[0:00] Heat. Heat. [0:20] [Music] [0:28] is warning that some are becoming [0:30] addicted to online gaming and it's [0:32] affecting their studies and their [0:33] health. The warning comes as the latest [0:35] version of the hit fantasy game World of [0:38] Warcraft has been last night. Thousands [0:41] queued on Oxford Street in London to buy [0:43] the first copies of technology [0:44] correspond. year is 2008 and World of [0:48] Warcraft is riding high off of its first [0:50] expansion, The Burning Crusade. As you'd [0:52] know if you saw episode 4 of the series, [0:54] it was an expansion that soared to New [0:56] Horizons, and it showed the player base [0:58] the possibilities of what an expansion [1:01] pack could be. 10 more levels, new [1:03] zones, dungeons, raids, redefined class [1:06] balance, two races, flying mounts, and [1:09] the thrill of arena PvP to name just a [1:12] few. It just built on the foundation of [1:15] a game that had already taken the world [1:16] by storm. And it would break [1:18] subscription numbers month after month. [1:21] And it is at this point that many [1:22] consider the game to be firmly in its [1:24] golden era. But eventually, every [1:27] chapter closes to open another one. And [1:30] Blizzard Entertainment showed that there [1:32] was far more story to tell and [1:34] challenges to conquer by unveiling their [1:37] second expansion, The Wrath of the Lich [1:39] King. Following the events of the [1:41] Burning Crusade, a darker threat loomed. [1:43] Arthus Manithal, once a prince, now a [1:46] deathless tyrant, stirring in the frozen [1:48] wastess of North End. His scourge army [1:51] swelled, unleashing plagues and undead [1:54] horrors across Azeroth. From the howling [1:56] fjords to the icy peaks of Ice Crown, [1:59] North Rend beckoned, a harsh and haunted [2:02] continent of Viking inspired tribes, [2:05] ancient Titan relics, and the looming [2:07] shadow of Ice Crown Citadel. This was no [2:10] mere skirmish. The Alliance and the [2:13] Horde would unite, however uneasily, to [2:15] face this world ending evil, with the [2:18] floating city of Doran serving as their [2:20] neutral bastion. And unlike the Burning [2:22] Crusade, at this point, the player base [2:25] had an idea of what to expect from an [2:27] expansion. The Doomsayers were silenced, [2:29] and there's now this set standard and [2:32] expectation for what their $50 got them [2:36] after soaring into the heavens in the [2:37] Burning Crusade. There's just one [2:39] question. Could The Wrath of the Lich [2:41] King even match, let alone surpass the [2:43] quality of the adventure into the [2:45] Outland? [2:49] [Music] [2:59] But first, a word from our sponsor, AG1. [3:02] Much like how in Classic World of [3:04] Warcraft, I filled in the gaps by [3:06] predicting that after the level boost [3:08] would come the WoW token. Told you so. [3:10] By the way, AG1 is a daily supplement [3:12] that fills the nutritional gaps in your [3:15] diet. The NextGen formula is backed by [3:18] years of research and four clinical [3:20] trials and delivers a powerful blend of [3:22] prebiotics, probiotics, superfoods, and [3:25] functional mushrooms to support your gut [3:27] health and boost your immune system in [3:30] case you ever decide to leave your [3:31] basement. Aside from complaining about [3:33] retail World of Warcraft, it's my go-to [3:35] daily quest. You just mix it, drink it, [3:38] and that's it. I've been taking it first [3:40] thing in the morning and after a few [3:42] weeks, I've noticed better digestion and [3:44] a solid energy boost despite the [3:47] monotone demeanor. Plus, they also offer [3:50] these travel packs if you're on the go. [3:52] You can grab it from their website using [3:54] my link in the description and pinned [3:56] comment for just under $3 a day. And [3:58] you'll also get $76 in free extras, [4:01] including five travel packs, a shaker, a [4:04] metal canister, and a bottle of vitamin [4:06] D3 and K2. If that interests you, you [4:09] can check it out via the link in the [4:11] description or scan the QR code to get [4:13] started. [4:16] I'm very pleased to tell you that the [4:18] dev team's been hard at work on the [4:20] second expansion for World of Warcraft, [4:22] Rical Expansion. [4:29] On August 3rd, 2007 at Blizzcon, the [4:33] announcement was made. The next [4:34] expansion was The Wrath of the Lich [4:36] King. Of course, at this point in time, [4:39] Warcraft 3 and its expansion, the Frozen [4:41] Throne, hit store shelves and quickly [4:43] became one of the fastests selling PC [4:45] games of all time, even breaking their [4:47] own record set by Diablo II. In the [4:50] events of the frozen throne, players [4:52] learned of the story of Prince Arthus [4:53] Menithol, where driven by a quest for [4:56] vengeance takes up the cursed blade [4:58] Frost, eventually leading him down the [5:00] path to becoming the new Lich King, who [5:03] is the ruler of all undead in Azeroth. [5:06] After gathering his forces from the [5:08] lands of Northrand, he begins invading [5:10] the Eastern Kingdoms and Calumdor and [5:13] spreading his influence across the land. [5:15] and it's up to you, the player, to stop [5:18] him at his home turf in Northrand [5:20] itself, which was now conveniently [5:22] mapped out by Azeroth's ctographers. [5:25] Wrath would continue the trends started [5:26] by the Burning Crusade, and it held what [5:30] many now consider to be gold standards [5:31] of an expansion, more levels of [5:33] character progression, new spells, [5:35] talents, updated class balance, as well [5:38] as new zones, dungeons, and raids to [5:41] conquer. Perhaps one of its biggest [5:42] selling points, however, was the death [5:45] knight. Funny enough, a remnant of [5:47] vanilla World of Warcraft back from [5:49] 2004. Well, sort of. There were actually [5:52] three vanilla classes that didn't make [5:54] it. The first being the demon hunter, [5:56] but more importantly, the rune master, [5:59] which was a casting class that used [6:00] runes as a resource as opposed to mana, [6:03] and also necromancers, who raised the [6:06] dead and casted plagues. Eventually, the [6:08] latter two classes would merge and [6:11] become its own class called the Death [6:13] Knight. Lorewise, they were created by [6:15] the Orc Warlock Guldan during the Second [6:18] War. Seeking to bolster the Horde's [6:20] forces, he used the dark magic to bind [6:23] the souls of fallen orc warriors into [6:25] reanimated human corpses, which created [6:28] powerful undead warriors loyal to the [6:30] Horde. These early death knights, such [6:33] as Terrant Giend, were necroantic [6:36] entities wielding shadow magic, and they [6:38] were quite distinct from later [6:39] iterations. In Wrath, however, they were [6:42] reimagined as a playable class tied to [6:45] the Lich King's rise. After the events [6:47] of Warcraft 3, the Lich King, which was [6:50] Nerzul, and later Arthus, refined the [6:52] process, raising powerful heroes and [6:54] champions who died in his service or [6:57] were forcibly converted. They were then [6:59] imbued with necroantic powers, wielding [7:02] rune blades and commanding the powers of [7:04] unholy, frost, and blood magic. They [7:07] were then bound to the Lich King's will, [7:10] and they served as elite enforcers of [7:12] the scourge. As for the expansion [7:14] itself, it introduced death knights as [7:18] former heroes of the Alliance or Horde [7:20] that were freed from the Lich King's [7:22] control after the events at Light Hope [7:24] Chapel, where the Argent Dawn weakened [7:26] his grip. [7:29] That day is not today. [7:31] Ferion [7:36] [Applause] [7:46] led by Darien Mgrain. These death [7:48] knights formed the Knights of the Eban [7:50] Blade, which sought redemption and [7:53] vengeance. Players started as death [7:55] knights in a unique starting zone called [7:58] Atrisis the eb and hold and experienced [8:00] their break from the Lich King and [8:02] joined either faction to fight against [8:04] him in Northrand. They had the then [8:07] wholly unique property of starting at a [8:09] high level 55 which at the time was just [8:13] 25 away from the new cap 80. Because of [8:16] this, there may have been plans at some [8:18] point that in order to create one, a [8:21] player would actually have to sacrifice [8:23] another character with a minimum level [8:25] of 55, but this was either a rumor or it [8:29] just ended up being scrapped, and the [8:31] only restriction ended up being that you [8:33] could only make one per server. [8:35] Regardless, this would end up being one [8:37] of the expansion's major selling points, [8:39] as it was the first new class that [8:41] players saw in 4 years, and many [8:44] questions circulated around them, such [8:46] as what races can play them, what roles [8:48] do they fit, and just how powerful would [8:51] they be? Another big feature was the [8:53] achievement system, which would be a [8:56] completionist's dream. Of course, just [8:58] with any MMO, there are many things to [9:00] do. There are dungeons to run, raids to [9:03] complete, professions to level, gold to [9:05] earn, players to kill. But with all of [9:08] them, what you would have to show for it [9:10] usually were just some memories and some [9:13] loot. In Wrath, however, this changed as [9:16] it was when Blizzard added this new form [9:18] of character progression where the game [9:19] would now track and publicly record what [9:22] were called achievements. They varied [9:25] quite wildly in every stretch of the [9:27] game, such as dungeons, raids, PvP, [9:30] economy, reputations, [9:32] pretty much everything, even silly [9:34] random side activities that no one would [9:37] do aside for the sake of the achievement [9:39] itself. As a reward for each [9:41] achievement, the player would receive a [9:43] certain amount of points, and in some [9:45] cases even rare cosmetic rewards such as [9:47] pets, mounts, and even titles. Some [9:50] people find it surprising today that [9:52] siege vehicles were a highly touted [9:55] feature. Siege weapons [10:02] and buildings that can be destroyed with [10:03] those siege weapons. [10:07] These would be vehicles that players [10:08] would control to wreak havoc, giving [10:11] them powerful abilities. and they [10:13] primarily appeared in various quests [10:15] throughout North Rend, but also in some [10:17] more pivotal activities such as the [10:20] second raid tier, Old War and also the [10:22] new PvP zone, Winter Grasp. As useful as [10:26] flying was in the Burning Crusade, one [10:28] of its undeniable downsides was that it [10:30] hurt world PvP, they tried to dampen [10:33] this by adding some side PvP objectives [10:35] in many of the zones. Hala and Arand [10:38] probably being the most major that [10:40] people remember. But when players can [10:43] simply zoom away at a 300% speed flying [10:46] mount, it's much harder to get a natural [10:48] and organic war started like the classic [10:51] Tanel versus Southshore battles from [10:53] vanilla WoW. So Winter Grasp was an [10:56] attempt to rectify this. It was [10:58] essentially this whole dedicated zone [11:00] where everyone is flagged for PvP. [11:03] Flying is disabled and throughout the [11:06] day, the battlefield would become active [11:08] and the two sides would fight for [11:09] control of the winter grass keep which [11:12] gave access to vendors, items, and even [11:15] an entire raid. The winner of the battle [11:17] would be the defender on the next stage [11:19] and the loser the attacker. and they [11:22] would have to use siege vehicles to [11:23] attack and defend the keep within a [11:25] certain amount of time in this attempt [11:27] to reinvigorate world PVP back into the [11:30] game. These siege vehicles would also [11:32] see use in two completely new [11:34] battlegrounds, the Strand of the [11:36] Ancients and the Aisle of Conquest, [11:39] where with the former, similarly, the [11:41] two factions would take turns attacking [11:42] and defending a keep through their use [11:44] of catapults and turrets and good [11:46] oldfashioned ground combat. whichever [11:49] 15-man side that captured it in the [11:51] fastest amount of time was the winner. [11:54] And as for the aisle, this was a larger [11:56] 40 vers40 battleground that similarly [11:58] had a focus on siege vehicles and [12:00] breaking through gates to Russia keep. [12:03] Although in this one, both teams would [12:04] be both attacking and defending at the [12:06] same time. Just as how the Burning [12:09] Crusade released the new jewel crafting [12:11] profession, Wrath had inscription which [12:14] could make stat boosting scrolls, [12:17] vellums for enchanters to turn into [12:19] consumable enchants, and most [12:22] importantly, they could also make [12:23] glyphs, which were another new feature. [12:25] This was something that was akin to the [12:28] talent tree system where players could [12:30] add another layer of customization by [12:32] placing both minor and major glyphs on [12:35] their character that altered their [12:36] abilities in various ways. For example, [12:39] hunters could get one that reduced the [12:41] cooldown of their aimed shot or [12:44] increased the duration of their serpent [12:46] sting as major glyphs or mend pet [12:48] increases pet happiness as a minor [12:51] quality of life glyph in this attempt to [12:53] add more agency in build customization. [12:56] And last, but certainly not least, raids [13:00] actually underwent a significant [13:02] evolution with the introduction of [13:04] another raid size 10men. Initially, [13:08] World of Warcraft, of course, launched [13:10] with the quite ambitious 40man size, [13:13] which certainly delivered an epic [13:14] experience as players teamed up with 39 [13:17] others worldwide to tackle colossal [13:19] bosses. But, as you would know if you [13:22] saw the Burning Crusade episode, this [13:24] size posed challenges, including, but [13:26] not limited to complex raid compositions [13:29] and design constraints. Creating [13:32] environments large enough for 40 players [13:35] and a boss proved quite difficult and [13:37] sometimes even leading to entire raid [13:40] cancellations. Consequently, The Burning [13:42] Crusade reduced the standard raid size [13:44] to 25. This 15 player reduction was [13:48] wellreceived for its convenience, which [13:51] prompted Blizzard to offer an even [13:53] smaller 10-man option in Wrath. This [13:55] flexibility was certainly welcomed, but [13:58] there was one string attached, and [14:00] that's the fact that they yielded scaled [14:02] down loot as Blizzard aimed to keep [14:04] 25man raids as the primary focus of the [14:07] raiding scene. So, there was still some [14:10] reluctance clearly in rewarding the best [14:12] loot for such a downsized activity. [14:16] [Music] [14:27] And so the stage for another expansion [14:30] was set. Most of this news came during [14:32] the Burning Crusade, of course. So [14:35] players not only had their hands full, [14:37] but they also had a plethora of new and [14:39] exciting content to look forward to. [14:42] They blasted through the fallen black [14:44] temple and battled in the dangerous [14:46] halls leading to the Sunwell with very [14:49] few actually finishing the expansion [14:51] before the date arrived. [14:55] [Music] [15:02] November 13th, 2008, the release of [15:05] World of Warcraft second expansion, The [15:08] Wrath of the Lich King. This was still [15:10] the era of physical media, which I [15:12] always like to mention. Today with [15:14] digital downloads, it's as simple as [15:16] sitting at your computer and clicking a [15:19] button. But back then, if you wanted to [15:21] be one of the first to explore the new [15:23] zones, you had to wait in line at Best [15:25] Buy or whatever retailer that you [15:28] preferred and sit with a bunch of [15:30] unbathed nerds in eager anticipation of [15:33] this worldwide cultural phenomenon. It [15:36] really hearkens back to the old days of [15:37] Blizzard with this huge sense of [15:40] community and really just this [15:43] celebration of this combined love and [15:45] addiction. So you'd pick up a copy, your [15:48] social energy completely spent for the [15:51] day, rush home and install it. But [15:54] today, computers aren't even typically [15:56] sold with disc drives anymore. Just [15:59] another relic of a bygone era. And so [16:02] the boats and zeppelins leading to [16:04] Northrand officially launched and the [16:06] player began their campaign into the [16:09] Lich King's doorstep. Something unique [16:11] with the expansion that was noticed [16:13] immediately was that for the first time [16:16] players could choose between two [16:17] starting zones. Whereas the Burning [16:19] Crusade followed this more linear style [16:21] of progression with the Hellfire [16:23] Peninsula and then Zanger Marsh Terraar [16:26] and so on. Both of these starting zones, [16:28] the Boran Tundra and the Hauling Fjord, [16:31] led to their own follow-up zones, which [16:34] had several advantages. The first being [16:36] simply splitting the massive player base [16:39] up. As exciting expansion launches are, [16:42] an annoyance, especially back in the [16:44] day, is that there's maximum competition [16:46] for quest NPCs, and players often find [16:50] themselves sitting around racing to take [16:52] critical spawns in time. While this [16:54] still definitely happened in Wrath, it [16:57] was dampened a bit by the player base [16:59] essentially being split in half between [17:01] these two starter zones. It also had the [17:03] advantage of adding replay-ability. By [17:05] this time in the game's life, many [17:07] people had alternate characters that [17:09] they would play on the side. So where [17:12] they first maybe went through the borian [17:13] tundra on their alt they could do the [17:15] hauling fjord instead which led into the [17:18] grizzly hills offering a completely [17:20] unique experience between its unique [17:23] quests and dungeons. If you did manage [17:26] to see the Burning Crusade episode, you [17:28] may remember that I mentioned that Wrath [17:30] is when they really started to focus on [17:33] the story element of the MMO RPG genre. [17:36] While I'd say that this started to ramp [17:38] up in the Burning Crusade with its large [17:41] focus on major lore characters like [17:44] Illan Storm Rage and Keelth Sunstrider, [17:46] this is really when they kicked it into [17:48] maximum overdrive with its focus on the [17:51] new Lich King, Arthus Menithol. He was [17:53] made the primary focus from the [17:55] beginning to the end. And he was [17:58] referenced in quests. He made [18:00] appearances at the end of major quest [18:02] chains or dungeons. And although I won't [18:05] go over his full story, I'll leave that [18:07] to the professionals like Noble, I did [18:09] want to briefly cover Arthus' arc [18:11] because it is so important to the [18:14] identity of the expansion. So this [18:16] episode will have a little bit of extra [18:18] lore here. So, Arthus Menithol, born the [18:22] heir to the throne of Lordon, grew up in [18:24] a golden age of peace under his father, [18:27] King Tyrannis Menithol. Trained as a [18:29] warrior and paladin of the Silverhand [18:32] under the legendary Uther the [18:34] Lightbringer, Arthus embodied courage [18:36] and devotion with his heart set on [18:39] protecting his people. His charm and [18:41] resolve won the affection of Jana [18:43] Proudmore, a gifted mage. And as a young [18:46] man, Arthus carried the weight of his [18:48] kingdom's future, and his life was [18:50] steeped heavily in duty and promise. But [18:53] as always, darkness loomed over Lord [18:56] Ron. A mysterious plague began to [18:58] spread, turning villagers into mindless [19:00] undead, and Arthus, tasked with [19:03] defending his homeland, discovered the [19:05] plague's origin. It was orchestrated by [19:07] the Scourge, the undead army controlled [19:10] by the Lich King, who at the time was [19:12] Nirzul. Investigating the outbreak, [19:15] Arthus confronted the necromancer [19:17] Kelazad, slaying him. But in the [19:20] process, he learned of a dreadlord named [19:22] Malganis, who was the one that [19:24] orchestrated the scourge's advance. His [19:27] pursuit of justice led him to the city [19:29] of Stratholm, where the infected [19:31] populace was on the verge of turning. In [19:34] a fateful decision, Arthus ordered the [19:36] city to be purged, slaughtering its [19:38] citizens to halt the plague spread. [19:40] What? How can you even consider that? [19:44] There's got to be some other way. Jana [19:46] and Uther, horrified by the act, [19:48] abandoned him, leaving Arthus isolated [19:51] and his moral compass beginning to [19:53] falter. Driven by pure vengeance. Now [19:56] Arthus chased Malganis to the frozen [19:58] wastess of Northrand, and it was there [20:00] he encountered the cursed blade [20:02] Frostorn. Its icy whispers promising the [20:05] power to defeat his enemy. Ignoring the [20:08] warnings of its soulstealing curse, [20:11] Arthus claimed the blade and its dark [20:13] power consumed him. He ended up [20:15] vanquishing Melanis, but at a terrible [20:18] cost. Frostorn had bound his soul to the [20:21] Lich King, and he returned to Lord Ron [20:24] as a death knight, murdering his father [20:26] and plunging his kingdom into chaos. He [20:29] then resurrected Kelazad as a lich and [20:33] he led the scourge in a rampage, [20:35] destroying the elven kingdom of Qualas [20:37] and corrupting the Sunwell they were [20:39] protecting. As the Lich King's champion, [20:42] he waged war against the living. But the [20:45] Lich King's power waned when Illan Storm [20:47] Rage attacked the Frozen Throne in [20:49] Northend. Arthus then journeyed to [20:51] defend his master, defeating Illan in a [20:54] fierce duel outside of Ice Crown [20:56] Citadel. And then at the frozen throne, [20:58] he dawned the helm of domination, which [21:01] merged him with the spirit of Nurzul, [21:03] the original Lich King. Their [21:05] consciousness now fused with Arthus' [21:08] world dominating. He became the new Lich [21:10] King, a tyrant enthroned in ice, and [21:13] commanding the scourge from Ice Crown [21:16] Citadel. Which brings us to the events [21:18] of the wrath of the Lich King, where he [21:20] finally unleashed the scourge upon [21:22] Azeroth. He attacked cities directly, [21:25] raised monstrous lieutenants like the [21:27] dragon Synindraosa, and forged new death [21:30] knights to serve his will. Yet, a [21:32] flicker of his humanity remained, [21:34] restraining the scourge's full [21:36] devastation. Today, in the current [21:39] expansions, the story is such a huge [21:41] focus of the game. All of the plot lines [21:44] are intertwined with some form of main [21:46] quest. There exists external lore books [21:49] as well as a plethora of in-game [21:51] cutscenes. The first of which was [21:53] encountered in none other than wrath [21:55] with the wrath gate where Bolvar for [21:58] dragon and some orc doucher who cares [22:00] about his name have a brief encounter [22:02] with the lich king himself. Bulvar take [22:06] the light for the order for the [22:08] alliance. [22:12] [Music] [22:13] [Applause] [22:18] Back you mindless wretch. [22:27] Fight on brothers. [22:38] Rise up, sons of the horde. Blood and [22:41] glory await us. [22:46] [Music] [22:48] Tar [22:50] for the [22:53] I was wondering if you'd show up. I [22:56] couldn't let the Alliance have all the [22:58] fun today. [23:02] [Music] [23:10] Arus, [23:11] the blood of your father, of your [23:15] people, demands justice. [23:19] Come forth, coward, and answer for your [23:23] crimes. [23:38] You speak of justice, of cowardice. [23:42] I will show you the justice of the grave [23:46] and the true meaning of fear. Enough [23:51] talk. Let it be finished. [24:07] You will pay for all the lives you've [24:10] stolen, traitor. Boldly stated, but [24:15] there is nothing you can do. [24:20] What [24:23] did you think? We had forgotten. [24:28] Did you think we had forgiven? [24:32] Behold now the terrible vengeance of the [24:36] forsaken. [24:38] Sylvanas. [24:41] Death to the scourge and death to the [24:45] living. [24:55] [Music] [25:05] This [25:07] isn't [25:09] over. [25:14] Now [25:16] all can see. This is the hour of the [25:22] forsaken. [25:25] [Music] [25:27] We're finished. [25:29] No escape [25:31] for any of us. [25:44] [Music] [25:51] [Music] [26:08] [Music] [26:12] This was a really historic moment. in [26:14] its history and it marked this sort of [26:16] evolution into the modern era. It wasn't [26:19] a full-on cinematic like with the [26:21] official trailers. It was more of the [26:24] then very popular machinima style where [26:26] it used in-game models and animations [26:29] for the most part. At this point in [26:31] 2008, YouTube had started to really gain [26:34] a lot of popularity. And out of all of [26:37] the World of Warcraft related content on [26:39] the website, some of the most popular [26:41] were called machinimas, which were [26:43] fan-made animations and stories and [26:46] adventures within the World of Azeroth. [26:48] Illegal Danish will be ours. It's [26:51] unmistakable that Blizzard drew much [26:53] inspiration from them in the making of [26:56] the Wrath Gate cutscene. This focus on [26:58] the story would also be quite heavily [27:01] influenced by the entire quest campaign [27:04] as well as key dungeons such as for [27:06] instance the calling of Stratholme where [27:08] you witnessed firsthand that fateful day [27:10] where Arthus made the decision to kill [27:13] the entire civilian population and face [27:15] off against Malganis. But as for the [27:18] more flashy things like the features, [27:20] starting with the death knight from the [27:23] beginning, although they were [27:24] technically labeled a hero class, the [27:26] developers made it clear that they [27:28] wouldn't be more powerful than the rest [27:29] of the classes in the game. One of the [27:31] goals with the death knight was epic but [27:33] equal. So epic in how you obtain it, [27:35] epic in how it feels, but not any more [27:38] powerful than any other classes. Spoiler [27:40] alert, they were incrediblying [27:43] overpowered. Like seriously, it was [27:46] ridiculous. Even to this day, people [27:49] disregard an entire arena season because [27:52] they were just so absolutely [27:54] overpowered. They're essentially all [27:56] three roles mixed into one. Tank, DPS, [27:59] and healer if you count self-heals and [28:02] all guarded by heavy plate armor. Their [28:04] blood specialization focused primarily [28:07] on survivability and self-healing. Their [28:10] frost was more magic based, buffing [28:12] frost related attacks, and undead was [28:15] more necromancy, increasing the potency [28:17] of plagues and diseases, as well as [28:21] undead minions. All three were used for [28:23] their own purposes, but no matter what, [28:26] they were incredibly powerful in both [28:28] PvE and PvP. As for their actual [28:31] gameplay, they were kind of a hybrid of [28:33] the warriors rage and the rogu's energy [28:36] systems mixed into one with runes and [28:39] runic power. Some abilities cost runes [28:42] which regenerated over time much like [28:44] energy and generated runic power much [28:47] like the warrior's rage and others [28:49] typically more powerful abilities [28:51] consumed that runic power once again [28:54] much like the warrior. And although all [28:56] three specializations were unique from [28:58] each other, they were all designed for [28:59] both tanking and DPS with a surprising [29:03] amount of self-healing. So despite [29:05] whatever the developers claimed, they [29:07] were the god class and they were heavily [29:10] overpop populated as a result. Some [29:12] people even speculated that it was done [29:15] intentionally in order to sell more [29:17] expansions. As mentioned, another huge [29:20] feature were the changes tied to the [29:22] raids as they mark a really huge change [29:25] in the endgame design of the game. I [29:27] mentioned this in the Burning Crusade [29:29] episode, but in regards to its raid [29:31] difficulty, if you couldn't clear it, [29:34] you simply couldn't clear it. And the [29:36] only two options were to either play [29:38] better or wait for a nerf. At that [29:40] point, there was no easy difficulty mode [29:43] to retreat to to see the content in its [29:46] entirety. But this all changed with the [29:49] Wrath of the Lich King expansion. At [29:51] first, with the new 10-man mode, they [29:53] weren't just easier logistically in [29:56] gathering players. They were just plain [29:58] easier, which is reflected in the lower [30:00] quality loot. And even then, compared to [30:03] the extreme difficulty of the Burning [30:05] Crusade raiding scene, 25man mode was [30:08] also made to be more accessible. The [30:10] expansion actually started off with a [30:12] re-release, Nex Ramis, which was the [30:15] final raid tier 4 vanilla World of [30:17] Warcraft. The reasoning for this was [30:19] that since so few players ended up [30:21] seeing it in vanilla, it was pretty much [30:23] a new raid for 99% of the player base. [30:26] The only difference being bosses were of [30:28] course upscaled to level 80, and some [30:30] mechanics changed and were added here [30:33] and there. The raid itself was mostly [30:35] the same as its original release, except [30:38] for one thing. its difficulty, which was [30:41] far easier. It was clear between the [30:44] difficulty level and logistics. Blizzard [30:47] wanted rating to be more accessible, but [30:49] at the same time, they also didn't want [30:51] to forget the more hardcore players. And [30:54] they sought to rectify this by adding [30:56] the first version of hard modes to the [30:58] game with the second raid tier, Aldoir, [31:00] where many of the fights had these [31:02] optional challenges to complete that [31:04] intensified both their difficulty and [31:07] the quality of loot. again trying to [31:09] serve both hardcore and casual players [31:12] and providing a viable option for both. [31:15] Although this was quite wellreceived, [31:17] they would eventually settle on what [31:19] would become standard for the game for [31:21] the next decade, and that's heroic mode [31:23] with their next raid tier, the trial of [31:25] the crusader, where for both sizes, [31:28] players could set the difficulty to the [31:30] much more intense heroic mode, where [31:33] bosses have more health, they deal more [31:35] damage, and sometimes even have added [31:38] mechanics to deal with. The challenge [31:39] was back full force back to the Burning [31:42] Crusade levels, I would say, but it was [31:44] now a toggled option instead of the only [31:47] option. They would, of course, [31:48] eventually take this even further with [31:51] the LFR mode later introduced in the [31:53] next expansion, the Cataclysm. But it [31:56] was indeed Wrath is where they started [31:58] pursuing this philosophy of making [32:00] raiding much more accessible for the [32:02] more casual players. As for the [32:04] dungeons, they were as well-designed as [32:06] ever. From the Viking halls of the [32:08] Otgard Pinnacle to the Lost Titan vaults [32:11] of the Halls of Stone or the [32:13] timetraveling culling of Stratholme, [32:15] there was as much variety as ever. As [32:17] for their actual difficulty, similar to [32:19] raiding, they were more accessible in a [32:22] few different ways. Heroics in general [32:23] were much easier compared to their [32:25] Burning Crusade counterparts, and they [32:28] no longer required reputation farming to [32:30] even enter them, although the [32:31] reputations tied to them were still [32:33] crucial for the various enchants. [32:36] Speaking of this, reputation hubs, which [32:38] were just introduced in the previous [32:40] expansion, were being expanded upon at [32:42] this point. Many of the factions had [32:44] these hubs where players would return to [32:47] daily to farm reputation. And as you may [32:50] know, if you watched other episodes, [32:52] these daily activities would eventually [32:54] take over the game in many ways. But in [32:57] Wrath, most would say that they were [32:59] still quite tame. But the dungeons [33:01] themselves are also quite important to [33:03] talk about because they are tied to [33:05] another major design shift with the [33:08] introduction of the dungeon finder which [33:10] was added post-release in patch 3.3. [33:13] Discounting battlegrounds. This was the [33:15] first cued instance finder for the game [33:18] where with a click of a button you would [33:20] be paired up with other players for any [33:22] Northrand dungeon of your choosing. In [33:24] its initial release, you are locked to [33:26] players on your server and your server [33:28] only. But they would eventually make it [33:31] cross server. And as wellreceived as it [33:34] was at the time, it would later become [33:35] quite controversial and named as one of [33:38] the main reasons why the game eventually [33:40] lost its social atmosphere. By skipping [33:43] the group forming process and talking to [33:45] people, traveling to the dungeon, [33:48] helping each other find the actual [33:49] location. a lot of the interaction was [33:51] removed and the experience became less [33:54] social because eventually you were just [33:57] teleported immediately to the dungeon [33:59] with people on another server that [34:02] you'll probably never interact with [34:04] again. So there was very little reason [34:07] to engage with each other. All of this [34:09] kind of dampened the social experience [34:12] and that's something that many today [34:14] claim to be one of its most appealing [34:16] traits being an MMO RPG. Additionally, [34:19] another major design shift were [34:21] achievements. And these two were very [34:24] wellreceived at the time. It gave people [34:26] goals, things to chase, and it was a [34:29] very time-consuming form of character [34:31] progression aimed towards [34:33] completionists. The tasks were extremely [34:36] varied. Some were trivial, some were [34:39] very challenging, and even today they're [34:42] respected as a form of vetery and [34:44] commitment as they were later removed as [34:46] the new expansions came out. But what it [34:49] also did was it made the game more goal [34:52] oriented and it fostered a culture where [34:55] players increasingly sought tangible [34:58] rewards for every action which in a way [35:01] unintentionally diminished the intrinsic [35:04] joy of just playing it for its own sake. [35:06] Activities like exploring the world, [35:09] role- playinging, or engaging in [35:12] spontaneous group content became less [35:14] common as players now started to focus [35:16] on optimizing their time to unlock [35:18] achievements. This pursuit of points and [35:21] rewards creates a checklist mentality [35:24] where actions without an associated [35:27] achievement or reward felt less [35:29] worthwhile. And none of this is really [35:32] to say that this is an objective [35:34] negative. Many in fact prefer this [35:36] philosophy. What it was undeniably is [35:38] that it was a major shift in its design [35:41] philosophy and it made the game feel [35:43] less wholesome for some as the sense of [35:45] wonder and communitydriven experiences [35:48] gave way to a more transactional and [35:50] goal-driven mindset. prioritizing [35:53] efficiency and rewards over immersion [35:56] and organic fun, which only did more to [35:58] diminish the social structure, which [36:01] combined with the dungeon finder had [36:03] taken a sizable hit in this expansion. [36:05] As for the classes, they were refined [36:07] even further than their Burning Crusade [36:09] versions. And there's now virtually no [36:12] spec that was completely useless in [36:14] every corner of the game. Whether it was [36:16] PvE or PvP or maybe solo farming, they [36:20] had their usefulness in some way and [36:22] each spec began to feel more unique from [36:24] each other and they really started to [36:26] carve out their own identity. Toolkits [36:28] and talent trees had really began to [36:30] balloon at this point. So much so that [36:33] Blizzard felt like they had to address [36:35] it in the next expansion. But it's a [36:37] popular opinion today that people [36:39] consider the overall class balance and [36:41] design to be in a pretty good spot for [36:43] both PvE and PvP. And again, another [36:46] huge change in this aspect was the [36:49] addition of dual spec, where players [36:50] could pay a thousand gold at any class [36:52] trainer to unlock the ability to switch [36:54] between two different specializations. [36:57] This was an absolutely huge quality of [37:00] life feature that had been requested for [37:02] many years, ever since vanilla. Up until [37:05] this point, if a player ever wanted to [37:07] switch, they would have to return to [37:09] town, pay a respec fee, and then [37:11] manually reorganize their action bars. [37:14] and in many cases gear accordingly which [37:16] was both expensive and cumbersome. And [37:19] while this does have its own benefits [37:21] such as serving as a constant gold sink [37:24] to keep the economy in check at this [37:26] point many deemed it to be archaic and [37:28] clunky. So this was received [37:30] extraordinarily well especially now that [37:32] the specs really started to stand out [37:34] from one another and offer more unique [37:37] experiences. It also had the advantage [37:39] to promote experimentation and support [37:42] cross-pollination as PvEers began to PvP [37:45] more and PvPers would PvE more. Speaking [37:49] of PvP, as for Winter Grasp, it did see [37:52] mixed reactions. Many would praise the [37:54] attempt to bring back world PvP and the [37:57] new siege vehicle system was pretty [37:59] exciting and fresh and the stakes were [38:01] quite high even for PvPers as the winner [38:04] would gain access to the Vault of [38:05] Archavan raid which held highle loot for [38:07] both PvE and PvP. It did have some [38:10] issues since the stakes were so high. [38:12] There had to be some enforcement of [38:14] balance so that one side wouldn't just [38:16] heavily outnumber the other, meaning [38:18] that in order to even enter the zone [38:20] while a battle was active, you would [38:22] have to enter a queue. So, this combined [38:24] with the fact that it was also objective [38:27] based. To many, it felt like world PvP [38:30] in name only as it lacked that complete [38:33] unadulterated freedom that was core to [38:35] the activity. Essentially, it was a [38:38] battleground out in the world. Also, [38:40] even with forced balancing, some servers [38:43] were still so imbalanced that it was [38:45] virtually impossible for one faction to [38:47] win, which meant that they would be [38:49] locked out of raid content, which [38:51] definitely didn't sit well, especially [38:53] considering that this was also the era [38:55] of the cash shop where you could buy a [38:57] number of services, including a paid [38:59] faction change. Funny enough, although [39:02] the game was at the height of its [39:04] popularity, it did come with some [39:05] troubling news, as this was when [39:07] Activision had acquired Blizzard's [39:10] parent company, Vivventi. Activision at [39:12] this point had already gained a [39:14] reputation of acquiring and subsequently [39:17] shutting down game studios, and the ones [39:20] that weren't shut down had intrusive [39:22] cash shop elements forced into them to [39:24] increase their profitability at the [39:26] expense of gameplay. So when they [39:28] started to sink their claws into one of [39:30] the most beloved developers in the [39:32] industry at the time, many thought that [39:34] it was only a matter of time before it [39:36] would see a similar fate. Appropriately, [39:39] the expansion ended with a final [39:41] encounter with the Lich King at top the [39:44] Ice Crown Citadel in one of Blizzard's [39:46] most complex and impressive fights to [39:49] date. Tyrion and the adventurers ended [39:51] up victorious with Arthus having a [39:53] moment of clarity in his final moments. [39:56] and one of the most iconic cutscenes in [39:58] the game's history. [40:00] [Music] [40:11] Father, [40:13] is it over? [40:17] At long last, [40:20] no king rules forever, my son. [40:24] I see [40:26] only darkness [40:29] before me. [40:38] [Music] [40:48] Without its master's command, the [40:51] restless scourge will become an even [40:53] greater threat to this world. [40:57] Control must be maintained. [41:01] There must always be [41:04] unleash kings. [41:10] [Music] [41:25] [Music] [41:32] The weight of such a burden. [41:36] It must be mine. For there is no other [41:39] Tyrion. [41:41] You hold the crim destiny in your hands, [41:44] brother, but it is not your own. Bulva, [41:49] [Music] [41:51] by all that is holy. The dragon's flame. [41:56] Seal my fate. [41:58] The world of the living can no longer [42:01] comfort me. [42:07] Place the crown upon my head, Tyrion. [42:10] Forever more, I will be the jailer of [42:14] the damned. No, old friend. I cannot do [42:18] it, Tyrion. [42:20] You and these brave heroes have your own [42:22] destinies to fulfill. [42:24] This last act of service [42:28] is mine. [42:30] [Music] [42:41] You will not be forgotten, brother. I [42:43] must be forgotten, Tyrion. If the world [42:46] is to live free from the tyranny of [42:48] fear, they must never know what was done [42:51] here today. [42:53] [Music] [43:14] Tell me that the Lich King is dead and [43:18] our dragon died with him. [43:25] Now go, leave this place and never [43:30] return. [43:34] And so a new Lich King is born. The [43:37] threat halted for now as the adventurers [43:39] turn to a new threat looming back home [43:41] in the Eastern Kingdoms and Calumdor. In [43:44] the end, Wrath was a great expansion, [43:46] and for many, its shortcomings were [43:49] vastly overshadowed by its many [43:51] strengths, and this is reflected by its [43:53] subscription numbers. is where the game [43:55] hit its peak player count at 12 million. [43:58] There's a reason why it's so often [44:00] regarded as one of the most beloved [44:02] expansions in the game's history, and [44:04] it's largely due to its compelling [44:06] narrative, refined gameplay, and it's [44:09] broad appeal to both casual and hardcore [44:12] players. The story of Arthus Menithol, [44:15] whose tragic arc from the fallen prince [44:17] to a malevolent overlord, resonated [44:20] deeply with fans of the Warcraft lore. [44:22] The Northrand continent with its [44:24] hauntingly beautiful zones provided a [44:27] visually stunning and immersive backdrop [44:29] that enhanced that storytelling and it [44:32] was all supported by a soundtrack that [44:33] was appropriate and memorable. The [44:36] rating experience, its flexible [44:38] difficulty and size and memorable [44:40] environments like Nixramisoir [44:43] and Ice Crown Citadel go down today as [44:46] particularly well done. Old War [44:47] especially is often cited as the [44:50] pinnacle of raid design due to its [44:52] creative mechanics and immersive lore. [44:54] The introduction of death knights, [44:56] despite being completely overpowered, [44:58] added a fresh and edgy play style, and [45:01] it appealed to players eager for [45:02] something new. And lastly, its [45:04] additional features like the achievement [45:06] system kept players engaged outside of [45:08] raids, while its quality of life [45:10] improvements such as dual spec or the [45:13] dungeon finder made it more accessible [45:15] as a whole. From its launch to its [45:18] conclusion, Wrath was a story of finding [45:20] the right balance between accessibility [45:22] and challenge and appealing to a wide [45:25] audience during its peak popularity. And [45:27] it's quite easy to recognize why many [45:30] thought that World of Warcraft's second [45:31] expansion, The Wrath of the Lich King, [45:34] was great. [45:36] [Music] [45:44] Farewell for now, mortalists. We hope [45:47] you enjoyed today's video. See you again [45:50] soon.