Reception
World of Warcraft was almost universally praised by critics[51] upon release, following a period of high anticipation before launch.[54] Although the game follows a similar model to others in the genre[14] and was noted for having many familiar concepts from roleplaying games,[53] the new approaches to reduce pauses between game encounters was well liked.[22] A common example was the new approach to character death; in previous MMORPGs a player would suffer a high penalty for character death, while in WoW a player would be able to recover and start playing quickly.[14] Combat was another area where "downtime" or pauses between play were reduced. By allowing all character types to recover from damage taken, players could return to combat quickly.[22] It was felt that these changes in pacing would make the genre more accessible to casual players, who would be able to play for short periods and still achieve something,[22] while still having a depth of game that would attract players at all levels of interest in the genre.[24] 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[14] Questing was described as an integral part, often being used to continue a storyline or lead the player through the game.[22] The high number of quests in each location was popular, as well as the rewards for completing them.[14] It was ...