World of Warcraft as leadership incubator and education platform

Just a heads-up that I’ve written a small piece for the ABC Technology site on the use of MMOs in education and business. For the seasoned virtual worlds watcher there’s nothing earth-shattering in there, but it’s a useful overview for the newcomer or casual observer. Obviously these concepts don’t just apply to World of Warcraft (WoW), but as the behemoth in the arena it’s one of the better showcases.

I wrote recently on the lessons the latest WoW has for virtual worlds as well, if you’re interested.

For those of you out there playing through the new Cataclysm content, is there anything that’s really impressed you or frustrated you so far?

Linden Lab announces new CEO: Rod Humble

Linden Lab have certainly had a year of senior executive changes, with Mark Kingdon, Philip Rosedale and now Rod Humble sitting in the CEO’s chair. The press release from Linden Lab can be viewed here.

Coming from work on The Sims 2 and 3 and his cited interest in developing ‘experimental games’, he could be considered an obvious choice for the role. There’ll be some concerns from long-term residents around Second Life taking a gaming focus, but I think that’s unlikely. There’s plenty of aspects of user experience that game companies get very right and it’s a key weakness of Second Life at present. The challenge will be making those improvements without turning Second Life into The Sims. Unless of course it’s been identified that that’s where the market is, in which case hold onto your seats.

There’s also the ongoing buyout rumours: they’re not likely to abate with the appointment of someone from Electronic Arts. 2011 was always going to be interesting for Second Life and Linden Lab, and this has appointment has made things more so.

Photo courtesy of Next-Gen.biz

Beautiful Kate – US Release on DVD / On Demand Video

Just a quick note for our US readers. You may recall last year we were pretty excited to play a small role in the movie called Beautiful Kate. Set in rural Australia, stars Rachel Griffiths and Ben Mendelsohn have a scene involving Second Life being used in a very normal way – as a social outlet.

The DVD of the movie is now available in the United States. If you’d like to help this site a little, here’s our Amazon purchase link, otherwise most DVD retailers will be stocking it. Amazon are offering a live streaming option as well.

As far as the Second Life component – you can read most of the details here.

Tron Jeremy: porn goes down the funny route

Yes, I know this site is called Cultured Tech. Yes, I know Ron Jeremy is a porn star, And yes I know the clip below is laden with unsubtle double-entendres (that’s why the title of this story is of such high quality).

I don’t care, because after all that, the combination of retro and technology makes this funny. Sure it’s only 90 seconds worth but I liked it. Plus, the porn industry are renowned for leading online innovations so to some extent all this is a natural fit, although I could have done without the shot of Ron Jeremy’s man-cleavage. You’ve been warned – other than that there’s no language or imagery to be concerned about from a work-safe viewpoint:

Put your hand up if you’ve now unsubscribed from this site?

[via Gus Lozada]

2010 virtual worlds predictions review

It’s that time of the year again: looking back over the predictions made a year ago and seeing how right or wrong we were. We managed 7 out of 10 correct in 2009, so let’s see how it goes:

Prediction 1: OpenSim will continue or even improve on its growth trajectory – the momentum will continue, although a handful of larger grids are likely to have the lion’s share of that growth, with all the challenges that go along with it.

Pass – this has very much come to pass,and to some extent the growth challenges haven’t been major at this stage due to the number of grid options out there.

Prediction 2: Australia will have its first government funded virtual environment – a proposal is already underway to see this come to fruition. Education will be the focus, but the foresight of the proposal’s facilitators is likely to ensure it involves business, education and government in a collaborative partnership.

Fail – the proposal has stalled and although there’s a dedicated cohort of people still working at this, it certainly didn’t reach fruition during 2010.

Prediction 3: Closures – it’s not a desirable prediction to make, but unfortunately it’s also a fairly safe one. There’ll be company and/or platform failures. Some may be bought out, but like Metaplace in the past week, there’s going to be some outright shuttering of some environments. I have some specific ones in mind but don’t have the data to support naming them specifically as being on a ‘death watch’.

Pass – once touted as a Second Life competitor, There.com unfortunately closed its doors.

Prediction 4: Intellectual property disputes – The Eros vs Linden Lab action is likely to be resolved during 2010 and it will generate a large precedent in regards to virtual goods. Linden Lab will probably defend the action successfully, but the playing field will still have changed considerably.

Fail – the Eros case isn’t resolved as yet, so any precedents are far from established. Expect that to occur in the next few months though.

Prediction 5: Integration – Whether it be Second Life or Habbo Hotel, the level of integration between virtual environments and social media services will increase. Whether it’s a Facebook Connect sign-in or the ability to Tweet from Second Life, that functionality will move from the plugin / add-on phase to core architecture more commonly.

Pass – the Facebook connect option is spreading like wildfire, Linden Lab have done a lot of work this year in integrating logins between their web properties and Second Life itself, and the Twitter option is well and truly alive in Second Life (one example).

Prediction 6: ABC in Second Life – I don’t have any inside knowledge on this, and I really hope I’m proved wrong, but I can’t see the ABC continuing to fund its Second Life presence beyond 2010. For the past year, the majority of the activity on ABC Island has come from its tight-knit community, with support from ABC staff. With the burgeoning ABC Online continuing to grow, there’s always the risk that the Second Life component will be squeezed out. Please, prove us wrong on this one.

Fail – I’ve thankfully been proven wrong on this one so far.

Prediction 7: The mandatory ISP filter – If the legislation passes during 2010, there remains a real possibility of adult content in Second Life and elsewhere falling foul of the filter. There were some gob-smackingly naive acceptances of Linden Lab’s claim they’d heard nothing about being affected by the filter and therefore were not concerned. There’s a chance everything will be fine but given the blacklist isn’t defined, nothing is certain at this stage. Our prediction: Australia-specific verification mechanisms will need to be put in place for Second Life and other environments where content creation occurs.

N/A – The legislation is far from finalised so this prediction is neither right or wrong. More on that in the 2011 predictions next week.

Prediction 8: Taxation of virtual goods – 2010 will see the United States further formalise taxation arrangements in regard to virtual goods. I doubt the Australian Tax Office will make any substantive rulings in the coming twelve months.

Fail – If any further formalisation has occurred, it’s not been announced. The global financial crisis will have played a role there as well.

Prediction 9: Gaming worlds – 2010 is going to see the largest MMO launch since World of Warcraft: Star Wars The Old Republic. It won’t eclipse the incumbent but it will become the solid number 2 player in the short-term, with all bets off in the longer term. The second half of 2010 also sees the launch of the next World of Warcraft expansion, called Cataclysm. Head-to-head clashes in the MMO industry don’t get much bigger, and it’ll make for some fascinating times.

Fail – Star Wars the Republic is slated for an April 2011 release 😉

Prediction 10: Social games – this year saw social games like Farmville take off in a big way. There’ll be some significant fatigue from users with these platforms, but there’ll also be further innovation to make them more engaging and with easier integration of virtual goods without the spam-like accompaniments that plague people’s Twitter or Facebook timelines. Overall: continuation of exponential growth, albeit not at the same level it has been the past six months.

Pass – the growth has continued with some much needed Farmville alternatives. There’s been the fatigue factor which has led to some improvements.

___

Four out of nine (factoring in the non-applicable NBN legislation) isn’t a great result this year! I can claim it’s been a turbulent year for virtual worlds, and that’s true, but overall I’ve made the mistake of expecting progress too soon.

Over to you: what’s your take on 2010. Has it been disappointing, surprising or just plain evolutionary?

The Watch – virtual worlds in the news

1. VentureBeat (USA) – Sony’s Home virtual world hits 17M users and finds a business model in virtual goods. “Two years after its debut, Sony’s Home online virtual world for PlayStation gamers has hit 17 million users worldwide. The virtual community has now grown into a gathering place where gamers can play hundreds of games, attend droves of events, and buy lots of virtual goods. The multi-year effort is becoming Sony’s big play in the digital online marketplace for video game fans. Along with user growth, Home’s revenues have also begun to take off, said Jack Buser (pictured below), director of PlayStation Home at Sony, in an interview today. Home is a virtual world on the PlayStation Network where you can create a realistic animated avatar and wander among virtual sites such as shopping malls, movie theaters, or game arcades. Back in the summer, when Sony launched a new indie game effort in Home, it had 14 million users.”

2. Philadelphia Inquirer (USA) – Virtual justice: Online game world meets real-world cops and courts. “When Tim Quirino needed cash to help him get through his senior year at Drexel University, he knew what to sell. His ad on eBay read something like this – Available: World of Warcraft avatar ranked second in his realm, plus his castle, virtual gold, weapons, and other accessories. Within a week, he pocketed a very real $1,000 for a very unreal set of assets. Fortunately for Quirino, now 26, the transaction was a smooth one. He got his money, graduated with a degree in graphic design, and went on to cofound the popular-culture blog Geekadelphia. But the murkier side of virtual worlds – where incidents of theft and fraud, along with assault and bullying, are on the rise – increasingly has real-world cops and courts intervening. Their involvement hasn’t ended the confusion.”

3. Tonic (USA) – World of Warcraft’s Virtual Pets Help the Real World. “Game on. World of Warcraft, the game with a player population bigger than most countries, isn’t letting its capacity for social change go untapped. From now until Dec. 31, World of Warcraft players can buy a Moonkin Hatchling (it’s the cute one in the photo) for $10 to use in their virtual worlds, and $5 of the purchase price will go to the Make-A-Wish Foundation to help kids struggling in the real world. The charity pet has a unique talent — it will plant flowers at your avatar’s feet and dance with anyone it finds who’s willing. Somebody call Cute Overload.”

4. Pittsburgh Post Gazette (USA) – CMU virtual world show lures headhunters to town. “Ian Bowie would seem to have no reason to be nervous this weekend. The 100-hour weeks the 27-year-old level designer from Colorado put in this semester at Carnegie Mellon University’s Entertainment Technology Center had paid off. Three of the virtual worlds he helped design — out of the 14 chosen from 60 entries — were included in two presentations Saturday of Building Virtual Worlds, shown before raucous, standing-room-only crowds at the Philip Chosky Theater on the CMU campus. The virtual worlds ranged from the crowd-pleasing “The Great Illusionist”, in which a real person on stage did magic tricks with a person on a video screen — to the squeamish “Five Days”, which had a person wearing a head-mounted interactive monitor saw off part of a trapped leg in a virtual world — to disturbing “Teddy”, one of the teams Mr. Bowie was on that featured a creepy teddy bear haunting a hospital patient.”

5. VentureBeat (USA) – Next Island launches its time traveler’s virtual world. “After more than 2.5 years in the making, Next Island is quietly launching its ambitious virtual world with a time travel theme. The brainchild of serial entrepreneur David Post, the new world is now available for people to visit and is getting a once-over from journalists. By January, Post will trumpet the site to consumers at large. The enterprise is a test of whether virtual worlds have a place in the modern landscape of gaming, where most of the excitement revolves around social games such as FarmVille, mobile games such as Angry Birds, or traditional console games and PC online titles such as World of Warcraft.”

6. New York Times (USA) – On a Hunt for What Makes Gamers Keep Gaming. “By the age of 21, the typical American has spent 10,000 hours playing computer games, and endured a smaller but much drearier chunk of time listening to sermons about this sinful habit. Why, the experts wail, are so many people wasting their lives solving meaningless puzzles in virtual worlds Rules like “buy low, sell high” and “tall people are sexier” play out exactly the same way, whether the environment is virtual or real. Now some other experts — ones who have actually played these games — are asking more interesting questions. Why are these virtual worlds so much more absorbing than school and work? How could these gamers’ labors be used to solve real-world puzzles? Why can’t life be more like a video game? “Gamers are engaged, focused, and happy,” says Edward Castronova, a professor of telecommunications at Indiana University who has studied and designed online games. “How many employers wish they could say that about even a tenth of their work force?”

7. Hypergrid Business (Hong Kong) – ProtoSphere and Lync: more than voice. “Last week, ProtonMedia made a formal announcement about a project I first reported on in September of this year that ProtoSphere, the 3D enterprise collaboration and learning tool, is now fully integrated with Microsoft’s Lync Server 2010. The Lync server is a software product that unifies enterprise voice, instant messaging and web-, audio- and videoconferencing into a, connected communications experience. Here is a video that explains the relationship of how ProtoSphere sits on top of Lync and SharePoint and the capabilities of the platform with Ron Burns, President of ProtonMedia and Albert Kooiman, Sr. Technical Product Manager of Microsoft Lync.”

8. Internet Evolution (USA) – C-Suite Seeks ‘True’ Telepresence. “For some CEOs, the concept of telepresence inspires both great confusion and great interest. Most would classify it as a videoconferencing solution with high-definition screens, while others with global offices see it as a saver of costs otherwise spent on travel. CoStar Group, which provides information services to commercial real estate professionals in 30 worldwide offices, is one company that has adopted telepresence technologies. On average, the company of more than 1,000 researchers is conducting an estimated 40 to 50 video conferences every day and as many as 10,000 video conferences per year, with some employees using video up to 5 hours a day. CoStar CEO Andrew Florance says his company saves as much as $5 million per year on travel expenses thanks to video chat.”

9. PC World (USA) – World of Warcraft Cataclysm Launch Smooth So Far. “Well we made it, we’re still here, the servers are operational, the random disconnects were few, the lag wasn’t intolerable, and the World of Warcraft will never be the same. Cataclysm launched worldwide this morning while most of us slept. It was, you have to admit, a trifle anticlimactic. After all, some of the biggest game world changes occurred weeks ago. That’s when Blizzard rebooted Azeroth, wrecking the place and blaming it on a dragon no one’s seen yet. Storylines were revamped, new quests added, races and classes overhauled, the earth and heavens rearranged, and the interface refined enough to make several add-ons superfluous. Last night the final pieces unlocked: Two new playable races, Worgen for Alliance and Goblin for Horde, new high-level zones for characters level 80 to 85, guild achievements and leveling for group advancement, and, best of all, the option to fly your mounts around Kalimdor and the Eastern Kingdoms. Yes, that last means the world just got a lot more dangerous for noobs working mainland PvP zones.”

10. Asbury Park Press (USA) – NO ESCAPING VIRTUAL WORLD. “The event “Video Games Live” has toured the country with its repertoire of music and visual effects, highlighting compositions from games like “Mario,” “ChronoCross,” “Final Fantasy VII,” “Bioshock,” “Mass Effect,” “Warcraft,” “Zelda,” “MegaMan” and others. But as you can tell from that list, traditional classical music fans are really not the principal target audience for this program.”

AIDS Quilt in Second Life

This story originally appeared on our sister site, Metaverse Health.

I’ve gone on ad nauseam about the benefits of virtual environments in regard to communal support around health issues. In the physical world, one of the most powerful support campaigns of the past 25 years is the AIDS quilt. Thanks to a joint initiative between Startled Cat and Jokaydia, that sucess story has moved into the virtual worlds of Second Life and Jokaydia’s OpenSim grid.

The premise is simple but powerful: ask those who have lost loved-ones to HIV/AIDS to commemorate those lost in a 3D version of a quilt. Like most of these things, you need to see it for yourself to get the power of it, but once you do it becomes obvious. I had a wander around the handful of quilt rooms already created and was impressed to saythe least – the overall build in Second Life is stupendous and easy to get around / navigate.

The launch of the 3D AIDS quilt occurred today and the call is now out for people to contribute.

For more information, go to either the website or check it out for yourself in Second Life.

Second Life and gambling: reversal on the horizon?

A blast from the past..

Tateru Nino never fails to have her nose to the ground on Linden Lab developments. Her latest scoop is in relation to gambling, with her in-depth post alleging a return to gambling on the cards for 2011. Essentially a partnership with a gambling company is potentially under consideration by the Linden Lab board.

If this does come to pass, it’ll obviously engender some debate. For me such a decision would be a further clarion call from the Lab on its absolute commercial focus now. The improved ability to segregate adult content makes gambling more viable from a legal compliance perspective, but there’ll still be no shortage of challenges. It still seems a little sad to me that new educators are now going to be paying full price for space whilst there’s potentially going to be growth in gambling presences. Seems a little too much like the physical world to me. What are your thoughts?

Read Tateru’s full story.

Update: Pete Gray, Linden Lab’s PR Manager, has dropped me a line on the issue:

In 2007, we enacted a ban on gambling in Second Life to ensure our platform remained in compliance with applicable US laws. Those laws remain in place, and we will of course continue to follow all applicable state and federal laws.

Hard to find places in World of Warcraft Cataclysm

Now that Cataclysm has launched, I thought I might document key parts of the new content that have got me stuck, and the solutions. Apologies to regular readers who are non-WoW players – nothing to see here 😉 For everyone else, I’ve divided the issues by each region and am assuming you have at least followed your map to the rough location.

Hyjal

The Ruins of Lar’Donir (location of Alysra): at the very top centre of the Hyjal map – WoW shows the location south-west of it for some reason, which threw me for quite a while.

The Barrow Dens location: immediately to the right of the Lar’Donir Ruins.

Darkflame Ember: it’s in the brazier with the purple flame – I just had to adjust my camera view to see it.

Dark Iron Laborer: These are found within the portal on Lightning Ledge. It’s obvious unless you log out and come back the next day in which case you may do what I did and run around outside the portal wondering where they are.

Cindermaul the Portal Master and the Tome of Openings: he’s also found in the portal on Lightning Ledge (the topmost portal on the map). There’s been reports that the chest he drops can’t be accessed – I got the Tome of Openings from his corpse.

Spawn of Smolderos: This one was a little embarrassing – I had taken the quest then logged out. I then couldn’t work out where on the map the Spawn of Smolderos was until I finally realised it’s a summons from the quest item provided to you.

Deepholm

Bottle of Whisky: this is found on the airship itself, just go down the flight of stairs on the middle of the ship’s deck then keep walking straight ahead to the northernmost room and the bottle is there.

Uldum

Scepter of Orsis: I felt really silly on this one – all you need to do is click on the same spot you handed the previous quest in to.

High Priest Amet: don’t be thrown by the quest question mark – the entrance is via stairs on the side of the dam wall walkway along the top.

Piece of Rope: Just kill the skeletons for the pieces

Harrison Jones ‘See You On The Other Side’: lots of reports of glitches. I needed to relog once and turn around and Harrison appeared. Some people have had to abandon the quest and pick it up again.

107 quests – need one more: Most likely one you’ve missed is in the Cradle of Ancients – kill a Diseased Vulture and you’ll pick up a final quest.

Twilight Highlands

The Only Homes We Have Quest: You receive a bucket in your inventory – I’d just missed receiving it.

The Watch – virtual worlds in the news

1. CNET (USA) – WebGL powers 3D virtual world on the Web. “One of the obstacles to Second Life popularity is the fact that people must install specific software to visit the site. One of the promises of a 3D technology called WebGL is that such worlds could be drawn directly in a browser. Now a company called Katalabs, formed by a number of Stanford researchers, has done just that with a virtual world project called KataSpace. A version can be explored online with a browser such as Firefox 4 beta 7 (Windows | Mac | Linux) that has WebGL support. KataSpace uses the Web technologies to create a user interface for the open-source Sirikata platform for multiuser 3D world, Katalabs said in a blog post. The demonstration world is workable but primitive, with only two avatars to pick from, some jerky movement, and terrain that avatars walk through rather than over. But it does serve to show that WebGL is moving from concept to reality.”

2. San Jose Business Journal (USA) – IMVU is moving beyond virtual worlds, finding rapid growth. “IMVU Inc. has developed digital chat software that lets users all over the world meet and interact with each other in virtual space using stylized, animated 3D representations of themselves called avatars. Just don’t call it a virtual world. “We used to be a virtual world and talk about ourselves as such, but now we’re talking about ourselves as a social entertainment destination” said IMVU CEO Cary Rosenzweig. “People want entertainment. They want to dress up, they want to chat, but now our own users are saying, ‘What else can I do? What’s next that can keep me here?’” Answering that question is an important next step for IMVU, which grew its revenue by 657 percent in three years to $22.2 million in 2009, making the Palo Alto company one of the Silicon Valley’s quickest-growing companies.”

3. VentureBeat (USA) – Zynga links FarmVille and other games with American Express rewards. “Membership has its privileges — even in the virtual worlds of social games. Zynga, the maker of FarmVille, Mafia Wars, and other social games, is announcing today that you can use your rewards from American Express credit cards to buy virtual goods in its offerings. The strategic relationship is a first between a social game company and a major credit-card rewards program. The American Express Membership Rewards program gives rewards to cardholders in the form of points. Users who play Zynga can take their American Express points and spent them on virtual goods in increments that are as small as 200 points, which is enough to get you a $2 gift card that you can spend on items in the game. A purple cow in FarmVille, for instance, costs 540 American Express points.”

4. Saint City News (Canada) – Virtual hockey game gets kids online, on ice. “A St. Albert native is hoping to get kids in the game — both online and on the ice. Scott Rusnak is the creative director for Visimonde Inc., a company that specializes in online gaming and the production and design of virtual worlds. Later this month, the company plans to launch a private beta release of their new hockey-themed virtual game aimed at kids aged six to 12. These days, Rusnak is based in Scottsdale, Ariz., but even in the desert heat, he said he can’t get hockey out of his blood, and he’s getting more and more excited as the launch date gets closer. “It’s hard to sleep at night, I’m so excited,” Rusnak said. “It’s really fun.” In Rinksters, players can skate through an icy world while playing games, earning coins and items to customize their avatars, build trading cards and chat with other users.”

5. Huffington Post (USA) – Facebook Credits as New Real Currency? “Facebook credits. My definition is a virtual currency. Here is Facebook’s definition. In all transparency: I know of them but have not used them yet. I have personally used Skype credits — and also Google credits — as well as participated in various virtual worlds and made use of those virtual currencies — so I have some understanding at least. All of these are basically re-purposed financial transactions given a virtual edge, if you will. I read some of the history of virtual currencies — there have been many false starts — and some minor success stories like Linden Labs. But nothing on the scale of what Facebook might be able to do.”

6. Hypergrid Business (Hong Kong) – Corporate uptake of collaborative 3D spaces. “Much has been said in recent years regarding the benefits and substantial returns an organisation can achieve by integrating an Online 3D Environment into their everyday operations. Indeed, examples and demonstrations of the power and financial savings 3D collaboration can bring to businesses have been researched, developed, trialed and documented since the original conception of Virtual Reality; however it seems that a great many businesses are still either unaware of or are unwilling to tap into this potential. For those of us working with, or using Virtual Worlds in either a social, educational or development context to connect with others and share ideas, data and concepts, the possibilities this technology is able to offer is often immediately obvious whilst the hesitation from businesses to adopt these ideas is very much the opposite. It could be said that the reasons for the lack of corporate interest are as wide and varied as the uses for the technology itself, but there are some core elements which we believe have really hindered the mass uptake of immersive 3D spaces.”

7. My Fox Orlando (USA) – Military simulation being showcased. “The nations largest simulation show (I/ITSEC) returns to Orlando showcasing the latest technologies that are educating our youth and aiding our military and the crossover to commercial applications. As the nations hub for the simulation industry (one of the fastest growing sectors in the high tech arena), Orlando is home to companies, military simulation training commands and research institutes that are developing both nation-leading technologies and training systems for our military – areas of importance that are embedded in presidential priorities – as well as for many crossover applications to commercial industry in areas such as virtual worlds and medicine.”

8. Kotaku (Australia) – The Greatest World Of Warcraft Music Video Ever Made. “This is what happens when a 25-man Alliance raiding party sacks their own capital city – with rock. They may not have started the fire, but they have created one of the most beautiful videos I’ve ever seen. The Dark Endeavor guild on the Durotan World of Warcraft server has me seriously considering handing Blizzard money so I can change servers and sides, just on the off chance that I might witness a stunning spectacle like this as it happens. I can only imagine the amount of coordination this must have taken, between getting everyone in their places, timing the text to the song, and making sure the camera angles were perfect. It’s sure to spawn a wave of copycats, but none will be quite as impressive as this performance.”

9. Zippycart (USA) – Bigger than Godzilla! Farmville Takes Japan. “Zynga’s Facebook social game workhorse FarmVille will be launching in Japan early this month. Renamed “FarmVillage,” the social game will be released on Mixi, the most popular social network in Japan. Only a mobile version of the game will be available at first, however, which could have been an obstacle to integration, except that a majority of Mixi users access the site through their “feature phones.” How many users are there? Is there really a market for a social game like FarmVille/FarmVillage? Mixi reportedly has about 50 million user accounts, with about 15 million labeled as “regular users,” meaning that they check their accounts at least once a month. Compare this to Facebook’s 500 million regular users, which contribute to about 50 million regular Farmville users. This is actually down from around 80 million users at the height of its popularity. But still, capturing and keeping ten percent of Facebook’s fickle user base is no small feat.”

10. BBC News (UK) – World of Warcraft fans set for Cataclysm launch. “World of Warcraft (WoW) is about to undergo one of the biggest changes in its six-year history. The third expansion for the game, called Cataclysm, will be available from 7 December. As its name implies the expansion re-makes the world in which the game is set and rips up the geography of many familiar places. It also introduces two new races to the game, increases the level cap and makes many other changes. Shops around the world were planning to stay open at midnight on 6 December to let eager players get their hands on Cataclysm. Blizzard had also set up a system that allowed people to pre-load the expansion pack by downloading it so they can play it as soon as possible on 7 December.”

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