238 lines
14 KiB
Plaintext
238 lines
14 KiB
Plaintext
[placeholde]
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[logomark]
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[2004_WOW_L]
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[1]2004 package link
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[2]The Verge homepage link
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Oh, WoW!
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[credits]
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[credits]
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World of Warcraft, or WoW, is like the Red Hot Chili Peppers of the massively
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multiplayer online roleplaying genre: not only [3]is it still going strong but
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it’s also somehow even bigger than you thought. World of Warcraft’s current
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numbers aren’t public, but [4]one recent educated guess came in at 7 million
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paying subscribers, which, at $15 / month, would make the game a billion-dollar
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earner by itself. Its developer, Blizzard, merged with Activision in 2008, and
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Microsoft gobbled up both companies in 2022, but World of Warcraft remains a
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load-bearing spine of the newly formed corporate turducken. The game that
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redefined gold mining for the 21st century is still a 19th-century gold mine
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for its landlords.
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It’s also thriving in a subscription ecosystem that it helped to legitimize.
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World of Warcraft debuted in 2004, during an era when you still had to buy
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games in boxes from stores. The runaway success of Blizzard’s always-on portal
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to Azeroth proved that, for the right product, studios could charge a recurring
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fee beyond the initial cost of the core game’s (at the time) formidable five
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installation CDs. Here, in the enshittified 2020s, we’ve all grown used to
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renting our culture by the month, but it was genuinely pathbreaking for World
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of Warcraft to have 12 million subscribers at its peak in 2010. It didn’t
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invent the monthly model, which had already gained traction in games like
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Ultima Online and EverQuest during the dawn of the massively multiplayer online
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roleplaying game (MMORPG) genre. But World of Warcraft’s success took that
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recurring charge mainstream and helped popularize the unassailable business
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logic that having your customers pay you once was worse than having them pay
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you until they decided or remembered to stop.
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As World of Warcraft turns 20, its enduring financial success arguably pales in
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comparison to its cultural significance. I asked Angela Washko, a new-media
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artist who staged several notable performance pieces inside the game world,
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what she considered World of Warcraft’s biggest contribution, for better or
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worse. “World of Warcraft expanded the notion of what public space was,” she
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told me. “I saw the bonds created amongst members of my guilds moving beyond
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the game space, as players flew across the country to meet each other.”
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Everyone I talked to about World of Warcraft’s legacy seemed to mention someone
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or other getting married, either in the game itself or here in reality after
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meeting in the game. “I think the degree of immersion and dissolving of the
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boundary between ‘real life’ and ‘fantasy’ within World of Warcraft was really
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a turning point in computing culture,” Washko said, adding that World of
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Warcraft “changed the conversation around video games from being something that
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was ‘an escape from everyday life’ to something that was an extension of one’s
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social life and happened to take place in a virtual environment.”
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Through her own work, Washko also explored the less savory side of a fantasy
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game populated by real people; her [5]Council on Gender Sensitivity and
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Behavioral Awareness in World of Warcraft involved traveling from town to town
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to educate passersby about feminism and discuss how the game’s dominant culture
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often created a hostile environment for its marginalized players. I recalled my
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own playing days, when you could be flying into a town on your hippogryph,
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minding your own business, only to be deluged by a wave of sewer-grade hate
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speech on a public text channel. We now take it for granted that online spaces
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reflect the social dynamics of the people who occupy them, including and
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especially the problematic ones, but in many ways, World of Warcraft was the
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kobold in this particular coal mine.
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I first encountered the Warcraft universe like many ’90s computer kids: as a
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series of top-down, real-time strategy games about economic management and
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cartoon fantasy violence. The world (lowercase) of Warcraft pitted the
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seemingly noble Alliance (humans, elves, dwarves, your Tolkienesque usual
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suspects) against the villainized Horde (orcs, trolls, and other stock
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monster-humanoids from the trope factory) in a
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vicious-with-a-touch-of-slapstick conflict spanning three main titles and
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numerous expansions between 1994 and 2003. If no one was using the phone, you
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could play against your friends over a modem. The series had a rich and goofy
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aesthetic of exaggerated proportions, saturated colors, and sarcastic jokes.
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The units that ran your economy were literal simpering peons, which gave
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everything a barrel-shaped, vaguely comedic flavor that played well against the
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high-gloss cinematic interludes that would become Blizzard’s calling card.
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Flush with revenues from its flagship series, Blizzard began exploring how it
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might expand Warcraft’s popular lore into other types of games. First, a
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point-and-click game called Warcraft Adventures — a late-1990s attempt at
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LucasArts-style vintage puzzle-solving in a cel-shaded take on the mythos — was
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infamously canceled for not meeting Blizzard’s internal release standards. (It
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also leaked, fully playable, not too long ago. Based on what I’ve seen,
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Blizzard was right.) Then, starting in 2001, an experimental team of a few
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dozen people got busy building a whole new engine that would bring Azeroth into
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3D for the first time and let players meet, socialize, and slaughter skeletons
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together. It was a primordial example of the modern phenomenon where a
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corporation exploits its intellectual property by jumping genres and colonizing
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a new medium. It was also how they’d get me.
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There are plenty of humbling ways to use Gmail’s internal search function,
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especially if you’ve had your account for roughly as long as World of Warcraft
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has existed. For one example, consider my collected personal correspondence
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surrounding World of Warcraft, from the peak years of its involvement in my
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life. When I queried “Warcraft before:2007/1/1,” it yielded about two dozen
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results, and together, they trace a blunt biography of that moment: landing a
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big new job; getting hella dumped; and “spending two months as an antisocial
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hermit,” as I told a friend in a Gchat in early 2006. (And how about World of
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Warcraft outliving Gchat?)
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Reviewing the private record, it’s clear World of Warcraft tore through my life
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like an experienced raiding party of max-level grinders through the Deadmines.
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Admittedly, it was the kind of nymph-stage young adult life that was
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conceptually made of crepe paper and easily shredded by a video game. But
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something about the predictable rhythm of ordering junk food delivery after an
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exhausting workday, logging onto World of Warcraft, and hopping through some
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lush environment searching for herbs to make into sellable virtual potions just
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drew me in, one night after another.
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This aspect of World of Warcraft — its knack for blurring the line between work
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and fun until the casual observer might not quite recognize it as either —
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often came up when I spoke to others about their experiences. “One thing WoW
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proved on a large scale is that people will turn a game into a job at the
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slightest provocation,” said Cory O’Brien, now a narrative and level designer
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for games like Redfall and HoloVista. “I remember spending hours and hours and
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hours grinding for dust so that I could enchant magic items. I remember
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smelting tin and copper to make bronze.” The elaborate crafting system in World
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of Warcraft, which often required materials gained through repetitive in-game
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labor, represented an explosion in the popularity of the now-ubiquitous
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mechanic where you, as a player, find some stuff and turn it into something
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else. “I still play all these more recent games like Minecraft, Project
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Zomboid, and Valheim that are literally just that crafting part,” O’Brien told
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me. “I spend so much time doing monotonous, repetitive tasks, for free, because
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somehow we have discovered that that’s fun.” Here, in 2024, it’s hard not to
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feel a vaguely sinister undertone to all of this as the rising tides of
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capitalistic overreach gamify the gig economy and hijack the natural human
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affinity for rewards for their own extractive purposes. But to Washko’s point
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about an expanded social life, one reason this all worked is that you were
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often helping out real people, with “legitimate needs” in the scope of the
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game. You were rarely just doing these things for yourself.
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It wasn’t always exactly a waste, either. Andrew Simone, now a project manager
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in tech, attributes a large swath of his professional tool kit to skills he
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gained as a guild leader in World of Warcraft. “I actually stopped playing WoW
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largely because I felt like I was managing my guild more than my actual
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professional jobs,” he told me, proceeding to outline a frightening slate of
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workplace-flavored tasks that included interviewing prospective guild
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candidates, analyzing performance metrics from the game’s multiuser boss
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fights, dealing with in-guild sexual harassment, managing schedules across the
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world to hold meetings about all these things, writing guides for new members,
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and even “cultivating a kind of guild culture so people enjoyed being there,”
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which is an incredible thing to say about something that is already ostensibly
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a game. I know there are countless former guild leaders reading this and
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nodding along because their current workday docket has nothing on mediating a
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10-way raiding party dispute over who should get the legendary enchanted
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pauldrons that just dropped.
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On the other hand: plenty of it was a giant waste. I can’t tell you, back in
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the day, how many hours I was technically playing World of Warcraft but
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ignoring the game itself while I sifted through, rearranged, and tested various
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custom add-ons for its labyrinthine, fintech-ass user interface. World of
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Warcraft is a persistent software ecosystem with clients and servers and all
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kinds of data flying between them at all times — it’s just not necessarily
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exposed to every player in full. An entire cottage industry of user-created UI
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mods sprung up to assign repeatable actions to shortcut keys, or process
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advanced analytics from game logs like Simone would do for his guild, or
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implement an “[6]automatic goblin therapist” who answers any incoming whispers
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to your character with an in-game implementation of the classic ELIZA protocol.
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Letting players scratch their own itches for how the game felt to play was also
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a clever way to limit complaints about the parts of it that weren’t as
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polished. I never got much into the game’s advanced content myself, but for
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those who did, pretty much the only way to follow the expected meta of guild
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raids was to use externally designed UI add-ons. World of Warcraft had the
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audacity to make players create their own custom cockpits for the game and
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ended up creating a kind of recursive procrastination where you could even
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distract yourself from your intended leisure activity. Anyone who’s ever
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rearranged the app icons on their phone knows just how ubiquitous this kind of
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time-consuming “metawork” has become.
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Recently, I engaged in a more contemporary form of networked social
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entertainment — sitting around a big TV with friends, watching four strangers
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play a game together on Twitch. Just as things were picking up, the stream cut
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out, and an algorithmically inserted video ad began to play: it was for World
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of Warcraft. This was a group of mostly game designers, and before I had a
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chance to say anything, someone else piped in to mention World of Warcraft was
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20 years old now — and formally impactful enough that working game makers still
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know its birthday.
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Seeing that ad, writing this piece, none of it was enough to get me to
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reinstall World of Warcraft. (It’s a good thing the game never stooped to
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making you feed your in-game pets.) I didn’t really feel I had to replay the
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game to measure its influence because its influence is everywhere. Every
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monthly subscription, in-game economy, or digital “third place” where lives
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bleed into online connections owes it some spiritual recognition as prior art;
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those things have all become inescapable. Twenty years later, we are all living
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in the World of Warcraft.
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The Verge is a Vox Media network
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©2024 [22]Vox Media, LLC. All Rights Reserved
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[cursor]
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References:
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[1] https://www.theverge.com/e/24011096
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[2] https://www.theverge.com/
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[3] https://en.wikipedia.org/wiki/Red_Hot_Chili_Peppers_2022%E2%80%932024_Global_Stadium_Tour
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[4] https://www.youtube.com/watch?v=OHDFgZAuJHU
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[5] https://angelawashko.com/section/300206-The%20Council%20on%20Gender%20Sensitivity%20and%20Behavioral%20Awareness%20in%20World%20of%20Warcraft.html
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[6] https://www.wowinterface.com/downloads/info23151-AGT-AutomaticGoblinTherapist.html
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