20 Years Ago, World of Warcraft Wrote the Book on MMORPGs

20 Years Ago, World of Warcraft Wrote the Book on MMORPGs

As someone who has spent countless hours exploring the vast world of Azeroth, I can confidently say that World of Warcraft is more than just a game – it’s a way of life. Over the years, I’ve seen alliances formed and broken, dragons rising, and the fall of old gods. It’s been a part of my life for so long that I remember many significant moments in real life coinciding with events in the game.


When considering a massively multiplayer online game, it’s typically “World of Warcraft” that springs to mind first – and with just cause. Since its launch on November 23, 2004, Blizzard’s massive MMORPG has ruled the market, and through its 10 expansions, it has provided consistent content annually. Despite numerous attempts by other games to unseat it, “World of Warcraft” remains the undisputed monarch in the realm of MMORPGs.

Over the past two decades, “World of Warcraft” has left a lasting impression that extends far beyond the borders of Azeroth. Ranging from the infamous “South Park” episode and Jamie Lee Curtis officiating her daughter’s wedding dressed as Jaina Proudmoore, to epidemiologists studying the Blood Plague incident and the use of the iconic Leeroy Jenkins meme in the US House of Representatives, it is clear that “World of Warcraft” has significantly influenced popular culture. If it hadn’t achieved such tremendous success as a Massively Multiplayer Online (MMO) game, it would not have made its way into pop culture at all.

World of Warcraft Became the Mold for the MMO Genre

MMORPGs Before and After World of Warcraft

It’s important to note that World of Warcraft wasn’t the first Massively Multiplayer Online Role-Playing Game (MMORPG) created. Games such as RuneScape, Final Fantasy 11, EVE Online, MapleStory, Star Wars Galaxies, Lineage, and two versions of EverQuest were already out there, with numerous others. Many of these early MMORPGs are still alive in some form, but none have achieved the same level of success as World of Warcraft.

Back in the day, I was just a kid discovering the vast world of online gaming. Little did I know that the term “MMORPG” I’d soon come across would shape my future adventures. It was Richard Garriott, the mastermind behind the 1997 classic “Ultima Online,” who first coined this acronym seven years before the release of what we now know as World of Warcraft. That’s right, I was playing a game that pioneered the MMORPG genre long before WoW even hit the scene!

In essence, World of Warcraft defined what a Massively Multiplayer Online Role-Playing Game (MMORPG) should be. Features like world PvP, factions, instanced dungeons, customizable characters, mounts, and other RPG aspects, although not entirely new in the gaming world, were significantly enhanced by WoW. Moreover, the game capitalized on the rich history established from a decade of Warcraft real-time strategy (RTS) games, which contributed to its rapid rise as not just the most beloved MMORPG but also one of the most successful video games ever made.

Over time, “World of Warcraft” firmly established itself as the dominant force among Massively Multiplayer Online Games (MMOs), but it didn’t rule without opposition. In the years that passed since its rise to power, new contenders in the genre were often called “WoW Killers” by the gaming community.

Famous “WoW Killers” in MMO History

GameDate ReleasedStatus
Guild Wars 12005Active, maintenance mode since the sequel’s release in 2012
Lord of the Rings Online2007Active, last expansion in 2021
Warhammer Online2008Shut down in 2013
Aion2009Active, last expansion in 2016
Final Fantasy 142010Active after the 2013 reboot, now WoW’s top competitor
Rift2011Active, last expansion in 2017
Star Wars: The Old Republic2011Active, last expansion in 2022
Guild Wars 22012Active, last expansion in 2024
Tera2012PC servers shut down in 2022, still playable on console
Neverwinter2013Active, last expansion in 2024
ArcheAge2014Shut down in 2024 ahead of in-development sequel
The Elder Scrolls Online2014Active, last expansion in 2024
Wildstar2014Shut down in 2018
New World2021Active as New World: Aeternum

Of course, none of these titles would ever succeed in killing WoW; though games like Guild Wars 2, The Elder Scrolls Online, and The Old Republic all found success and boast healthy communities to this day, only Final Fantasy 14 was able to top World of Warcraft’s average player count, albeit only for a short time.

During the highly praised expansion “Shadowbringers,” Final Fantasy 14 briefly outshone World of Warcraft in terms of popularity. This coincided with WoW‘s less favorable “Shadowlands” expansion and the contentious Blizzard lawsuits from 2021. However, World of Warcraft regained its leading position following the success of “Dragonflight” and “The War Within.

To put it simply, the main factor that could ultimately bring an end to World of Warcraft is actually its own content. Its high points, such as Wrath of the Lich King, WoW Classic, and Dragonflight, have had a significant positive impact on player numbers, while its low points like Warlords of Draenor, Battle for Azeroth, and Shadowlands have seen a notable decrease in players. In essence, it’s the quality and quantity of content within World of Warcraft that most influences its player base.

The intense competition in the gaming world, particularly within World of Warcraft, has spurred innovation rather than causing its downfall. No game to date has successfully dethroned WoW, and it seems unlikely that one will in the future. Intriguingly, games trying to outdo WoW have actually propelled its development. For instance, the upcoming Midnight expansion of World of Warcraft will include a player housing system – a feature already present in many competing games. This suggests that so-called “WoW Killers” have not only failed to eliminate it but may have inadvertently contributed to WoW’s growth by inspiring Blizzard and shaping the MMO genre as a whole.

World of Warcraft’s Past, Present, and Future

The World of Warcraft That Could Have Been

Initially, the concept of World of Warcraft was significantly different from what it ultimately became. Early promotional content depicted Orcs and Humans cooperating, with characters earning reputation not just with their own faction but also with those on the opposite side. Although cross-faction play was introduced in World of Warcraft 17 years later, this feature could have been a standard aspect of the game if it had taken a different path.

20 Years Ago, World of Warcraft Wrote the Book on MMORPGs

Furthermore, as per Johnathan Staats, a former 3D level designer for World of Warcraft, initially, the Ogres were intended to be one of the initial four Horde races. Conversely, Pandaren were slated for the Alliance. However, while Pandaren ultimately joined the game as a neutral race, the Ogres were switched out for Trolls at the last minute and have yet to appear as playable characters in the game.

Instead of “The Burning Crusade,” the first expansion was originally intended to be a tropical adventure centered around Nazjatar, but technical difficulties related to water features caused a shift in direction. Some aspects of these ideas were revisited in “Battle for Azeroth.” The early concepts for the Emerald Dream and Shadowlands, as well as cut content from expansions like “Warlords of Draenor” and “World of Warcraft,” have shaped a very different path for this game. On the other hand, today’s version of World of Warcraft is almost unrecognizable compared to its form 20 years ago; we can only wonder what it might become in another 20 years.

What World of Warcraft Could Become

Currently, the realm of “World of Warcraft” is on the brink of a fresh chapter in its history. Chris Metzen, a key figure behind the success of games like “Warcraft 3” and “WoW,” has re-joined Blizzard Entertainment as the executive creative director for the franchise. The Worldsoul Saga, the first cohesive multi-expansion storyline for “World of Warcraft,” has made a promising debut with an unprecedentedly quick development pace, garnering generally positive feedback from players.

After a period of more than a year since their disagreement, Blizzard and NetEase have reconciled, resulting in millions of Chinese players of “World of Warcraft” rejoining once again. If “World of Warcraft” continues to thrive, it may eventually surpass the 12 million subscriber record it achieved at the end of the “Wrath of the Lich King” expansion in 2010.

World of Warcraft Subscription and Revenue Facts

  • Maintaining a WoW subscription for 20 years costs $3600, not accounting for expansion purchases, WoW Tokens, or bulk subscription discounts.
  • Rather than monthly subscriptions, Chinese WoW players pay the equivalent of approximately ¢10-15 per hour played. A typical $15 sub fee would thus buy 100 to 150 hours in China.
  • World of Warcraft currently has an estimated 7.25 million subscribers – the highest since Legion’s estimated 10 million.
  • In 2017, WoW had made a total revenue of $9.23 billion. In 2024, that number is estimated to be about $15 billion.

Nearly two decades have passed since the advent of World of Warcraft, an age equivalent to being able to buy alcohol in the United States. Incredibly, children born to couples who first met within its digital realm are now reaching an age where they can embark on their own adventures in Azeroth. This game has become such a cultural mainstay that it’s challenging to envision a world devoid of World of Warcraft; fortunately, it appears we won’t have to experience that scenario anytime soon.

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2024-11-23 14:36