WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into
WoW's history? What secrets does the game still hold?
Flying is second nature to WoW
players. We've been doing it for almost eight years now. Sure, we've adventured in a few flightless places, like the Isle of Thunder, the Isle of Giants, and the Timeless Isle. Even The Burning Crusade
, where flying originated, had a no-fly zone on the Isle of Quel'Danas. (What is it with these isles anyway?) But almost always, since 2006, we've flown. And we always expected to, for the vast majority of our in-game time.
Now, because of Blizzard's impassioned arguments against flight
on Draenor, flying is suddenly controversial. If you look back, you can see why: flying has changed the game like no other feature before or since. Let's start where it all began, however, with classic WoW
's humble flight paths.
They used to be cool
I'm about to express something that you may not believe. Once upon a time, flight paths were cool. Yep, I said it. Before flying mounts, when you couldn't even get a ground mount until level 40 and epic ground mounts were just a dream for most due to the steep cost, in that early version of the game where you spent most of your travel time walking or riding at the pace of a Throne of Thunder gastropod
, flight paths were cool.
Not only did they get you around the continent at the fastest possible speed, they gave you a cinematic view of Azeroth from the skies. It was the only time you could get that view from above. The first time most classic WoW
players rode a gryphon or wyvern from A to B, we loved it.
No other MMO at the time had anything like it. We felt like masters of the world -- at least, when we could afford to take the trip. Most players were broke in the early days, and using flight paths too liberally often meant forgoing buying a new skill when you leveled. Taking a flight path was an indulgence, a treat, instead of the annoying hassle we see them as today.