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world of warcraft girl
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World Of Warcraft Girl

PC Gamer UK - 94%
World of Warcraft was almost universally praised by critics upon release, following a period of high anticipation before launch. Although the game follows a similar model to—and was noted for using many familiar concepts from—the roleplaying genre, the new approaches to reducing pauses between game encounters were well liked. A common example was the approach to character death. In some previous MMORPGs, a player would suffer a high penalty for character death; in World of Warcraft, a player is able to recover and start playing quickly. Combat was another area where "downtime", or pauses between play, was reduced. By allowing all character types to recover from damage taken, players can return to combat quickly. Reviewers felt that these changes in pacing would make the genre more accessible to casual players—those who play for short periods of time— while still having "deep" gameplay that would attract players of all levels of interest. The concept of a "rested bonus", or increasing the rate at which a player's character gains experience, was also welcomed as a way for players to quickly catch up with their friends in progression.
Questing was described as an integral part of the game, often being used to continue a storyline or lead the player through the game. The high number of quests in each location was popular, as well as the rewards for completing them. It was felt that the range of quests removed the need for a player to "grind", or carry out repetitive tasks, in order to advance their character. Quests also require players to explore every section of the game world, potentially causing problems for social gamers or roleplayers seeking somewhere quiet. Quests that required the player to collect items from the corpses of creatures they had killed were also unpopular; the low "drop rate", or chance of finding the items, makes them feel repetitive as a high number of creatures need to be killed to complete the quest. The large number of new players in a particular area meant that there were often no creatures to kill, or that players would have to wait and take turns to kill a particular creature in order to complete a quest. Some critics mentioned that the lack of quests that required players to group made the game feel as if it were designed for solo play. Others complained that some dungeon or instanced group quests were not friendly to new players, and could take several hours to complete. Upon release, a small number of quests had software bugs that made them impossible to complete.

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Album name:People & Humanity
Rating (1 votes):55555
Keywords:#world #warcraft #girl
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Date added:Apr 14, 2011
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