World of Warcraft: Cataclysm
News, coverage and analysis tracking World of Warcraft: Cataclysm across the outlets.
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Perfect Ten: Looking back at the absurdly stacked MMO year of 2010
The year 2010 was a landmark year for MMORPGs, marked by numerous significant launches, business model shifts, and notable events. Key moments included the launches of Star Trek Online, Global Agenda, and Mortal Online, alongside the controversial launches and shutdowns of All Points Bulletin and the initial version of Final Fantasy XIV. The year also saw major shifts with EverQuest II and Lord of the Rings Online adopting free-to-play models, and the release of World of Warcraft: Cataclysm and City of Heroes: Going Rogue expansions.
World of Warcraft veteran Johnny Cash returns to Blizzard, and old blood is what the MMO needs
Developer Johnny Cash, known for his work on systems like Pet Battles and Garrisons in World of Warcraft, has returned to Blizzard Entertainment. His return as a Principal Designer II is seen by some as a potential shift back towards the game's more conflict-driven narrative roots, which have been a point of discussion among the player base.
Vague Patch Notes: When the MMORPG is failing
The author reflects on the feeling of dread and disillusionment experienced when playing MMORPGs that are perceived to be failing or lacking direction, citing examples like WildStar, Star Wars: The Old Republic, and Champions Online. This analysis explores the psychological impact of "vague patch notes" and the collapse of future potential in the genre, even when games transition to free-to-play models.
WoW's recent revamp of Silvermoon for Midnight is so good, I'm starting to wonder if the MMO's model of a 'new exciting continent every 2-3 years' was ever the right way
The upcoming World of Warcraft: Midnight expansion's revamp of older zones like Silvermoon is praised for its detail and scope, prompting a discussion on whether Blizzard's traditional 'new continent every few years' model is optimal. This approach focuses on enriching existing areas rather than constantly introducing new ones, potentially avoiding the 'continent creep' issue common in long-running MMOs.