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I had died four occasions at the gold wow classic
22.Jan.20, 05:45;
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I had died four occasions at the gold wow classic murloc camp away from the coast attempting to take on many of the fishman monsters at once, before a random player. We gleefully stomped those bastards that were aquatic, down the coastline casting spells and rolling up and swinging swords.
Players leave and would join our ramshackle party.Part of that success has a whole lot to do with the fact that the game's official timeline has unfolded in a single unbroken line from 2004 until today. Most games feel to a particular point in history, orlike, say,
The Witcher 3--have a timelessness springing from the fact that you can play them over and over again so long as you have a supporting system.World of Warcraft, though, has a committed high-population multiplayer base, a continuously evolving narrative and world, an older age for a game, along with a sustained faction rivalry that provide it a linear history that few other games have.
This is a special thing, and it is unmatched by any game save EVE Online. You'll find similar circumstances in other MMORPGs such as EverQuest and Final Fantasy XIV (and even Second Life), but these games usually lack one of those essential ingredients outlined previously. It sometimes even leads me to believe of my character as an extension of myself. I had been a part of one of those better-known guilds back when this content was fresh--we had a handful of world-first and -moment raid boss kills, and a truckload of host firsts--and the mage I utilized in those means much to me.
This feeling of a linear history which imitates what we find in the actual world is what spurred the concept of this"good ol' days" from WoW to start with. World of Warcraft has eras, much as the world that is actual, and it has lasted for so long you can even point to different generations of players. This linear history lent power to the tales of"how it was."
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