World of Warcraft - Wikipedia
You also run into older players whose stories you may find hard to believe - was there This page follows the timeline from the release of World of Warcraft through and StarCraft was that it was completely free to play those online after buying the . September 15 - Wrath of the Lich King release date announced to be. Specifically, we study the gameplay hours of online gamers and investigate since it involves many non-game-related factors, such as the release date of the game players will leave the game rather than just "how many" players will leave. World of Warcraft (WoW) is a massively multiplayer online role-playing game ( MMORPG) The highest noted World of Warcraft account trade was for £ (€, US$9,) in early September The high price .. "'World Of Warcraft: Warlords Of Draenor' Release Date Arrives, Blizzard Releases Day One Patch".
Battlegrounds, for example, are similar to dungeons: Competing in battlegrounds rewards the character with tokens and honor points that can be used to buy armor, weapons, and other general items that can aid a player in many areas of the game.
Winning a battleground awards more honor and tokens than losing. In addition, players also earn honor when they or nearby teammates kill players in a battleground. World of Warcraft takes place in a 3D representation of the Warcraft universe that players can interact with through their characters. The game world initially consisted of the two continents in Azeroth: Kalimdor and the Eastern Kingdoms.
Four separate expansions later added to the game's playable area the realms of Outland and Draenor and the continents of Northrend and Pandaria. As a player explores new locations, different routes and means of transportation become available.
Players can access "flight masters" in newly discovered locations to fly to previously discovered locations in other parts of the world. Although the game world remains relatively similar from day to day, seasonal events reflecting real world events, such as Halloween,  Christmas, Children's Week,  Easter, and Midsummer have been represented in the game world.
Locations also have variable weather including, among other things, rain, snow, and dust storms. In each major city, characters can access a bank to deposit items, such as treasure or crafted items. Each character has access to personal bank storage with the option to purchase additional storage space using in-game gold.
Mailboxes are used to collect items won at auction, and to send messages, items, and in-game money to other characters. These usually take place in dungeons—also known as "instances"—that a group of characters can enter together.
The term "instance" comes from each group or party having a separate copy, or instance, of the dungeon, complete with their own enemies to defeat and their own treasure or rewards. Dungeons are spread over the game world and are designed for characters of varying progression. A typical dungeon will allow up to five characters to enter as part of a group.
Some dungeons require more players to group together and form a "raid" of up to forty players to face some of the most difficult challenges. As the game client is the same regardless of the version of World of Warcraft the user owns, the option to purchase expansions online was added as it allows for a quick upgrade.
World of Warcraft is also available as a free Starter Edition, which is free to play for an unlimited amount of time. Starter Edition characters are unable to gain experience after reaching level 20, and there are other restrictions in effect for Starter Edition accounts, including the inability to trade, use mail, use Auction House, use public chat channels, join guilds or amass more than ten gold.
Subsequently, the amount that an NA token sells for remained selling at above 30, gold and the other Battle. Once a player buys a token on the auction house, it is account bound and cannot be resold. It is possible to set a daily limit, a weekly limit, or to specify an allowed playing schedule.
An Analysis of WoW Players' Game Hours
In order to control these settings, it is necessary to log in with different credentials than are used just to enter the game. It is also possible to receive statistics on the time spent playing. Apart from controlling children, adults sometimes use parental controls on themselves.
Plot This section describes a work or element of fiction in a primarily in-universe style. Please help rewrite it to explain the fiction more clearly and provide non-fictional perspective.
Timeline (World of Warcraft)
May See also: Meanwhile, dwarves, gnomes, and the ancient night elves pledged their loyalties to the Alliance, guided by the human kingdom of Stormwind. After Stormwind's king, Varian Wrynn, mysteriously disappeared, Highlord Bolvar Fordragon served as Regent but his service was affected by the mind control of the black dragon Onyxia, who ruled in disguise as a human noblewoman.
As heroes investigated Onyxia's manipulations, the ancient elemental lord Ragnaros resurfaced to endanger both the Horde and Alliance. Assault on Blackwing Lair Deep within Blackrock Mountain, the black dragon Nefarian conducted twisted experiments with the blood of other dragonflights.
Intent on seizing the entire area for his own, he recruited the remaining Dark Horde, a rogue army that embraced the demonic bloodlust of the old Horde. These corrupt orcs, trolls, and other races battled against Ragnaros and the Dark Iron dwarves for control of the mountain.
Nefarian created the twisted chromatic dragons and a legion of other aberrations in his bid to form an army powerful enough to control Azeroth and continue the legacy of his infamous father, Deathwing the Destroyer.
Nefarian was vanquished by the heroes from the Horde and the Alliance. Rise of the Blood God Years ago, in the ruined temple of Atal'Hakkar, loyal priests of the Blood God Hakkar the Soulflayer attempted to summon the wrathful deity's avatar into the world.
Timeline (World of Warcraft) - Wowpedia - Your wiki guide to the World of Warcraft
But his followers, the Atal'ai priesthood, discovered that the Soulflayer could only be summoned within the Gurubashi tribe's ancient capital, Zul'Gurub. Newly reborn in this jungle fortress, Hakkar took control of the Gurubashi tribe and mortal champions of the trolls' mighty animal gods. The Soulflayer's dark influence was halted when the Zandalari tribe recruited heroes and invaded Zul'Gurub.
The Gates of Ahn'Qiraj The great desert fortress of Ahn'Qiraj, long sealed behind the Scarab Wall, was home to the insectoid qiraji, a savage race that had once mounted an assault to devastate the continent of Kalimdor. But something far more sinister lurked behind Ahn'Qiraj's walls: As C'Thun incited the qiraji to frenzy, both the Alliance and Horde prepared for a massive war effort.
The heroes laid siege to the ruins and temples of Ahn'Qiraj and vanquished C'Thun. Shadow of the Necropolis In the Lich King's haste to spread the plague of undeath over Azeroth, he gifted one of his greatest servants, the lich Kel'Thuzad, with the flying citadel of Naxxramas, as a base of operations for the Scourge.
Specifically, we study the gameplay hours of online gamers and investigate whether strong patterns are embedded in their game hours. Our ultimate goal is to provide a prediction model of online gamers, which takes a player's game hours as the input and predicts whether the player will leave in the near future. The traces contain the gameplay histories of 34, players during a two-year period.
We believe that our study would be useful for building a prediction model of players' future game hours and unsubscription decisions; i. Therefore, from the perspective of game operators, predicting how many people will join a game and how long they will stay in the game is crucial, since these two factors dominate their revenue.
Predicting how many gamers will join a game before a game's launch is very difficult, if not impossible, since it involves many non-game-related factors, such as the release date of the game whether it is launched during the summer vacationthe artistic design whether it is comic-like or realisticcultural issues whether it is Eastern- or Western-styleand even advertising strategies. Predicting how long players will stay once they join a game is more feasible, as it should correlate with the extent of users' involvement in the game's virtual world.
Usually, this can be inferred from the players' external behavior, such as how quickly their avatars advance to new levels and how long they spend in the game each day. This paper presents a pilot study of predicting online gamers' subscription times.
In this paper, we use the term unsubscription decisions to describe such decisions. Predictions about players' unsubscription decisions are important to game operators because the decisions affect the operators' revenue directly. Our rationale is that, if we can predict the subscription time of players before they actually leave a game, the game operator can take remedial action to prevent the players' departure and improve the game based on feedback provided by those players.
Predictions about players' subscription time can provide the following benefits: Players usually quit a game because they are dissatisfied with the game's design or content, or even other players' cheating activities. Thus, to some degree, player unsubscriptions should indicate low user satisfaction.
In other words, if we can predict which players will leave the game in the near future, we may have a chance to stop them leaving, or at least understand their reasons and make future improvements. To this end, operators could conduct surveys to determine the causes of player dissatisfaction and improve the game accordingly. However, it is more likely that operators would receive useful comments because dissatisfied players who have been totally disappointed with a game may reluctant to take surveys from game companies.
The predictions about players' subscription times also facilitate predictions about the number of future players. Even though we can predict the number of players directly by using time series modeling [ 4 ], subscription time prediction provides more information because we can predict "which" players will leave the game rather than just "how many" players will leave.
With such information, game operators can plan their network and server allocation beforehand and optimize resource arrangements in the future. The traces contain the game play histories of 34, players during a two-year period. Our results indicate that, although short-term prediction is feasible, long-term prediction is much more difficult because players may become more involved in the game or lose interest over time.
The remainder of this paper is organized as follows. The authors' analysis showed that the inter-arrival times of game sessions follow an exponential distribution.