World of Warcraft is an MMORPG project that was first released twenty years ago – in November 2004, and in 2024 not only celebrates its anniversary, but continues to this day.
Blizzard Entertainment not only maintains the life of the game, which has essentially become a cult throughout the company’s history, but regularly adds new content, such as the same add-on The War Within, released on August 26, 2024. Now there are tons of MMORPGs for every taste, color and region, but how did WoW actually become a household name in this genre? Let’s find out now.

From the classic confrontation…
World of Warcraft is not the first MMORPG: for example, there were other games before it, Neverwinter Nights, launched in 1991, or Ultima Online in 1994, which attracted hundreds of thousands of players six months after launch. You can also add here EverQuest, released in 1999, but neither this nor the previous games could not only repeat the colossal success of WoW, but even come close to it. Why did this happen?
…before you dive into Azeroth
Warcraft 3 was officially unveiled at the European Computer Trade Show in September 1999 and released in July 2002. Meanwhile, World of Warcraft was introduced at the same show in 2001. The same goes for Warcraft 3: The Frozen Throne, released in the summer of 2003. Considering how much the story of Warcraft 3 and its expansion was loved by players – to the point that people sometimes replay Prince Arthas’ campaign – World of Warcraft has all the cards in hand for a strong start. As a result, given such a carefully developed world, the origins of which go back Warcraft: Orcs & Humans, which included vast areas to explore, a rich story and, over time, story additions, Ultima Online and EverQuest simply couldn’t match that level of detail and number of updates.

What’s interesting is that it was the same people who made WoW and found each other in the old games. Understanding the strengths of EverQuest and others, they wanted to do the same, but more understandable, accessible and well-known. This applies, for example, to Jeff Kaplan. He was an avid EverQuest player who eventually became a level designer in World of Warcraft.

Stormy 90s
The concept of MMORPG in the 90s was very relative. The same EverQuest was distinguished by a lot of grinding and strange (in the context of the genre) survival conditions: sometimes you had to run across the entire map to get to your corpse without any armor. Anarchy occurred in Ultima Online, leading to endless killings of players. Furthermore, both these games and Neverwinter Nights had a more complex and less intuitive interface, which could easily turn off new players.
Is it the ping again?
Blizzard Entertainment is one of those companies that invests in supporting its product, and World of Warcraft, even in 2004, was no exception. The server infrastructure was decisive: WoW had the ability to work stably even with a large number of players, thanks to the resources invested by Blizzard, which other games could not boast of.
The main rule is not to spam in the chat
World of Warcraft offered a huge number of social features and in many ways became the precursor of most of the things we consider natural: guilds, groups, raids – all this existed before WoW, but looked slightly different. Blizzard has significantly popularized and improved the mechanisms of the same automatic group search for joint raids and dungeons. This has led to such features becoming accessible and fun to a wider audience. Guild levels and associated bonuses, the auction house, literacy and the ease of finding groups to complete a task together – all this led to the creation of new standards for the entire MMORPG genre.

Not all games at that time allowed jumping, and the appearance of working, understandable jumps in World of Warcraft not only shocked, but also caused a real stir. Now jumping is a means of communication in WoW: you may not know the language, but you can jump and understand each other – and this happens not only in MMORPGs, but in many cooperative or multiplayer games.

That’s why the arrival of World of Warcraft was a breath of fresh air – with a large and open world, a huge history behind it, limitations and gameplay that absorbed everything good from its predecessors.
Articles dedicated to the anniversaries of cult games
A turning point for MMOs
There are still two camps and nothing else: some say that World of Warcraft is the best MMORPG in history, while others argue that this can only be attributed to Lineage 2. Pro We deliberately did not mention EVE Online: this camp is so small that sooner or later it tends to become one of the two ‘titans’ of the industry. With all this, no matter how fervent the fans’ love for ‘Ruler’ was, it could not repeat the dizzying success of WoW, although it made its contribution to the industry.

In simple terms, advertising is to blame here, which Lineage 2 had many times less than World of Warcraft. Yes, the first game came out a year earlier and had every chance to surpass its main competitor, because the difference of a year is big, but this is what happened: NCSoft, the developer and publisher of Lineage 2, is aimed not so much at those who now called “casual”, but rather at the fact that players, if they really wanted to, would dive in, read it for themselves, find out for themselves – that is, they counted on a more hardcore audience.

Blizzard, on the other hand, was already trying to attract people who were not previously familiar with the genre, trying to create an interface ideal for beginners, easy immersion in the gameplay and complete comfort that can be compared to “driving by hand ”. .” Of course, this cannot be compared to modern WoW, which now does everything it can to get the most inexperienced player into the process as quickly as possible, but in the early 2004s even that version of 2004 was a very casual game. All this led to the fact that World of Warcraft had a great start and managed to lay the foundation for new standards, and when the Lineage 2 developers realized this, it was already too late.
Have you played World of Warcraft or Lineage 2?
In-game epidemic
Have you heard of Hakkar’s damaged blood? Even if not, we will tell you, because this particular incident that happened in World of Warcraft became a special case for studying epidemics in the real world. This was the first time in history that an in-game and out-of-control plague affected millions of players in real life.
Hakkar’s Corrupted Blood is a debuff applied to players fighting the Hakkar boss during the Zul’Gurub raid. This debuff caused significant damage over time and could spread to other players nearby. It was originally intended as a mechanic to make boss fights more difficult.

However, in September 2005, an unexpected incident occurred. Players’ pets and summoned creatures can become infected with this debuff and then carry it outside the raid. When infected pets returned to cities like Stormwind and Orgrimmar, they began infecting other players. This led to massive epidemics in gaming areas, killing thousands of players.
The situation became so uncontrollable that entire cities were destroyed and gamers began to avoid populated areas to avoid infection. Blizzard Entertainment had to act quickly. She has applied several solutions:
- Removed the debuff from all players.
- Changes have been made to the mechanics so that pets and summoned creatures can no longer transfer the debuff outside of the attack.
Interestingly, this situation has attracted the attention of the scientific community, especially epidemiologists and infectious disease specialists. They studied it as a model for the spread of viruses and human behavior during an epidemic, and the knowledge gained from this was applied, including during the COVID-19 pandemic.
Ultimately, the Corrupted Blood of Hakkar incident became an example of how virtual worlds could be used to simulate real epidemics and study human behavior in extreme situations.
Influence on pop culture
As we said before, World of Warcraft had already managed to define the standards of MMORPGs – and what happened next was just a consequence. The game’s popularity grew and a large number of books, comics and of course memes were published. Take the same famous meme with a guy shouting “LIRO-OO-OO-OH-OH JENKY-III-INS” that even people who have never touched WoW in their lives have heard of, but kind of immersed in the have gaming culture. . Where does the same ‘kek’ come from? This all comes from the in-game Orcish language, which automatically translated “lol” for Horde players to “kek” for Alliance players.

While the in-universe books probably weren’t a huge success except among fans, the 2016 Warcraft movie not only attracted a lot of attention but also brought in new players. And the South Park episode dedicated to WoW won an Emmy Award and remains one of the highest rated to this day.

Most of my life was spent, as often happens, on forums. People quarreled, gathered in guilds, discussed innovations and more, became friends, fell in love and as a result got married – there are many stories on the Internet of those who found their soulmate directly in World of Warcraft, and in the game itself You could can say that it already became a social network before the versions we know. In addition, many places stylized to resemble the universe have appeared: theme clubs, bars, concerts, e-sports broadcasts, which have also had a great influence on distribution and recognition. Thus, the game became an integral part of modern culture and remains an important element in the lives of many people.

What happens now?
Right now, as we mentioned before, World of Warcraft is celebrating its 20th anniversary and continues to feel great. 10 add-ons have been released:

Which WoW expansion did you like most?
(you can select multiple answers)
Two more are planned – Midnight (estimated for 2026) and The Last Titan (year of release unknown). And that’s exactly what we know. Moreover, the game managed to use nostalgia effectively: with its appearance World of Warcraft Classic not only has new players, but also the old ones have returned.
The game is still regularly updated with new content, which is great. Due to world events, the online situation has obviously changed: currently the RU servers are not doing as well as before due to the insufficient number of players. Unfortunately, today owners of Russian and Belarusian accounts cannot buy the game, but nevertheless people continue to find ways to return to their favorite world: they actively follow innovations, discuss them and wait for the story to continue.
Although World of Warcraft has many clones, and very good ones, take the same one Tarisland from China’s Tencent, no game has come close to the contribution that WoW once made and continues to make – neither for people nor for gaming culture.
Have you played World of Warcraft? Share your impressions in the comments.
Source: VG Times

Christina Moncayo is a contributing writer for “Social Bites”. Her focus is on the gaming industry and she provides in-depth coverage of the latest news and trends in the world of gaming.