Cover Image for World of Warcraft remains relevant and maintains its great popularity.
Sun Oct 20 2024

World of Warcraft remains relevant and maintains its great popularity.

World of Warcraft transformed the way we interact with video games, bringing the experience closer to the Warcraft universe and ensuring that we will never play in the same way again.

World of Warcraft, known as WoW, has established itself as an essential pillar in the genre of massively multiplayer online role-playing games. Although no official figures have been released recently, it is estimated that the game has around 7 million subscribers, generating nearly one billion dollars in revenue per year, considering a monthly cost of 15 dollars. Since its merger with Activision in 2008 and subsequent acquisition by Microsoft in 2022, WoW remains one of the company's most important franchises.

Since its launch in 2004, at a time when games were still sold in physical boxes, WoW demonstrated that it was possible to establish a subscription model that went beyond the initial purchase of the game. At its peak in 2010, it reached 12 million subscribers, solidifying the idea that charging a recurring fee was more beneficial than a one-time transaction. As WoW celebrates its 20th anniversary, its economic success is impressive, but its cultural impact may be even more significant.

Angela Washko, a new media artist, notes that WoW has expanded the concept of public space. She has observed how the relationships forged between players often transcend the game, leading some individuals to real-life meetings. Additionally, she mentions that the game has allowed a fusion between real life and fantasy, transforming the perception of video games from mere escapism to extensions of social life.

Washko also highlights the less favorable side of this virtual world, where she conducted a series of actions to raise awareness about gender issues within the game. Online environments often reflect the social dynamics of those who inhabit them, which WoW exemplified in its early days, showing the toxicity in its community.

The Warcraft universe began as a series of real-time strategy games in the 1990s, where players could compete in a cartoonish and competitive environment. However, the transition to a massive and social world began in 2001, when a development team committed to creating a 3D version that would allow players to interact in new ways.

Player experiences highlight how WoW became an integral part of their lives, often transforming into something more than just a game. Some, like Andrew Simone, have acknowledged that managing their guild in WoW provided them with valuable skills that they used in their professional careers. The dynamics of collaboration and resource acquisition within the game often generated parallels with real work, although in some cases it resulted in a waste of time.

Game customization also fostered a culture of "metawork," where players dedicated time to adjusting interfaces and tools to improve their experience. This reflects the modern trend of getting distracted in the context of leisure that often feels burdensome.

While watching a recent stream with friends, a World of Warcraft advertisement unexpectedly appeared, reminding everyone that the game is approaching its twentieth anniversary. Despite its enduring legacy and ubiquitous influence in the video game industry, there is no intention to reinstall the game. However, its legacy continues as we observe how nearly every aspect of modern digital entertainment has been influenced by its groundbreaking proposal.