Player Test Realm - Reception

Reception

Reception
Aggregate scores
Aggregator Score
GameRankings 92%
Metacritic 93%
Review scores
Publication Score
1UP.com A
Edge 9 out of 10
Eurogamer 8 out of 10
Game Informer 9.5 out of 10
GamePro 4.5 out of 5
GamesMaster 93%
GameSpot 9.5 out of 10
GameSpy
IGN 9.1 out of 10
PC Gamer (UK) 94%

World of Warcraft has received universal acclaim upon release, following a period of high anticipation before launch. Although the game follows a similar model to—and was noted for using many familiar concepts from—the roleplaying genre, the new approaches to reducing pauses between game encounters were well liked. A common example was the approach to character death. In some previous MMORPGs, a player would suffer a high penalty for character death; in World of Warcraft, a player is able to recover and start playing quickly. Combat was another area where "downtime", or pauses between play, was reduced. By allowing all character types to recover from damage taken, players can return to combat quickly. Reviewers felt that these changes in pacing would make the genre more accessible to casual players—those who play for short periods of time— while still having "deep" gameplay that would attract players of all levels of interest. The concept of a "rested bonus", or increasing the rate at which a player's character gains experience, was also welcomed as a way for players to quickly catch up with their friends in progression.

Questing was described as an integral part of the game, often being used to continue a storyline or lead the player through the game. The high number of quests in each location was popular, as well as the rewards for completing them. It was felt that the range of quests removed the need for a player to "grind", or carry out repetitive tasks, to advance their character. Quests also require players to explore every section of the game world, potentially causing problems for social gamers or roleplayers seeking somewhere quiet. Quests that required the player to collect items from the corpses of creatures they had killed were also unpopular; the low "drop rate", or chance of finding the items, makes them feel repetitive as a high number of creatures need to be killed to complete the quest. The large number of new players in a particular area meant that there were often no creatures to kill, or that players would have to wait and take turns to kill a particular creature to complete a quest. Some critics mentioned that the lack of quests that required players to group made the game feel as if it were designed for solo play. Others complained that some dungeon or instanced group quests were not friendly to new players, and could take several hours to complete. Upon release, a small number of quests had software bugs that made them impossible to complete.

Characters were felt to be implemented well, with each class appearing "viable and interesting", having unique and different mechanisms, and each of the races having a distinct look and feel. Character development was also liked, with the talent mechanism offering choice to players, and profession options being praised. Character customization options were felt to be low, but the detail of character models was praised.

The appearance of the game world was praised by critics. Most popular was the fact that a player could run from one end of the continent to the other without having to pause at a "loading screen" while part of the game is retrieved from storage. The environment was described as "breathtaking". Players found it difficult to become lost, and each area in the game world had a distinct look that blended from one to the next. Critics described the environment as "a careful blend of cartoon, fantasy art, and realism". The game was found to run smoothly on a range of computer systems, although some described it as basic, and mentioned that the bloom light rendering effect can blur things. One reviewer described the ability to fly over long stretches of scenery as "very atmospheric". The user interface was liked, being described as "simple", with tooltips helping to get the player started.

The game's audio was well received, particularly the background music. By assigning music to different areas of the game world, reviewers felt that the fantasy style added to the player's immersion, and that the replay value was increased. The sounds and voices used by characters and NPCs, as well as the overall sound effects, were felt to add a "personality" to the game.

World of Warcraft won several awards from critics upon release, including Editor's Choice awards. In addition, it won several annual awards from the media, being described as the best game in the role-playing and MMORPG genres. The graphics and audio were also praised in the annual awards, with the cartoonish style and overall sound makeup being noted. The game was also awarded Best Mac OS X Entertainment Product at the 2005 Apple Design Awards. World of Warcraft was recognised at the 2005 Spike TV Video Game Awards where it won Best PC Game, Best Multiplayer Game, Best RPG, and Most Addictive Game. In 2008, World of Warcraft was honoured—along with Neverwinter Nights and EverQuest—at the 59th Annual Technology & Engineering Emmy Awards for advancing the art form of MMORPG games. In 2009, Game Informer ranked World of Warcraft 11th on their list of "The Top 200 Games of All Time".

World of Warcraft was the best-selling PC game of 2005 and 2006. As of January 22, 2008, World of Warcraft has more than 10 million subscribers worldwide, with more than 2 million subscribers in Europe, more than 2.5 million in North America, and about 5.5 million in Asia.

Less than two months after beginning operation of World of Warcraft in China on September 19, 2009, NetEase was ordered to immediately stop charging players and to cease accepting registrations. A press estimate indicated that if World of Warcraft were shut down in China, the loss of subscribers would have caused Activision Blizzard's earnings to fall from 65 cents per share to 60 cents per share. In April 2008, World of Warcraft was estimated to hold 62 percent of the MMORPG subscription market.

Read more about this topic:  Player Test Realm

Famous quotes containing the word reception:

    But in the reception of metaphysical formula, all depends, as regards their actual and ulterior result, on the pre-existent qualities of that soil of human nature into which they fall—the company they find already present there, on their admission into the house of thought.
    Walter Pater (1839–1894)

    Satire is a sort of glass, wherein beholders do generally discover everybody’s face but their own; which is the chief reason for that kind of reception it meets in the world, and that so very few are offended with it.
    Jonathan Swift (1667–1745)

    To the United States the Third World often takes the form of a black woman who has been made pregnant in a moment of passion and who shows up one day in the reception room on the forty-ninth floor threatening to make a scene. The lawyers pay the woman off; sometimes uniformed guards accompany her to the elevators.
    Lewis H. Lapham (b. 1935)