In July 2002, had its premiere WarCraft III: Reign of Chaos and it is this production was the foundation for World of Warcraft. But would be wrong to someone, saying that the world of Azeroth has existed only in the games. As early as in 2001 appeared the first book, where the action took place in the Warcraft universe, namely the Day of the Dragon by Richard A. Knaak. It has become the basis for a long cycle and basically started the whole series of popular novels, wowgold whose numbers have now dates back more than a dozen pieces.
World of Warcraft is one of the best examples of the game, which ran its range far beyond the computer world. We have books, comics, board games and karcianki, and even a movie that is true in four years is still in the planning phase, but now lies in the minds of fans awaiting him with considerable curiosity.
The essence of the brand-building success was the sustaining interest in her among the players. Of course, to achieve this would be sufficient additional conversions of games. However, Blizzard used carefully and with other media. Therefore built not only the brand, but also presents a rich history of the game, invented characters whose actions were commonplace and world of warcraft gold , in addition to further arouse curiosity. Everyone wanted to know how things will continue to Thralls destiny as the great battle with Archimonde will make up a tentative alliance of the Alliance and Horde.
When in 2001 appeared the first information about the game World of Warcraft, a whole bunch of people has been: first completely surprised, and second was an absolute thrill. The only thing missing in the Warcraft universe is a good RPG, which sought to virtually the entire community of players. It turned out that the fans get not only the RPG, but a huge world, where you can meet and talk with the main heroes of Azeroth.
The next three years represented a growing group of followers of the game was spent in obtaining any snippets of information that on this subject can proceed with the studio developer. Not too much, wow powerleveling as is well known that Blizzard is rather a discrete firms and provides only what has some merit and primarily visual. Only in 2004, started beta testing the game, first closed, a few months later, and then open all the fans could no longer see the entire mass of publications on it. In November 2004, World of Warcraft was released and then began the greatest folly.
But before we take care of the WoW-I, we remember how in 2004 he presented that the market MMOs. At the same time, not so much about what kind of dominated by its title, what is that prevailed gameplay. In most cases, the game looked in such a way that the newly created character wrzucao to the virtual world with one immutable commandment: From this moment youre on your own player. Something like quests practically did not exist, and if there were any tasks without guidance from the Internet was not even worth as not to take. There was no mention of any story, in which the player would have to participate. There were thus a virtual by its own laws governing the worlds, and the impact player in their history wow powerlevel and the environment was minimal. Briefly MMO genre, it was then strong niche, custom designed for players who we really need to organize your adventure. Something in the way of fantasy role-playing games developed in which the players, instead of paper and pencils, they could use the computers.