The World of Warcraft universe is a happy, thriving community. There is a strong social aspect to it and players can become friends with each other. The gameâ€™s world of Azeroth follows the real worldâ€™s calendar and so they mark holidays and seasonal events in the game. On New Yearâ€™s Eve in 2005 there were parties and celebrations in Azeroth that all players could attend. It is features like this that make its world much more vivid, colourful and convincing.
There is a fan convention for World of Warcraft. The gameâ€™s developer Blizzard held an event in October 2005 named BlizzCon, for fans of Warcraft and their other titles. World of Warcraft was a major part of this event, and one of the main attractions was a preview of the gameâ€™s expansion, The Burning Crusade. Some 8,000 people attended the event, which is expected to become an annual occurrence. Families went together and fans dressed up in costume as their favourite characters from the game.
World of Warcraft has caught peopleâ€™s imagination and this has led to a variety of creative offshoots. One key sign of the gameâ€™s popularity is the existence of Warcraft fan fiction. Players like to write fictional stories about the characters and events of the game. Fan art is also popular. People draw and paint images inspired by the game and post them in galleries online. Blizzard run their own Fan Art Program that fans can submit their art to for display. There is great creativity and beauty there.
The broad appeal of World of Warcraft is such that it has infiltrated popular culture.
The game has been used as an answer on the quiz show Jeopardy. It also has celebrity admirers. The comedian Dave Chappelle is a fan. Chappelle talked about the game during a stand-up performance in San Francisco in 2005. â€œYou know what Iâ€™ve been playing a lot of?â€ the comedian reportedly asked the audience, â€œWorld of Warcraft!â€ He praised the game and expressed his delight with it.
World of Warcraft then is a game that has broken new ground to appeal to a great number of people in society. With more than eight million subscribers, it is now the most popular online role-playing game and has grown far beyond its cult origins. Its wide appeal speaks of the brilliance of the game itself.