nice list of what those changes are.

It's nothing too earth-shattering, as far as I can make out. Some creatures associated with the Yogg Saron fight should load faster. A few items have had their stats buffed (Earthshaper, Valorous Siegebreaker Shoulderplates, and Conqueror's Siegebreaker Shoulderplates), while Leviathan's Coil had its armor cut roughly in half. Clever DKs can no longer cut their RP costs with items meant to cut mana costs, and a bug involving Leviathan MK II's Self Repair on Mimiron was fixed.

Most recently, along with warrior buff shouts being made free again (as they should be) during preparation in arenas, Blizzard has seen the need to remove all non-boss chests in BC dungeons. They say this is "to resolve an exploit;" I assume it has something to do with people being able to farm chests too easily.

It is disappointing when fixes like this happen. On the one hand, it's "only" BC content, and chests aren't going to make or break a dungeon. On the other hand, those dungeons are deserted and useless enough as it is, and Blizzard keeps telling us they think there is still entertainment value in the old zones. Hopefully they get the chests fixed up eventually,

Where in time is Azeroth?

There's a great question fluttering around the community lately: just when are we anyway? It's a good one for the Lore Nerd, actually, and maybe he can answer it in more detail than I can, but it's almost a question of relativity as much as it is of lore. The official lore says that World of Warcraft takes place four years after Warcraft III (hence the reason for the "four years have passed..." in the opening cinematic). And since then, we've heard from Blizzard that they consider every expansion to be another year in the history of Azeroth -- Burning Crusade takes place a year after the original game, and Wrath of the Lich King two years after that. But when, for example, did Van Cleef fall? Has it been just under two years since his plan to attack Stormwind was defeated? And what about our characters -- you'd assume that if you started from level 1 today, the story would be beginning four years after the events of Warcraft III again, so have our characters aged two years since they first stepped foot out of Elwynn or Durotar? And we'll ignore that when you get to Orgrimmar, you might see Death Knights walking around, who technically won't join the Horde until two years in the future.

See how confusing? Of course, the right answer to all of these questions is "it's just a game," but there are plenty of interesting thought experiments here. Time and story in the World of Warcraft aren't necessarily connected, which is why Blizzard can get away with things like having Kael'thas in two places at once, but still tripped up by things like getting Onyxia out of Stormwind. Phasing helps a little bit (and who knows what WoW would be like if Blizzard designed it from the ground up with phasing -- we'll have to wait for the next-gen MMO to see how that works). The official timeline has Arthas brooding in Icecrown for around six years. But just like real relativity, our characters have experienced that time period in all sorts of different ways.

Theming the login page

Toussaint is exactly right -- this took me back. Way back to the original login screen and music, when level 60 was the max and everyone was running UBRS and the Plaguelands instances, and "heroic" was just something us players were. Even the Burning Crusade login screen, right, brings back some memories, of wandering around Hellfire Peninsula and raiding in Netherstorm. The roar of the frost wyrm we have now is nice and all, but sometimes we long for earlier days.

Which brought me to the question: what about a theme-switching system? There's no real reason the login screen has to be set to the current expansion -- while it's nice to have a new look to that interface every time we reinstall the program, there's nothing the new one really does that the old one couldn't. You'd think they'd be easy to change around, and if Blizzard just gave us a drop-down switcher in the options, we could choose whichever one we wanted.

Let's not forget, however, that their code is weird -- you wouldn't think that they'd hard-wire the new Battle.net login code to the newest login screen, but maybe they did something silly like that, which would probably mean we'll never see the "classic" login screen again. But still, if there's a way to do it, it would be nice to see that old portal and hear that rousing anthem yet again.

Finally an answer on Gnomes in the cinematics

We've very closely covered the lack of Gnomes in any of Blizzard's major cinematic pieces so far. We had hoped to see them in the Wrath cinematic, but of course Blizzard went a completely new direction with that one (retelling the story of Arthas rather than showing players fighting), and so they weren't there either. In fact, the problem has gotten so bad that at least one person has remade the Burning Crusade cinematic, filling it with Gnomes just to see what it would be like. And while we've gotten some snide comments from the Blues before ("they're there, they're just too short to fit in frame"), Bornakk has finally given us an honest answer as to why the Gnomes haven't been show in cinematic form: they're just not awesome enough?

Wait, that's not what he really said? Well that's what we heard -- he says that the cinematic folks go for what seems most awesome, and Gnomes have just never been a part of that combination. He says Trolls have gotten nearly the same treatment, and while that's true, you can see a Troll for a split second in the Burning Crusade cinematic -- they haven't had the complete shutout that the shorter denizens of Azeroth have had so far.

In fact, Murlocs have gotten more screen time than Gnomes have. But the good news is that the more Blizzard leaves Gnomes out, the more awesome it'll be when they finally appear. The cinematic team can't leave them out of the game forever, right?

Dealing with old currencies

Gaviedrummer has exactly the problem that I have, only mine is probably worse: he has about 50 Badges of Justice left over from the last expansion. True, I've only got about 30, but I've also got stacks of Apexis Shards, Spirit Shards, Halaa Tokens, Obsidian Warbeads, and pretty much every other old reputation and currency item from the Burning Crusade sitting around clogging up my bank. And while some of it is just me being lazy (I could turn the Warbeads in, and I think I could probably grind out a few more Halaa tokens to pick up something there), as gaviedrummer finds out, most of it is completely useless. Yes, we can still trade for level 70 items, but who needs those any more?

It would be nice, especially with the soulbound stuff (I presume I will someday have an alt coming up through Outland that might need some help), for Blizzard to give us an out. Even if it requires level 80 to do, and even if the exchange rate is terrible (something like one level 80 badge for five or ten level 70 badges), at least we'll be able to get rid of the old stuff. Obviously, they're worried that if they offer exchanges for new items, people will go back and grind the old instances for the old currency. But there has to be some middle ground or a level requirement or something, some rate that allows us to get something for the old junk, while keeping current level 80s from exploiting the system. Heck, even cloth has a reputation turn-in value, at the very minimum.

The Stone Keeper's Shards at least have a turn-in for honor, and at the bare minimum, that's what you'd want for any currency -- something cheap that you can just cash out of the system with all of your leftovers. Blizzard may say what's past is past (and like I said, I may just need to spend a weekend cleaning out the bank), but it would be nice to have an NPC in Shattrath that can say "Oh, you're level 80? Let me just take those old tokens off your hands at a discounted price!" And it would be an Ethereal, of course.

Loot, rationality, and the Sunwell effect


Here at WoW Insider we don't always agree with each other. Whether it's debating the merits of various tanks on different encounters, the damage difference between pure and hybrid DPS classes, the ideal function of a particular healing class in raids, or the superiority of cake over pie, our back-channel discussion tends to be pretty interesting.

Eliah Hecht's article "25-man gear should not be better than 10-man gear" sparked a lot of great discussion with our readers and, I think, some illuminating poll results as well. The majority of responders believed that giving 10-man and 25-man raids the same loot table would result in a significant drop in popularity for 25-man raiding. Overall, I tend to agree with this, but I also think that Eliah touched on something that speaks to Blizzard's evolving sense of game design, much of which is evident in the transition between late Burning Crusade and Wrath.

I would like to call this the Sunwell effect, or "ingame rationality." To wit: don't incentivize players to behave in a manner contrary to your actual design interests. I believe this played a huge role in the differences between BC and Wrath raiding, and that it underlies why the 25-man loot table has to remain superior to its 10-man counterpart.

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Ghostcrawler and the pace of change

Ghostcrawler has a nice long screed over on the forums about Blizzard's theory about change. Way back when the first few patches went into the game, Blizzard had a plan to adjust a few classes at a time -- one patch would be all about Mages, while the next would be about Rogues. But right around Burning Crusade, they changed their mind -- no more large patches, and instead it would be back to lots of smaller changes.

Of course, nowadays, whether they mean to or not, we're back to the way it was -- patch 3.1 will have pretty huge changes for all of the classes, and everyone is getting a free respec. GC says that while the "progressive patching" idea was a good one, Blizzard just doesn't have the chance to take that time -- patching is a big undertaking, and the way they change the game just plain leads to putting a lot of changes in a big patch. He would love to have the team make smaller patches more frequently (tweaking instead of a complete revamp), but the way things are now, the system just isn't set up that way.

He also reiterates that Blizzard is designing the game, not the people who complain on the forums. Blizzard listens to what their customers have to say, but they make their own decisions from there. Sometimes, that means we complain about problems that don't get fixed (Cower bug, anyone?), and sometimes it means they hear us complain about things that turn out not to be a problem (back in beta, a few forum posters claimed Death Knights would never be able to tank, and we now know that's clearly not true). We can hope for more sequential changes in the future, but GC says that right now, the way the game works is that Blizzard fixes as they can, and those fixes will come out in large chunks like 3.1.

Quantifying Wrath's success

The Egotistical Priest has a good series of posts up attempting to somehow quantify whether Wrath has been an overall success or not. Of course, it's definitely a financial success, but has the game's second expansion delivered what both players and Blizzard expected it to? Vonya sets out to find out in what has turned into a three part post: you can find parts one and two on the site now, and part three is set to come out tomorrow.

So far, the answer is yes: while the area of Tradeskills is noted as less than a success (it seems to me, too, that tradeskills had more variety and options in Burning Crusade than their current state in Wrath, though that might be because we're only partway through the expansion cycle), everything else is noted as a win for Blizzard: they've really beefed up questing, balance has been intriguing since Wrath (and even if one class has rubbed you wrong, consider how many players came running back with the expansion patch to re-try their class), and of course, Achievements have (predictably) brought the game to new levels of addiction and given players of all kinds new things to do.

Vonya still plans to tackle instancing and raiding as the other two criteria for Wrath's success (and there are probably a few other ways you could test it -- lore? setting?), but by the reasoning so far, Wrath is a win no matter how you slice it. Blizzard has outdone themselves with the second expansion -- the only question is where they'll go from here.

Guildwatch: "Ok ready for summon"


We have to admit -- that takes chutzpah. Ziro stepped away from a progression raid, got summoned to Molten Core just to ding the achievement, and then asked for a summon back. And got it, even without being /gkicked. First of all, we're surprised he pulled it off -- if something had gone wrong on either side, he'd be out an achievement and a guild. But wow, we're really just amazed at his confidence. All he did was type "Ok ready for summon." And it worked.

Unfortunately (or fortunately, depending on how much you want to be entertained), not all guild runs go so smoothly. After the break, we've got the good, the recruiting, and the ugly. All the guild news fit to print in this week's Guildwatch after the link.

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