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23 November 2004Reputable source · 2 sourcesWell documented

World of Warcraft turns the MMO into a mass-market genre

Blizzard's fantasy world draws millions of subscribers paying monthly

On the timeline · around 23 November 2004 · Going Online and Everywhere3D, CDs, and the Console WarsGoing Online and EverywhereWorld of Warcraft turns the MMO into a mass-market genre200120022003200520062007

Quick facts

Developer
Blizzard Entertainment
Genre
MMORPG
Release
23 November 2004
Subscription price
About $15/month

What happened

Building on the 'massively multiplayer online role-playing game' concept Richard Garriott had described with Ultima Online in 1997, Blizzard Entertainment released World of Warcraft on 23 November 2004, a decade after the original Warcraft strategy game, setting it in the persistent fantasy world of Azeroth. Players created an avatar, joined guilds and raiding parties, and built social and even romantic relationships through the game's built-in chat while questing and fighting across a constantly evolving shared world. Blizzard charged a recurring subscription fee, roughly 15 dollars a month, at a time when many games were moving toward free access, and by February 2015 the game had accumulated more than 100 million accounts created since launch.

Why it matters

World of Warcraft demonstrated that a subscription-funded online world could sustain tens of millions of players for years rather than months, making the MMORPG a mainstream cultural and commercial category rather than a niche pursued mostly by dedicated PC gamers.

How we know

The Strong National Museum of Play's World Video Game Hall of Fame entry documents the game's MMORPG lineage, subscription model, and account figures; the Computer History Museum's independent timeline entry corroborates the November 2004 release and the game's guild and social systems.

Sources

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World of Warcraft turns the MMO into a mass-market genre · History of Video Games · SourcedStory