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In the United States, Canada and Europe, Blizzard distributes World of Warcraft via retail software packages.The software package includes 30 days of gameplay for no additional cost. In order to continue playing after the initial 30 days, additional play time must be purchased using a credit card or prepaid game card. The minimum gameplay duration that a player can purchase is 30 days using a credit card, or 60 using a prepaid game card. A player also has the option of purchasing three or six months of gameplay at once for a slight (6% to 15%) discount.In Australia, the United States, and many European countries, video game stores commonly stock the trial version of World of Warcraft in DVD form, which include the game and 14 days of gameplay, after which the player would have to upgrade to a retail account buy supplying a valid credit card, or purchasing a game card as well as a retail copy of the game.
In South Korea, there is no software package or CD key requirement to activate the account. In order to play the game, however, players need to purchase time credits online via credit card or the ARS billing system. The minimum gameplay duration that a player can purchase via credit card is five hours. A player may also purchase game time by thirty hours or by increments of one week. A player also has the option of purchasing game time by one, three, or six months of gameplay at once for a slight discount.As software packages are not required, expansion pack contents are available to all players on launch day.
In China, because a large number of the players do not own the computer they use to play games (e.g., the CD keys required to create an account can be purchased independently of the software package. In order to play the game, players must also purchase prepaid game cards that can be played for 66 hours and 40 minutes.A monthly fee model is not available to players of this region. The Chinese government and The 9, the licensee for World of Warcraft in China, have imposed a modification on Chinese versions of the game which places flesh on bare-boned skeletons and transforms dead character corpses into tidy graves. These changes were imposed by the Chinese government in an attempt to "promote a healthy and harmonious online game environment" in World of Warcraft
World of Warcraft was almost universally praised by critics upon release, following a period of high anticipation before launch.Although the game follows a similar model to others in the genre and was noted for having many familiar concepts from roleplaying games,the new approaches to reduce pauses between game encounters was well liked.A common example was the new approach to character death; in previous MMORPGs a player would suffer a high penalty for character death, while in WoW a player would be able to recover and start playing quickly.Combat was another area where "downtime" or pauses between play were reduced. By allowing all character types to recover from damage taken, players could return to combat quickly.It was felt that these changes in pacing would make the genre more accessible to casual players, who would be able to play for short periods and still achieve something,while still having a depth of game that would attract players at all levels of interest in the genre.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
Questing was described as an integral part, 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 in order to advance their character.Quests also seemed to 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, with a low "drop rate" or chance of finding the items required making them feel repetitive as a high number of creatures would need to be killed in order to complete the quest.Some critics mentioned a lack of quests that required players to group up made the game feel as if it was designed for solo play,while others complained that some dungeon or instance-based group quests were not friendly to new players and could take several hours to complete.Upon release, a small number of quests had errors or bugs that would make them impossible to complete,while 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 in order to complete a quest.
Characters were felt to be implemented well, with each class option appearing "viable and interesting" while still 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 feature 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", with players finding it difficult to become lost and each area in the game world having a distinct look that blends from one to the next.Critics described the environment as "a careful blend of cartoon, fantasy gold art, and realism".The game was found to run smoothly on a range of systems,although some described it as basicand mentioned that the bloom graphics effect can blur things.Having said that, one reviewer described being able 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 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 immersion and that the replay value was increased.The sounds and voices used by characters and, as well as the overall sound effects were felt to add a "personality" to the game gold.
World of Warcraft gold 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 RPG and MMORPG class.The graphics and audio were also praised in the annual awards, with the cartoonish styleand overall sound makeupbeing noted. The game was also awarded Best Mac OS X Entertainment Product at the 2005 Apple Design Awards.Finally, 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.
World of Warcraft was the best-selling PC game of 2005 and 2006.As of January 22, 2008, World of Warcraft has surpassed 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 gold in Asia
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