6 Ways Classic WoW Implemented Character Fantasy

Classic World of Warcraft Ragnaros Onyxxia

<p>Classic World of Warcraft is a game that many gamers have fond memories of&period; Some remember entering Stormwind and listening to its epic soundtrack for the first time&comma; others remembered finally buying their first &plus;60&percnt; mount&comma; while the PvP-crazed fondly recall that time they repeatedly ganked a noob in Stranglethorn until he rage-quit&period; Those were the <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;3-online-gaming-experiences-really-makes-gamers-tick&sol;">good times<&sol;a>&comma; right&quest;<&sol;p>&NewLine;<p>While WoW was quite a novel experience for many players&comma; it being the first-ever casual-friendly MMORPG&comma; it was not only the sense of novelty that created those memories for players&period; The RPG games of old knew how to sacrifice convenience in order to be more immersive&period; How exactly did they do it&quest; Well&comma; here are 6 ways &lpar;in no particular order&rpar; WoW implemented character fantasy into its gameplay&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter" src&equals;"https&colon;&sol;&sol;genapilot&period;ru&sol;wp-content&sol;uploads&sol;2019&sol;08&sol;v-wow-classic-gigantskie-ocheredi-blizzard-prizyvajut-igrokov-smenit-servera&period;jpg" alt&equals;"Classic WoW Orc lost" &sol;><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center">Sense of Exploration<&sol;h3>&NewLine;<p>Classic World of Warcraft was notorious for not being very user-friendly in terms of its interface&period; There were no quest markers on the map&comma; no additional visual information on the quest mobs or items&period; If you wanted to succeed in completing a quest&comma; you usually had to read at least a short summary of the quest&period;<&sol;p>&NewLine;<p>At times&comma; those were not very precise&comma; so the player had to resort to taking a wild guess and figuratively shooting blindly in all directions&period; Some locations were extremely difficult to navigate – to the point it was possible to get so lost you had to suicide and resurrect at a Spirit Healer&period; Sounds terrible&comma; does it not&quest;<&sol;p>&NewLine;<p>That was the fun of vanilla&comma; though&period; Doing a quest and getting lost&comma; trying to find your way around and finally finding it&period; Perhaps&comma; you would find a couple of quests on the way out&comma; or maybe some other curiosities&colon; dungeon entrance&comma; <a href&equals;"https&colon;&sol;&sol;www&period;wowisclassic&period;com&sol;en&sol;news&sol;phase-3-bwl-announced&sol;">furious elite monster<&sol;a>&comma; or just a wonky arrangement of decorations&period;<&sol;p>&NewLine;<p>What added more to this&comma; was a complete absence of instructions as to where to level next&period; You went to a zone&comma; found a settlement&comma; took quests&comma; and just rolled with it&period; Nothing like the modern handholding leveling method where you are even told which major quests you did not do&period; Finding a quest was a challenge on its own&period; This made you feel like an adventurer&period; This leads us to another point&period;<&sol;p>&NewLine;<p><img src&equals;"https&colon;&sol;&sol;i&period;imgur&period;com&sol;rTrAFkH&period;jpg" alt&equals;"CJ meme" &sol;><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center">You Are Not a Hero<&sol;h3>&NewLine;<p>Do not get me wrong&comma; being an almighty hero&comma; who is capable of single-handedly defeating major threats to the world is fun&period; You feel special&comma; you possess immense power and are regarded as such&period; On the other hand&comma; so do all the other players – and if everyone is special&comma; is anyone special at all&quest; Vanilla solved this issue much more graciously&colon; instead of making everyone a hero&comma; everyone was an adventurer&period; No one thought you to be superiorly overpowered&period;<&sol;p>&NewLine;<p>You took tasks like killing boars&comma; bandits&comma; and minor demons&period; Your weapons were ordinary for most of the game and rarely had an opportunity to talk to your <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;warcraft-review&sol;">faction leaders<&sol;a> as if they were on par with you&period; You were treated like a normal member of your class – and the game’s systems treated you as such&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter" src&equals;"https&colon;&sol;&sol;cdn&period;vox-cdn&period;com&sol;thumbor&sol;AVtfUtwjC2WQ6qyEBOz4RE6ASCo&equals;&sol;0x0&colon;3840x2160&sol;1200x800&sol;filters&colon;focal&lpar;1916x826&colon;2530x1440&rpar;&sol;cdn&period;vox-cdn&period;com&sol;uploads&sol;chorus&lowbar;image&sol;image&sol;65145726&sol;WoW&lowbar;ClassicLaunchPressKit&lowbar;UngoroHunter&lowbar;3840x2160&lowbar;&lowbar;1&lowbar;&period;0&period;jpg" alt&equals;"Night Elf Devilsaur running" &sol;><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center">The World Is Dangerous<&sol;h3>&NewLine;<p>Leveling experience in Classic World of Warcraft was quite a different thing from what we have now&period; In modern WoW we usually pull 4&plus; mobs at once and simply AoE them down while they have no chance to properly retaliate&period; One kill-quest can be completed in 1 or 2 pulls&period; Try doing it in Classic and you will soon find yourself corpse-running through the whole Barrens&period;<&sol;p>&NewLine;<p>Enemies in the open world were challenging&period; Leveling was a part of the game&comma; not an unnecessarily long tutorial&period; Taking on one monster of your level was OK&period; Fighting something that is 1 or 2 levels higher was possible&comma; though quite hard&period; Confronting anything that was 3 or 4 levels higher than you usually resulted in you dying&period;<&sol;p>&NewLine;<p>Fighting two monsters at a time was hard and required a lot of micromanagement&comma; using up potions&comma; bandages&comma; etc&period; Trying to throw punches with more enemies usually resulted in – you guessed it – corpse run&period; The world was big and hazardous – but you were not alone in it&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter" src&equals;"https&colon;&sol;&sol;i&period;playground&period;ru&sol;p&sol;QaSk6X-&lowbar;bnhc77T23w4asQ&period;jpeg" alt&equals;"Classic WoW Dwarf waving" &sol;><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center">Communication Is Important<&sol;h3>&NewLine;<p>Running around on your own&comma; doing quests and creating your own adventures was fun&period; However&comma; Classic WoW was not meant to be played entirely alone&period; At the time&comma; Blizzard aimed to make the game more social&comma; at which they succeeded&period; Everyone was in the same condition as you – resources were sparse&comma; enemies tough&comma; navigation tools nonexistent&period;<&sol;p>&NewLine;<p>The natural reaction to overcoming such difficulties was cooperation&period; Those who did not bring their friends to Azeroth could find new ones during their adventures&period; Players doing the same quest would usually team up – because there were no reasons not to&period; Yes&comma; you had to share the loot&comma; but it was a small price to pay for not having to wait for mob respawn times – and these were long&period;<&sol;p>&NewLine;<p>Moreover&comma; having an additional person in your team meant you could take on more enemies at once&comma; effectively speeding up your progression&period; Having a healer usually meant your group could survive almost any open-world threat – outside of pulling like 20 mobs at once&period;<&sol;p>&NewLine;<p>Players socialized because&comma; without it&comma; the grind would be a huge pain in their backsides&period; Guilds were important even for solo players and brought many benefits&period; For example&comma; your high-level guildmates could steamroll you through a low-level dungeon – not because there was a benefit for them&comma; but because they know the struggle of going around in outdated whites and greens&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter" src&equals;"https&colon;&sol;&sol;static&period;icy-veins&period;com&sol;images&sol;classic&sol;og-images&sol;leveling&period;jpg" alt&equals;"Classic WoW level up" &sol;><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center">Progression Feels Impactful<&sol;h3>&NewLine;<p>The progression system in Classic WoW was and still is a masterpiece&period; It just feels good to progress in this game and that is the only thing that matters&comma; honestly&period; Every level up feels like you have achieved something&period; Why&quest;<&sol;p>&NewLine;<p>First of all&comma; you get a talent point for every level starting with level 10&period; Usually&comma; one talent point meant only marginal increases to the effectiveness of your character&period; Sometimes&comma; however&comma; it added new abilities or new ways to interact with old ones&period; While &plus;2&comma;5&percnt; damage to some of your abilities did not feel impactful&comma; it still felt good after you maxed out that talent to make it a 10-15&percnt; increase&period;<&sol;p>&NewLine;<p>Not only talents made leveling feel impactful&comma; though&period; Each level you would get some base stats&comma; making your character stronger overall&period; Moreover&comma; you could upgrade your abilities at a class trainer every two levels&comma; making them more effective&period; That and the fact that enemies were not scaled to your level resulted in you feeling this pleasant sense of progression&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter" src&equals;"https&colon;&sol;&sol;www&period;overclockers&period;ua&sol;news&sol;games&sol;125292-wow-classic&period;jpg" alt&equals;"Classic WoW Paladin Tier 2" &sol;><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center">Valuable gear<&sol;h3>&NewLine;<p>Let us not forget about the equipment&period; In <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;blizzard-wants-world-warcraft-legacy-servers-vanilla-wow&sol;">vanilla<&sol;a>&comma; every piece matters at every stage of the game&period; Getting a new piece of gear felt good because 5 armor points could make the difference between life and death&period;<&sol;p>&NewLine;<p>While leveling you would usually be running in whites and greens &lpar;with an occasional blue&comma; if you are lucky&rpar; – and it was rough running like that&comma; but clear a dungeon or two and get yourself some blue and &lpar;only super rarely&rpar; purple gear and suddenly the leveling experience starts feeling like a breeze&period;<&sol;p>&NewLine;<p>Another spike in power comes when you acquire a new piece of gear that previously was empty&period; Headgear and shoulders&comma; for example&comma; were not common drops until around level 25-30&period; The same goes for jewelry&period; While the &plus;2 stamina ring might not have given that much of an impact&comma; it certainly made you feel more powerful – because that is one less empty spot on your equipment screen&period;<&sol;p>&NewLine;<p>Compare it to <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;blood-elves-getting-update-world-warcraft&sol;">modern WoW<&sol;a>&comma; where you are fighting scaling enemies&comma; which gives you literally no such feeling of becoming stronger&period; After all&comma; if you do not become stronger – your enemies do not as well&comma; so it always takes the same amount of time to kill a pack unless you are in the endgame&period; At least then your gear actually matters and every upgrade feels valuable&period;<&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center">And much more…<&sol;h3>&NewLine;<p>As already mentioned&comma; these are only 6 things that made character fantasy in Classic World of Warcraft so strong&period; There were many other things&colon; unique and quirky class skills&comma; reagents you had to buy&comma; a whole rogue-exclusive profession of crafting poisons&comma; etc&period; What are some other things that made you feel like you are in your character’s skin&quest;<&sol;p>&NewLine;

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