The company offers parental controls[40] that allow various limits to be set on playing time. It is possible to set a daily limit, a weekly limit, or to specify an allowed playing schedule. 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.[41] The company supports this kind of protection as otherwise the potential players or their supervisors may choose to uninstall or block the game permanently.

World of Warcraft is set in the same universe as the Warcraft series of real-time strategy games and has a similar art direction.[10] World of Warcraft contains elements from fantasy, steampunk, and science fiction: such as gryphons, dragons, and elves; steam-powered automata; zombies, werewolves, and other horror monsters; as well as time travel, spaceships, and alien worlds.
31 oct Dudas tecnicas sobre el classic Buenas tardes,o noches,o lo que sea donde vivais. Tengo la duda de si el classic,si no meten nuevos modelos y siguen con los antiguos y demas pesca,pediran menos requisitos para jugarlo. actualmente juego bfa entre 24 y 15 fps xD mi pc es un chiste,pero aun asi,creo que el clasico podria correrlo bien al pedir menos. y queria preguntaros si pediran los mismos requisitos que el original o masKraxos2 31 oct
World of Warcraft fue aclamado universalmente por la crítica después de ser lanzado,39​ siendo precedido de un período de grandes expectativas antes de su publicación.35​ Aunque el juego sigue un modelo similar a otros del género15​ y usa conceptos de los juegos de rol,32​ las nuevas propuestas para reducir las pausas entre encuentros fueron bien recibidas.15​ Como por ejemplo la muerte, en algunos MMORPG previos el jugador sufría una fuerte penalización por morir, mientras que en World of Warcraft el jugador se recuperaba y comenzaba a jugar rápidamente.15​ El combate fue otro espacio donde se produjeron cambios, al permitir al jugador recuperarse rápido del daño sufrido podían volver rápido a la batalla.41​ Estos cambios daban la sensación que harían al juego más accesible a jugadores ocasionales, que podrían jugar por periodos cortos de tiempo y aun así conseguir algo,41​ mientras que a la vez se mantenía la profundidad en el juego de manera que se permitiera a los jugadores de los niveles más altos mantener el interés en el juego.42​ El concepto de "bono por descanso" o el incremento de la velocidad con la que el jugador gana experiencia permitía a los jugadores alcanzar rápidamente el nivel de sus amigos.15​
World of Warcraft received very positive reviews upon release,[80] following a period of high anticipation before launch.[86] Although the game follows a similar model to—and was noted for using many familiar concepts from—the role-playing genre,[10][81] the new approaches to reducing pauses between game encounters were well liked.[21] A common example was the approach to character death. In some previous MMORPGs, a player would suffer a high penalty for character death; in World of Warcraft, a player is able to recover and start playing quickly.[10] Combat was another area where "downtime", or pauses between play, was reduced. By allowing all character types to recover from damage taken, players can return to combat quickly.[21] Reviewers felt that these changes in pacing would make the genre more accessible to casual players—those who play for short periods of time—[21] while still having "deep" gameplay that would attract players of all levels of interest.[20] The concept of a "rested bonus", or increasing the rate at which a player's character gains experience, was also welcomed as a way for players to quickly catch up with their friends in progression.[10]

Much of World of Warcraft play involves the completion of quests. These quests are usually available from NPCs.[19] Quests usually reward the player with some combination of experience points, items, and in-game money. Quests allow characters to gain access to new skills and abilities, as well as the ability to explore new areas.[20] It is through quests that much of the game's story is told, both through the quest's text and through scripted NPC actions.[21] Quests are linked by a common theme, with each consecutive quest triggered by the completion of the previous, forming a quest chain. Quests commonly involve killing a number of creatures, gathering a certain number of resources, finding a difficult to locate object, speaking to various NPCs, visiting specific locations, interacting with objects in the world, or delivering an item from one place to another to acquire experience and treasures.
As with other MMORPGs, players control a character avatar within a game world in third- or first-person view, exploring the landscape, fighting various monsters, completing quests, and interacting with non-player characters (NPCs) or other players. Also similar to other MMORPGs, World of Warcraft requires the player to pay for a subscription by using a credit or debit card, using prepaid Blizzard game cards or using a WoW Token purchased in-game. Players without a subscription may use a trial account that lets the player character reach up to level 20 but has many features locked.[10]
World of Warcraft (abreviado como WoW, literalmente en español Mundo de Warcraft) es un videojuego de rol multijugador masivo en línea desarrollado por Blizzard Entertainment. Es el cuarto juego lanzado establecido en el universo fantástico de Warcraft, el cual fue introducido por primera vez por Warcraft: Orcs & Humans en 1994.4​ World of Warcraft transcurre dentro del mundo de Azeroth, cuatro años después de los sucesos finales de la anterior entrega de Warcraft, Warcraft III: The Frozen Throne.5​ Blizzard Entertainment anunció World of Warcraft el 2 de septiembre de 2001.6​
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