World of Warcraft is backed with rich lore contents which undoubtedly entices most of the community. Today, a research paper highlights the deep connection and influence of Norse mythology in the World of Warcraft universe and how the two fantasies are somewhat "parallel" from each other.
Let's start off by defining Norse. Norsemen are considered as the full-time seafarers and traders during the Viking Age which are of the same kin as the Vikings themselves. The only main difference was the occupation of the two. While the Norsemen were seafarers and full-time traders, the Vikings were the farmers and are also warriors by "noble birth." (they are also known to be good at sailing).
Norsemen are famous for their Norse Mythology which encompasses the culture of the tribe and how they perceive the world as it once was. Just like how rich their culture was, World of Warcraft has taken the inspiration in developing a profound lore into their world which we all relish today. And a student has now taken an in-depth research about the parallelism between Norse Mythology and World of Warcraft universe.
The connection between Norse Mythology and World of Warcraft may run deep but just like any other context that uses reference, Blizzard distorted and/or incorporated twists for some characters to create an entirely new figure in the WoW universe. Here is a list of some:
Yggdrasil is also known as the World Tree in Norse Mythology.
Magni Bronzebeard is the mix between three Norse characters namely: Magni, Modi and Brokkr
Thorim is related to Thor in Norse Mythology
Thrall has a lot of resemblance to the character Njal in the Njal Saga
Aside from characters, there are also connections between Norse Weaponry and WoW Artifacts in the game. According to the researcher, here's some of the artifacts in the game that has some implications from Norse:
Tirion with the Ashbringer
Varian with the Shalamayne
Arthas with the Frostmourne
Morgrainne with the Corrupted Ashbringer
If you want to learn more about the entire story behind the characters and weapons, you can simply check out the unfinished research here. What do you think of the connections between Norse Mythology and World of Warcraft? Share your thoughts in the comments down below!
Fashion
Saturday, December 3, 2016
Tuesday, November 1, 2016
Why raiding is so expensive in World of Warcraft: Legion
Players who do raids, mythic dungeons and other high-end PvE activities in World of Warcraft may have noticed the high cost of flasks, potions and consumables in the Legion expansion. While the Warlords of Draenor equivalents of these items cost almost nothing, a Legion flask can cost over 1,500 gold on many servers’ auction houses.
I’ve written in the past about the player economy in WoW, and what’s been going on with alchemy in Legion is interesting. Here’s what’s going on and why it’s happening.
THE PRICE OF ENTRY
First, let’s talk about why this is a really big deal.
Warcraft’s PvE content is challenging, especially as you get into the higher difficulty levels of raids and mythic dungeons. This content is designed around the assumption that players will use everything available to them in the game to augment their characters and maximize the amount of damage they can deal, tank or heal off.
TIME IS MONEY, FRIEND!
There are four main herbs in Legion: Aethril, Fjarnskaggl, Dreamleaf and Foxflower. There’s also a special plant called Starlight Rose. Each of the regular herbs grows in a different region of the Broken Isles, and the roses grow exclusively in the max-level region of Suramar.
There are four kinds of flasks: one to increase stamina, one to increase agility, one to increase intellect and one to increase strength. Each flask has a different recipe, but all of them require 20 normal herbs — ten each of two kinds — and seven roses.
While you can harvest as many as seven normal herbs from a single node, you can only get one Starlight Rose from each spawn. Unless you have the highest skill level for collecting roses, which requires a lot of grinding, you have a chance for your attempt to pick the rose to fail. This outcome leaves you with worthless dust.
THE PRICE OF ENTRY
First, let’s talk about why this is a really big deal.
Warcraft’s PvE content is challenging, especially as you get into the higher difficulty levels of raids and mythic dungeons. This content is designed around the assumption that players will use everything available to them in the game to augment their characters and maximize the amount of damage they can deal, tank or heal off.
TIME IS MONEY, FRIEND!
There are four main herbs in Legion: Aethril, Fjarnskaggl, Dreamleaf and Foxflower. There’s also a special plant called Starlight Rose. Each of the regular herbs grows in a different region of the Broken Isles, and the roses grow exclusively in the max-level region of Suramar.
There are four kinds of flasks: one to increase stamina, one to increase agility, one to increase intellect and one to increase strength. Each flask has a different recipe, but all of them require 20 normal herbs — ten each of two kinds — and seven roses.
While you can harvest as many as seven normal herbs from a single node, you can only get one Starlight Rose from each spawn. Unless you have the highest skill level for collecting roses, which requires a lot of grinding, you have a chance for your attempt to pick the rose to fail. This outcome leaves you with worthless dust.
Thursday, October 13, 2016
World of Warcraft director Tom Chilton steps down to lead a new Blizzard project
It’s the end of the Chilton era for World of Warcraft.
After a decade of overseeing one of the biggest games ever made, World of Warcraft director Tom Chilton is leaving. The designer announced in a blog today that he is stepping down from the lead role on Blizzard’s massively multiplayer online role-playing game now that Legion, the latest (and greatest) expansion has launched. But Chilton isn’t done at Blizzard. He revealed that he is sticking with the company and is now working on something new. The director worked on Warcraft since 2004, and he was key to turning it into one of the most popular and lucrative hits in the history of the $99.6 billion gaming industry.
“It’s with a mix of excitement, sadness, and gratitude that I’m saying farewell to the WOW team and moving on to a new adventure within Blizzard,” Chilton wrote in a message on the Blizzard forums. “My personal journey working on WOW as Game Director is at an end, but my journey with Blizzard isn’t. I’ll still be here, but will be focusing on another project within the company.”
World of Warcraft was long Blizzard’s crown jewel, but it is entering the twilight of its life. It peaked in 2010 with 12 million subscribers, and it has since dwindled to less than half of that — although the publisher no longer releases the figures for how many people pay for a monthly membership. WOW still generates millions of dollars in revenue every month, but fans have still wondered whether Blizzard would replace it with something new. The studio was working on a new MMO called Titan, but it eventually canceled that project and repurposed many of the assets and ideas for the popular Overwatch shooter that launched in April.
After a decade of overseeing one of the biggest games ever made, World of Warcraft director Tom Chilton is leaving. The designer announced in a blog today that he is stepping down from the lead role on Blizzard’s massively multiplayer online role-playing game now that Legion, the latest (and greatest) expansion has launched. But Chilton isn’t done at Blizzard. He revealed that he is sticking with the company and is now working on something new. The director worked on Warcraft since 2004, and he was key to turning it into one of the most popular and lucrative hits in the history of the $99.6 billion gaming industry.
“It’s with a mix of excitement, sadness, and gratitude that I’m saying farewell to the WOW team and moving on to a new adventure within Blizzard,” Chilton wrote in a message on the Blizzard forums. “My personal journey working on WOW as Game Director is at an end, but my journey with Blizzard isn’t. I’ll still be here, but will be focusing on another project within the company.”
World of Warcraft was long Blizzard’s crown jewel, but it is entering the twilight of its life. It peaked in 2010 with 12 million subscribers, and it has since dwindled to less than half of that — although the publisher no longer releases the figures for how many people pay for a monthly membership. WOW still generates millions of dollars in revenue every month, but fans have still wondered whether Blizzard would replace it with something new. The studio was working on a new MMO called Titan, but it eventually canceled that project and repurposed many of the assets and ideas for the popular Overwatch shooter that launched in April.
Monday, September 12, 2016
The genius behind 'World of Warcraft' just raised $25 million
The guy behind on one of the most successful games ever made just got $25 million to start a new studio: Bonfire Games.
That man is Rob Pardo, and he's leading a team of game development veterans (like himself) at a new studio. Their focus? "The company will make online multiplayer games, though he has not yet decided whether it will create them for mobile devices, PCs or both," writes Nick Winfield in The New York Times.
The financing comes from one likely and one unlikely suspect: venture capital firm Andreessen Horowitz (likely), and "League of Legends" studio Riot Games (unlikely!).
You may know "League of Legends" as one of the other most successful games ever made; it's the most widely played eSports game in the world, and commands a monthly playership of nearly 70 million (according to the Riot). Riot is owned by Chinese conglomerate Tencent.
Pardo took to Medium to discuss the new venture. "Often, developers must compromise and decide — do I work on a blockbuster game where I have less personal impact or the gutsy indie studio that struggles to get noticed?," he wrote. "Our vision is to create a studio that doesn’t require them to choose."
Pardo is working with a handful of folks who are coming with him from Blizzard Entertainment — the Activision-owned studio responsible for "World of Warcraft," "Hearthstone," "Overwatch," and many other blockbusters; he's also hiring.
That man is Rob Pardo, and he's leading a team of game development veterans (like himself) at a new studio. Their focus? "The company will make online multiplayer games, though he has not yet decided whether it will create them for mobile devices, PCs or both," writes Nick Winfield in The New York Times.
The financing comes from one likely and one unlikely suspect: venture capital firm Andreessen Horowitz (likely), and "League of Legends" studio Riot Games (unlikely!).
You may know "League of Legends" as one of the other most successful games ever made; it's the most widely played eSports game in the world, and commands a monthly playership of nearly 70 million (according to the Riot). Riot is owned by Chinese conglomerate Tencent.
Pardo took to Medium to discuss the new venture. "Often, developers must compromise and decide — do I work on a blockbuster game where I have less personal impact or the gutsy indie studio that struggles to get noticed?," he wrote. "Our vision is to create a studio that doesn’t require them to choose."
Pardo is working with a handful of folks who are coming with him from Blizzard Entertainment — the Activision-owned studio responsible for "World of Warcraft," "Hearthstone," "Overwatch," and many other blockbusters; he's also hiring.
Tuesday, August 23, 2016
World Of Warcraft Expansions Revisited
With World of Warcraft’s Legion expansion launching next week, we finish off our tour of the MMO’s previous expansions by saying farewell to the amazing strongholds we spent the past year and change building up.
Returning to the ten level jump of The Burning Crusade and Wrath of the Lich King following a couple of five level jaunts through Cataclysm and Mists of Pandaria, World of Warcraft: Warlords of Draenor was exactly the epic chunk of new hotness players like me needed to draw us back in.
On paper it didn’t sound very exciting. We were going through the Dark Portal to Draenor, just like we did in The Burning Crusade, but this was old-timey, alternate universe Draenor, back when more exciting things happened there than standing up to your waist in Zangamarsh.
Treading old ground? Yawn. Building fortresses and gathering followers? Whatever. You go ahead and release the most exciting expansion pack in the game’s then ten-year history. See if we care.
Warlords of Draenor launches with the best marriage of story and gameplay Blizzard’s yet managed. The player walks side-by-side with Azeroth’s greatest heroes, charging into battle against the most dangerous assemblage of orcs in the history of history.
Returning to the ten level jump of The Burning Crusade and Wrath of the Lich King following a couple of five level jaunts through Cataclysm and Mists of Pandaria, World of Warcraft: Warlords of Draenor was exactly the epic chunk of new hotness players like me needed to draw us back in.
On paper it didn’t sound very exciting. We were going through the Dark Portal to Draenor, just like we did in The Burning Crusade, but this was old-timey, alternate universe Draenor, back when more exciting things happened there than standing up to your waist in Zangamarsh.
Treading old ground? Yawn. Building fortresses and gathering followers? Whatever. You go ahead and release the most exciting expansion pack in the game’s then ten-year history. See if we care.
Warlords of Draenor launches with the best marriage of story and gameplay Blizzard’s yet managed. The player walks side-by-side with Azeroth’s greatest heroes, charging into battle against the most dangerous assemblage of orcs in the history of history.
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