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In the two years since launch, World of Warcraft has has soared to the top of every sales chart and amassed more than 8 million players worldwide, including the likes of Brandon Routh, Vin Diesel, Dave Chapelle and two members of the Empire office. This week sees the launch of expansion pack, The Burning Crusade, to huge fanfare, something that can only increase the potency of this most addictive of pastimes. In recognition fo the fact, Empire quizzed Vice President of Development Itzik Ben Bassat, to discover what makes Warcraft tick. Role-playing games have never been as mainstream as traditional cross-over game titles that have given us Sonic and Mario, how did World of Warcraft end up making the transition from game to cultural event? You know, when we started out, all we wanted to do was create a great game. We knew World of Warcraft was good but I don’t think we ever understood the magnitude of what we had on our hands though. I think the key is accessibility. It’s easy to play but difficult to master, so it’s got longevity but anyone can pick it up. Whether you’ve never played an MMORPG (massively multiplayer online roleplaying game) before or even if you’ve never played a game before, it’s very accessible and very easy to get into. Also it’s fantasy-based, which has a huge appeal. Fantasy is timeless and also genreless in some respects. Two years on and we now have a card game, a clothing line, huge online forums and even an Episode of South Park.
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