Learning to raid: in praise of WOW’s finest dungeon

World of Warcraft turned ten on Sunday, and all throughout this week we’ll be marking the anniversary with a series of features from across Eurogamer’s editorial team. Today, John reminisces on the game’s early raiding scene, and pays tribute to one of Blizzard’s greatest dungeons.

There were two paths ahead of you if you wanted to sample WOW’s end-game raiding scene prior to the release of the game’s first expansion. First, there were the cavernous zones such as Molten Core, designed for guilds large enough to field 40 players against the game’s most monstrous creations. More accessible on paper – yet arguably less forgiving in practice – were the 20-player affairs like Zul’Gurub, the dense tropical jungle filled with poison and panic.

The Burning Crusade expansion shook things up by introducing an upper limit of 25 players for all raiding content. This transition towards tighter and more focused group combat was a double-edged sword, however. Raiding certainly became more accessible for players like me who existed outside of the largest guilds, but established raiding communities suffered a blunt mathematical division within their ranks.

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  • This Post originally appeared on:
  • Eurogamer.net
  • Bad puns and video games since 1999.
  • Originally dated as:
  • 24 Nov 2014 11:00:00 +0000