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      4 [2004_WOW_L]
      5 [1]2004 package link
      6 [2]The Verge homepage link
      7 
      8 Oh, WoW!
      9 
     10 [credits]
     11 [credits]
     12 
     13 World of Warcraft, or WoW, is like the Red Hot Chili Peppers of the massively
     14 multiplayer online roleplaying genre: not only [3]is it still going strong but
     15 it’s also somehow even bigger than you thought. World of Warcraft’s current
     16 numbers aren’t public, but [4]one recent educated guess came in at 7 million
     17 paying subscribers, which, at $15 / month, would make the game a billion-dollar
     18 earner by itself. Its developer, Blizzard, merged with Activision in 2008, and
     19 Microsoft gobbled up both companies in 2022, but World of Warcraft remains a
     20 load-bearing spine of the newly formed corporate turducken. The game that
     21 redefined gold mining for the 21st century is still a 19th-century gold mine
     22 for its landlords. 
     23 
     24 It’s also thriving in a subscription ecosystem that it helped to legitimize.
     25 World of Warcraft debuted in 2004, during an era when you still had to buy
     26 games in boxes from stores. The runaway success of Blizzard’s always-on portal
     27 to Azeroth proved that, for the right product, studios could charge a recurring
     28 fee beyond the initial cost of the core game’s (at the time) formidable five
     29 installation CDs. Here, in the enshittified 2020s, we’ve all grown used to
     30 renting our culture by the month, but it was genuinely pathbreaking for World
     31 of Warcraft to have 12 million subscribers at its peak in 2010. It didn’t
     32 invent the monthly model, which had already gained traction in games like
     33 Ultima Online and EverQuest during the dawn of the massively multiplayer online
     34 roleplaying game (MMORPG) genre. But World of Warcraft’s success took that
     35 recurring charge mainstream and helped popularize the unassailable business
     36 logic that having your customers pay you once was worse than having them pay
     37 you until they decided or remembered to stop. 
     38 
     39 As World of Warcraft turns 20, its enduring financial success arguably pales in
     40 comparison to its cultural significance. I asked Angela Washko, a new-media
     41 artist who staged several notable performance pieces inside the game world,
     42 what she considered World of Warcraft’s biggest contribution, for better or
     43 worse. “World of Warcraft expanded the notion of what public space was,” she
     44 told me. “I saw the bonds created amongst members of my guilds moving beyond
     45 the game space, as players flew across the country to meet each other.”
     46 Everyone I talked to about World of Warcraft’s legacy seemed to mention someone
     47 or other getting married, either in the game itself or here in reality after
     48 meeting in the game. “I think the degree of immersion and dissolving of the
     49 boundary between ‘real life’ and ‘fantasy’ within World of Warcraft was really
     50 a turning point in computing culture,” Washko said, adding that World of
     51 Warcraft “changed the conversation around video games from being something that
     52 was ‘an escape from everyday life’ to something that was an extension of one’s
     53 social life and happened to take place in a virtual environment.” 
     54 
     55 Through her own work, Washko also explored the less savory side of a fantasy
     56 game populated by real people; her [5]Council on Gender Sensitivity and
     57 Behavioral Awareness in World of Warcraft involved traveling from town to town
     58 to educate passersby about feminism and discuss how the game’s dominant culture
     59 often created a hostile environment for its marginalized players. I recalled my
     60 own playing days, when you could be flying into a town on your hippogryph,
     61 minding your own business, only to be deluged by a wave of sewer-grade hate
     62 speech on a public text channel. We now take it for granted that online spaces
     63 reflect the social dynamics of the people who occupy them, including and
     64 especially the problematic ones, but in many ways, World of Warcraft was the
     65 kobold in this particular coal mine.
     66 
     67 I first encountered the Warcraft universe like many ’90s computer kids: as a
     68 series of top-down, real-time strategy games about economic management and
     69 cartoon fantasy violence. The world (lowercase) of Warcraft pitted the
     70 seemingly noble Alliance (humans, elves, dwarves, your Tolkienesque usual
     71 suspects) against the villainized Horde (orcs, trolls, and other stock
     72 monster-humanoids from the trope factory) in a
     73 vicious-with-a-touch-of-slapstick conflict spanning three main titles and
     74 numerous expansions between 1994 and 2003. If no one was using the phone, you
     75 could play against your friends over a modem. The series had a rich and goofy
     76 aesthetic of exaggerated proportions, saturated colors, and sarcastic jokes.
     77 The units that ran your economy were literal simpering peons, which gave
     78 everything a barrel-shaped, vaguely comedic flavor that played well against the
     79 high-gloss cinematic interludes that would become Blizzard’s calling card.
     80 
     81 Flush with revenues from its flagship series, Blizzard began exploring how it
     82 might expand Warcraft’s popular lore into other types of games. First, a
     83 point-and-click game called Warcraft Adventures — a late-1990s attempt at
     84 LucasArts-style vintage puzzle-solving in a cel-shaded take on the mythos — was
     85 infamously canceled for not meeting Blizzard’s internal release standards. (It
     86 also leaked, fully playable, not too long ago. Based on what I’ve seen,
     87 Blizzard was right.) Then, starting in 2001, an experimental team of a few
     88 dozen people got busy building a whole new engine that would bring Azeroth into
     89 3D for the first time and let players meet, socialize, and slaughter skeletons
     90 together. It was a primordial example of the modern phenomenon where a
     91 corporation exploits its intellectual property by jumping genres and colonizing
     92 a new medium. It was also how they’d get me.
     93 
     94 There are plenty of humbling ways to use Gmail’s internal search function,
     95 especially if you’ve had your account for roughly as long as World of Warcraft 
     96 has existed. For one example, consider my collected personal correspondence
     97 surrounding World of Warcraft, from the peak years of its involvement in my
     98 life. When I queried “Warcraft before:2007/1/1,” it yielded about two dozen
     99 results, and together, they trace a blunt biography of that moment: landing a
    100 big new job; getting hella dumped; and “spending two months as an antisocial
    101 hermit,” as I told a friend in a Gchat in early 2006. (And how about World of
    102 Warcraft outliving Gchat?) 
    103 
    104 Reviewing the private record, it’s clear World of Warcraft tore through my life
    105 like an experienced raiding party of max-level grinders through the Deadmines.
    106 Admittedly, it was the kind of nymph-stage young adult life that was
    107 conceptually made of crepe paper and easily shredded by a video game. But
    108 something about the predictable rhythm of ordering junk food delivery after an
    109 exhausting workday, logging onto World of Warcraft, and hopping through some
    110 lush environment searching for herbs to make into sellable virtual potions just
    111 drew me in, one night after another.
    112 
    113 This aspect of World of Warcraft — its knack for blurring the line between work
    114 and fun until the casual observer might not quite recognize it as either —
    115 often came up when I spoke to others about their experiences. “One thing WoW
    116 proved on a large scale is that people will turn a game into a job at the
    117 slightest provocation,” said Cory O’Brien, now a narrative and level designer
    118 for games like Redfall and HoloVista. “I remember spending hours and hours and
    119 hours grinding for dust so that I could enchant magic items. I remember
    120 smelting tin and copper to make bronze.” The elaborate crafting system in World
    121 of Warcraft, which often required materials gained through repetitive in-game
    122 labor, represented an explosion in the popularity of the now-ubiquitous
    123 mechanic where you, as a player, find some stuff and turn it into something
    124 else. “I still play all these more recent games like Minecraft, Project
    125 Zomboid, and Valheim that are literally just that crafting part,” O’Brien told
    126 me. “I spend so much time doing monotonous, repetitive tasks, for free, because
    127 somehow we have discovered that that’s fun.” Here, in 2024, it’s hard not to
    128 feel a vaguely sinister undertone to all of this as the rising tides of
    129 capitalistic overreach gamify the gig economy and hijack the natural human
    130 affinity for rewards for their own extractive purposes. But to Washko’s point
    131 about an expanded social life, one reason this all worked is that you were
    132 often helping out real people, with “legitimate needs” in the scope of the
    133 game. You were rarely just doing these things for yourself.
    134 
    135 It wasn’t always exactly a waste, either. Andrew Simone, now a project manager
    136 in tech, attributes a large swath of his professional tool kit to skills he
    137 gained as a guild leader in World of Warcraft. “I actually stopped playing WoW
    138 largely because I felt like I was managing my guild more than my actual
    139 professional jobs,” he told me, proceeding to outline a frightening slate of
    140 workplace-flavored tasks that included interviewing prospective guild
    141 candidates, analyzing performance metrics from the game’s multiuser boss
    142 fights, dealing with in-guild sexual harassment, managing schedules across the
    143 world to hold meetings about all these things, writing guides for new members,
    144 and even “cultivating a kind of guild culture so people enjoyed being there,”
    145 which is an incredible thing to say about something that is already ostensibly
    146 a game. I know there are countless former guild leaders reading this and
    147 nodding along because their current workday docket has nothing on mediating a
    148 10-way raiding party dispute over who should get the legendary enchanted
    149 pauldrons that just dropped. 
    150 
    151 On the other hand: plenty of it was a giant waste. I can’t tell you, back in
    152 the day, how many hours I was technically playing World of Warcraft but 
    153 ignoring the game itself while I sifted through, rearranged, and tested various
    154 custom add-ons for its labyrinthine, fintech-ass user interface. World of
    155 Warcraft is a persistent software ecosystem with clients and servers and all
    156 kinds of data flying between them at all times — it’s just not necessarily
    157 exposed to every player in full. An entire cottage industry of user-created UI
    158 mods sprung up to assign repeatable actions to shortcut keys, or process
    159 advanced analytics from game logs like Simone would do for his guild, or
    160 implement an “[6]automatic goblin therapist” who answers any incoming whispers
    161 to your character with an in-game implementation of the classic ELIZA protocol.
    162 Letting players scratch their own itches for how the game felt to play was also
    163 a clever way to limit complaints about the parts of it that weren’t as
    164 polished. I never got much into the game’s advanced content myself, but for
    165 those who did, pretty much the only way to follow the expected meta of guild
    166 raids was to use externally designed UI add-ons. World of Warcraft had the
    167 audacity to make players create their own custom cockpits for the game and
    168 ended up creating a kind of recursive procrastination where you could even
    169 distract yourself from your intended leisure activity. Anyone who’s ever
    170 rearranged the app icons on their phone knows just how ubiquitous this kind of
    171 time-consuming “metawork” has become.
    172 
    173 Recently, I engaged in a more contemporary form of networked social
    174 entertainment — sitting around a big TV with friends, watching four strangers
    175 play a game together on Twitch. Just as things were picking up, the stream cut
    176 out, and an algorithmically inserted video ad began to play: it was for World
    177 of Warcraft. This was a group of mostly game designers, and before I had a
    178 chance to say anything, someone else piped in to mention World of Warcraft was
    179 20 years old now — and formally impactful enough that working game makers still
    180 know its birthday.
    181 
    182 Seeing that ad, writing this piece, none of it was enough to get me to
    183 reinstall World of Warcraft. (It’s a good thing the game never stooped to
    184 making you feed your in-game pets.) I didn’t really feel I had to replay the
    185 game to measure its influence because its influence is everywhere. Every
    186 monthly subscription, in-game economy, or digital “third place” where lives
    187 bleed into online connections owes it some spiritual recognition as prior art;
    188 those things have all become inescapable. Twenty years later, we are all living
    189 in the World of Warcraft.
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    220 [5] https://angelawashko.com/section/300206-The%20Council%20on%20Gender%20Sensitivity%20and%20Behavioral%20Awareness%20in%20World%20of%20Warcraft.html
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