The History of the World (of Warcraft), part I

It appears that it is time for me to branch out from my usual silly antics here on WoW Insider, and take a moment to flex my writing skills instead of my artistic ones. Today I would like to speak to you about some of the long history of WoW, but not in the "Know Your Lore" sense of history. WoW Insider reader Tim wrote in to request some information on the evolution of World of Warcraft, from its infancy in beta to launch and beyond and I, having been here through the majority of it, decided that I should put pen to paper (fingers to keyboard?) and share what I know and what I have witnessed along the way.
Are you aware (and I'm sure some of you are) that at one point in World of Warcraft, there was an experience penalty suffered when you were slain? Indeed, even though the lack of experience loss is one of the things that sets current WoW apart from other MMOs, back in its infancy the death penalty was practically the same as what you would find in EverQuest or Final Fantasy XI, though without the de-leveling found in the latter.
Let us take a moment to sit down, pull up a cup of your favorite socially acceptable beverage, and go over a handful of the many changes that WoW has gone through since Blizzard introduced it to a select number of beta testers back in 2004.
When I was first accepted into the WoW beta, it was in the period following the 0.6.0 patch, so naturally I'm going to start my discussion there. At the time, my friends and I were heavily invested into the MMOs of they day – EverQuest, Dark Age of Camelot, and the newcomer to the scene, the previously mentioned FFXI. Upon seeing the early WoW screenshots and videos that Blizzard had released, the opinions of my friends were basically divided in to two camps: Those that were ravenously excited about the game, and those that felt its visual style was far too cartoonish to be taken seriously. I was in the former group, being a huge fan of pretty much everything that Blizzard had ever released, the Warcraft games in particular. I applied for beta the moment they posted a sign up page, and eventually I received the blessed email that informed me I had been accepted in.
My first character, as was my tradition with pretty much all RPGs, MMO or single player, was of course the paladin Arturis. Signing in to the game, I was overwhelmed at how true to Warcraft III the style had translated, and immediately I set to work slaying wolves and kobolds outside the quaint little abbey in Northshire.
The talent system, at that time, had been completely removed in order to be re-written from the ground up. The previous talent system, I later learned from presentations at both BlizzCon '05 and '07, was a very simple 3 step upgrade scheme. For example, you could take a spell like Fireball, upgrade it to a second tier that had more damage and a longer range, and then push it up to a third tier which once again upgraded the damage, range, and perhaps added a dot effect to it. I don't remember the actual specifics of it, because that was both before my time and paladins don't get to throw around too many fireballs, even back then.
In the place of a talent system there was a completely different skill system from what we know and use today. Every level, starting at level 1, earned you a single skill point that you could later spend to learn new weapons or trade skills. Since Arturis, in all his previous incarnations across various games, had been a master swordsman, I set my first goal as getting to level 10 so that I could invest my 10 skill points into purchasing the ability to use two handed swords. In doing so, I encountered my first major bug in the game that I would encounter frequently until well after beta; Creatures were spawning half (and some times completely) inside of trees and cliffs, caught just enough that they couldn't move in most cases, and couldn't be hit in others.
Patch 0.7.0 rolled around and introduced a slew of new features into the game, though only one of them affected me at my low level: The mail system. For the first time I discovered the joy of being able to send in-game items to an alt without having to trust someone enough to trade the item to a third party and back again. Though FFXI had a mail system at the time, the WoW system was by far less clumsy to deal with, and to this day one of my favorite features of WoW.
The Auction House was introduced in Patch 0.8.0, and though the patch notes list them as being added to every major city, I only recall seeing them in Ironforge and Orgrimmar (though I was only in my high teens with Arturis at the time, and had not made it down to
O'Eight brought in another huge change – the first talent trees were introduced, for Warriors and Mages. This prompted me to create a dwarven warrior – I don't recall the name, honestly, though I'm sure it was something guttural and clandestine, which would make your knees knock and your spine shiver at the mere sound of it. Or perhaps it was Bob. The world may never know, because I don't think I got much more then level 3 with him. The Dwarf Possibly Named Bob and I just didn't click, and he was soon deleted. I spent more time staring at the blank panel that would some day be the paladin talent tree and imagining what kind of holy justice I would eventually be able to dish out to the demons and undead of the world of Azeroth.
Another system that got an overhaul in addition to the talent system was the rest state system. It had gone through several incarnations, supposedly, but when I started playing it was less of a reward for taking time off and more of a penalty for playing too long. That's right, if you played longer then a certain amount of time it would decrease the amount of experience you received, as a way to insinuate that your character was getting too tired to go on and that he needed a nap at the nearest inn. With the revamp in 0.8 they removed the penalty and normalized it to the way we see rest state today, going from rested (with bonus exp) to normal (without bonus exp) and not below.
Patch 0.9 brought about the introduction of a brand new character class that you may have heard of called "The Hunter". Talent trees were introduced for the priest and rogue classes. It was either this patch or the one previous that paladins lost the Healing and Mana Auras that used to make eating/drinking unnecessary for anyone in the paladin's group. I was little bummed out by the loss, but I could understand the reasons for removing them. A week or so later brought us patch 9.1 with a few important bug fixes. Now I can't recall the exact time line (it has been awhile), but it was somewhere around here they Blizzard implemented a "fix" to those creatures that were getting stuck in the terrain. Now, if a creature could directly attack you yet you could attack it, it would automatically Evade any attempts to damage it. This is still in the game today, though you don't see it anywhere near as often. This fix didn't actually decrease the number of creatures stuck in the terrain – they were still getting stuck well past when the game went live – it just made it so you couldn't kill those creatures for free experience, which some players were abusing for faster leveling.
This brings us to the final live release, which was quickly followed up with patch 1.1 that introduced all those fun little things we call Racial Abilities. Paladin talents finally arrived, along with those for hunters. And Arturis was officially wiped from the beta server (along with the rest of the beta characters), only to be rise again and start over on Elune. Still, this version of WoW as it existed on launch day is amazingly different then the game we play today, but that would be a topic for a separate article for another day.
Filed under: Odds and ends, Blizzard






Reader Comments (Page 1 of 2)
plixer Oct 21st 2007 7:01PM
old school dead mines?
Erika Oct 21st 2007 7:29PM
I only started playing a year and a a half ago so i would like to know more about this "Before Time"
Wortt Oct 21st 2007 7:49PM
That was the best blog I've read on here...Different and interesting. I would like to hear about this kind of stuff.
Tim Oct 21st 2007 7:59PM
Hey thanks for writing this up (I'm the guy who requested it). Great reading! BTW what about changes to character models, maps and zones, and also, any crises or hiccups during development that might have provoked hotfixes (I'm also thinking about Kazzak takes Stormwind type events...)
Looking forward to more!
Junzim Oct 21st 2007 8:03PM
Ah, remember in beta when Resurrection Sickness was just something you got from being ressed - including by players. Priests used to have a 5/5 Talent called Improved Resurrection which used to decrease the Res Sickness effect on people you'd Resurrected :)
We also used to have the old Illumination Paladin talent (was called Spiritual Healing back then).
Also, as a paladin you no doubt enjoyed the hilarity of Seal of the Crusader. It had its old Attack Speed increase but the tooltip lied about an attack power penalty - there wasn't any.
Paladins used to just stick it on and swing 40% faster without any downside at all, auto attacking mobs to death :)
outforprophets Oct 21st 2007 9:52PM
I came into the beta right after hunters were introduced - in fact a dwarf hunter was my first WoW character EVER. Fun times. I didn't know much about MMORPGs or WoW at the time, so I didn't miss not having talents. I remember the big news when priests and rogues got their talents and I was like, "Wha?? What are those?"
Good times.
Dan B. Oct 21st 2007 10:03PM
It's funny - I played in beta, then picked up the game for real 6 months or so after the game officially released - and it seemed like it hadn't changed at all since I left.
Now, looking back on the revision history on WoWWiki.com, it's amazing to see how much had changed, and how much has changed since WoW has gone live.
Arturis Oct 21st 2007 10:03PM
@Plixer
Indeed, that is a pic from old school Deadmines, with the original human and ogre models. Found it when I was going through the images on my hard drive, though that one wasn't taken by me, it was included in the Official Blizzard World of Warcraft Fansite Kit, which I believe is still available for download from the official site.
@Erika, Wartt, Tim, and the rest
I'm glad you guys like it - I was worried that it may have turned out a bit long winded. I'll see what I can do about getting you some more information and anecdotes, perhaps for next weekend.
And you are welcome, Tim! ^_^
-Arturis
great_daemon Oct 22nd 2007 2:20PM
This was a great blog post; keep them coming! I would love to see one (or even a series) chronicling the evolution of WoW from launch date to present.
Baluki Oct 21st 2007 10:35PM
Interesting stuff. I only played in the Open Beta, so I was never exposed to such drastic changes to the game.
twh Oct 21st 2007 10:41PM
Just a question or two:
1. Did you get a chance to use the Strike system? If you did, what was it like?
2. I heard that Charge was originally a paladin talent, but given to warriors. I must know!
Andelorn Oct 21st 2007 10:42PM
I didn't get to begin from quite that early; I started playing shortly after patch 1.2 was released, and it's amazing to think back over all the various changes that have come since then. Does anyone remember the time when boats broke, and Blizzard put guys to teleport you between Theramore, Menethil and Auberdine? Those guys still exist, they're the ones standing at the docks that you can talk to for no reason. Speaking of breaking, does anyone remember the patch that broke taxi mounts, leading to people getting stuck on them and using them to fly around the world anywhere they liked without fear of being attacked? How about when the map of Silithus was divided in two by the AQ wall literally; as in exactly half of the map was Silithus we know now while the other half was AQ? Or what about when all those people you see in (SW/UC/SMC/Shatt) were instead crammed into IF and Org along with the people already crowding these places, because there was only one AH on either side?
Apart from a few silly trivial things like that, most of my experience comes from the point of view of a hunter, as that's the only class I really properly played for a long time. (Sooo many talent changes. Oh and remember how patch 1.6 was supposed to be the fix to Hunters that made them work?)
Fizzbang Oct 21st 2007 11:46PM
I also am fondly remembering the many changes that have come to Wow. Heck warlocks used to basically be a different class than they are now. I remember the patch that gave them deathcoil and turned them into a damage over time class. Before that they were basically weak mages with pets. But as others above me have stated, great article I would love to read more of this kind of stuff. Give us MORE!
Warlock Oct 22nd 2007 12:17AM
Auction Houses were indeed in every city for quite awhile. The problem was, they were not linked. So the only ones that got used were Stormwind or Undercity (the two most popular cities at the time). Blizzard removed the extra auction houses at some point, and left them only in IF and Orgrimmar - probably as an effort to drive traffic to those fledgeling cities.
Of course, it worked TOO good. They are *still* THE main cities to visit if you want to get anything done. It's really funny too because Stormwind used to be crazy busy with the others being ghost towns. It didn't help that IF used to have a HORRIBLE design, including three rings and two floors ("Gnomes," which was the old name for Tinker Town, was on the second floor, along with the High Seat which is where Magni's throne was.. it's called Old Ironforge now and not accessable of course).
Aigarius Oct 22nd 2007 12:36AM
Love this article, me want more!
Camaris Oct 22nd 2007 5:08AM
#13 Ooh. That old Ironforge layout sounds interesting. I've never heard that before. Are there any surviving images of this proto-Ironforge?
Camaris Oct 22nd 2007 5:17AM
Oh, and since this sort of topic is quite rare, but very interesting... when did this actually take place? I vaguely remember that the first reports on WoW were already surfacing in 1999-ish.
Balgair Oct 22nd 2007 5:10AM
Great article, really makes me wish I'd seen beta now (I started played shortly after European launch) - I remember quite a lot of major changes even in the time I've been playing, but it sounds like much much bigger changes happened before that! Very much looking forward to any more similar articles now, I love hearing about how WoW used to be :-)
Kujo Oct 22nd 2007 6:10AM
I can remember when dying didn't cause you to lose XP, but resurrecting at the Spirit Healer DID.
And (If I remember correctly) "Rez Sickness" used to scale with your level -starting at level 10- until it could last a whole HOUR!
Razhlok Oct 22nd 2007 7:41AM
@11
Actually, they did remove the NPCs that used to teleport you from Menethil to Auberdine and back again. The NPC in Menethil was named Captian Placeholder and the one in Auberdine was named Captian Noteo. They are both gone, but, their memories remain: http://files.filefront.com/The+Lament+of+Captain+Placeholder+Song/;3854173;/fileinfo.html