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A Kinder, Gentler Type of War

Author: inwowgold Source: http://www.inwowgold.com

EverQuest, in the five years since its release, has managed to become both the best loved and most despised massively multiplayer online role-playing game, often by the same people. Fans who have invested years of time and fees often develop a seething resentment of EverQuest's hard-line stance on obscure quests, harsh penalties for dying and long waits for re-spawns.

If the original EverQuest is the stern parent of MMORPGs, Blizzard Entertainment's World of Warcraft for the PC and Mac is the indulgent uncle, tossing out treats and toys with happy abandon. Compared to EverQuest, Warcraft is a happy hunting ground where enemies are as plentiful as daisies and not much harder to kill, quests are plentiful and clearly defined, and death is a minor inconvenience.

Whether you join the mostly good Alliance or the predominantly evil Horde, the area you start in is essentially a playground for neophyte adventurers, only instead of a bin of multicolored balls you have a field packed with wolves, zombies or other ostensibly dangerous creatures strolling around waiting to be whacked.

Perks and powers abound. Your character is pleasant to look at and fun to play from the beginning, and just gets more so. Warlocks, for instance, start out with a bouncy little demon to boss around, and eventually earn the ultimate in fan-service, their own private succubus. Hunters can track enemies nearly right out of the gate and can start recruiting beasts as permanent allies within a few hours of play, and so forth for each class.

Dying in World of Warcraft is about as noninvasive as it can be, short of having a dialog box that says "Do you want to die?" with "yes" and "no" buttons. After you get beat down, your spirit rises in a graveyard somewhere fairly nearby. You have the option of either running to your corpse and reviving it there with no ill effect -- your spirit is even given a speed boost for that purpose -- or being revived by an angel for the price of a bit of repairable damage to all your equipment and a short period of reduced fighting ability.

How indulgent is World of Warcraft? The game actually rewards you for not playing it. If you log out of the game in an inn, you get double experience for a while when you return later. According to the documentation, staying away from the game for a week should give you about a level and a half worth of experience point bonuses, the better to catch up with your more obsessive online friends. Buy wow gold here.


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