The big appeal of World of Warcraft is that at its heart, it's a game -- no more, no less. Unlike most previous MMOs, World of Warcraft doesn't pretend to be an "online experience" or a "virtual" anything. It's a place where people can come to experience fun and interesting things for as much time as they have to spare. Superficially, of course, World of Warcraft resembles other games that have preceded it in the genre.
Part of what makes this game so remarkable is it doesn't assume that all you have to do in your busy life is play this one game, and so it delivers a high-quality experience regardless of how much or how little time you're able to invest...A stunning achievement that will make you feel privileged to be a game player.
Вот уже больше двух месяцев, как буржуйская забава World of Warcraft прочно обосновалась на рынке онлайновых ролевых игр. Можно подводить первые итоги. Если забыть про перегрузки серверов в первые дни после американского релиза, то старт проекта был на редкость гладким.
I played a ton of Dark Age of Camelot shortly after it launched, and I find myself reminded of it negatively every day that I play World of Warcraft. To discuss the differences in favor of WoW would be an article in itself, but I'll try to keep to the main points.
By merging some of the genre's best ideas with the appealing Warcraft mythos, the game could well become the first "mainstream" MMO. [Feb 2005, p.44]