History of the Warcraft Universe

 

History of the Warcraft Universe

https://wow.gamepedia.com/History_of_Warcraft

https://www.engadget.com/2013/11/22/azeroth-and-beyond-nine-years-of-world-of-warcraft/

https://www.gamespot.com/gallery/a-history-of-world-of-warcraft-so-far/2900-292/

http://www.ign.com/articles/2016/03/07/a-brief-history-of-azeroth-and-the-warcraft-universe

Warcraft Universe – Wikipedia 

World of Warcraft

How Warcraft Was Almost a Warhammer Game (and how That Saved WoW)

The Inside Story of Making Warcraft, Part 1

“[Blizzard co-founder] Allen Adham hoped to obtain a license to the Warhammer universe to try to increase sales by brand recognition”, Wyatt says. “Warhammer was a huge inspiration for the art-style of Warcraft, but a combination of factors, including a lack of traction on business terms and a fervent desire on the part of virtually everyone else on the development team (myself included) to control our own universe nixed any potential for a deal. We had already had terrible experiences working with DC Comics on “Death and Return of Superman” and “Justice League Task Force”, and wanted no similar issues for our new game.”

We were inspired to create Warcraft after playing (and replaying and replaying) a game called Dune 2, by Westwood Studios. Dune 2 was arguably the first modern real-time strategy (RTS) game; with a scrolling world map, real-time unit construction and movement, and individual unit combat. It isn’t that much different in design than a modern RTS like Starcraft 2, excepting perhaps a certain scale and graphics quality.

Its predecessor, Dune 1 – a very worthy game itself – shared some of the same elements, but its semi-real-time unit combat was wrapped inside an adventure game. Dune 2 stripped its predecessors’ idea of the player representing a character inside the game-world and focused exclusively on the modern RTS mechanics: harvesting resources, building a base, harvesting more resources, building an army, and finally, finding and conquering the enemy.

Warcraft art
Allen Adham hoped to obtain a license to the Warhammer universe to try to increase sales by brand recognition. Warhammer was a huge inspiration for the art-style of Warcraft, but a combination of factors, including a lack of traction on business terms and a fervent desire on the part of virtually everyone else on the development team (myself included) to control our own universe nixed any potential for a deal. We had already had terrible experiences working with DC Comics on “Death and Return of Superman” and “Justice League Task Force”, and wanted no similar issues for our new game.

Released in 2004

Based originally on the proprietary graphics engine from Warcraft III

ECTS Trade Show announcement in September 2001

Open world non linear environment

Assault on Blackwing Lair

Rise of the Blood Good

The Gates of Ahn’Qiraj

Shadow of the Necropolis

Early themes

Released in 2014 by Blizzard Entertainment

Fourth released game set in the Warcraft fantasy universe

 

War Mode

 

Resources

 

Classic World of Warcraft

Blizzcon 2017 Classic WoW Announcement

 

The Burning CrusadeJanuary 200770
Wrath of the Lich KingNovember 200880
CataclysmDecember 201085
Mists of PandariaSeptember 201290
Warlords of DraenorNovember 2014100
LegionAugust 2016110
Battle for AzerothAugust 2018120