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As time slowly passed, more and more new players entered "World of Warcraft."
They began to experience Azeroth's unique charm.
For everyone, it could be said that this land of Azeroth held its own unique joys and emotions.
In the newbie zones, they competed with other players for monsters and lined up together to fight quest bosses.
Or they begged mages on the streets for food and drink.
Or, when they were low on health in the wilderness and about to be killed by monsters, other passing players would lend them a helping hand.
There were also those impoverished days in the game, when they had to bundle up everything they could sell and toss it into the shop just to learn one skill.
At the same time, the game also contained stories that moved players immensely.
"Love and Family," "The Battle of Darrowshire," "Black Dragon Gate," "Forever Unchanging"...
One Side Quest after another also left many players saddened.
Online, whether on major forums or websites, discussions and praise for "World of Warcraft" were everywhere. Everyone lavished this era-defining game with praise.
Its exquisite CG cinematics, grand worldbuilding, diverse and distinctive classes and races, intricate plot with powerful narrative structure, rich and varied dungeon designs, as well as faction-opposed PvP arenas and battlegrounds—all of it immersed players completely.
At the same time, the popularity of "World of Warcraft" showed no sign of cooling down.
Ultimately, that was mainly because "World of Warcraft" was an online game.
It was vastly different from single-player games, after all, since single-player games had limited content.
The content of an online game could practically be called limitless. Even if many players had already completed everything a version had to offer,
there was still plenty to play. At its core, part of online gaming's appeal came