
Today is a very special day, ladies and gentlemen. Today Blizzard Entertainment are celebrating dual anniversary: the whole 15 years of WarCraft: Orcs and Humans and 5 years of the World of WarCraft. We've decided to commemorate the occasion with a little trip back in time to see how things were back then.

But, in the cold winter of 1994 Blizzard released WarCraft: Orcs and Humans and at that very moment the whole Real Time Strategy genre changed dramatically, never to turn back to old school basics again.
The game looked sensational. Graphics, effects, animation - everything was much better, the jump in quality felt even more astonishing than the difference between StarCraft and StarCraft II.
But it wasn't the graphics that made WarCraft a landmark, it was the mechanics:
1. Two absolutely different races, not sharing a single unit or building
2. Multiple units with abilities and special-purpose units
3. Two income sources, a feature that only exists in Blizzard RTS games
4. Unit combinations, to win player had to mix and match different units
5. Strategically placed buildings anywhere on the map
6. Advanced interface features
All of those turned the genre upside down. No longer the game was about single player and beating a computer, LAN multiplayer was over-worldly addictive and WarCraft: Orcs and Humans became the hit of LAN cafés at the time.
However, a year later Blizzard took a hit in a form of Command and Conquer. Made by Westwood, creators of Dune series, It offered a familiar Dune-style gameplay still preferred by many, without any shortfalls of Dune II. It had two differentiated races, sci-fi setting and all the excitement of Dune. So began the RTS battle of the 90s, eventually won by Blizzard with StarCraft.

We jump 10 years into the future. Since then Blizzard released WarCraft II with Battle.net service, Diablo I & II and WarCraft III. Little did we know that an MMORPG project was growing in the turnip fields of the world's best RTS producer.
As an ex-MMORPG savvy I can tell you that the anticipation for World of WarCraft wasn't that “Ginormogantious”. First of all there were plenty of successful games on the scene already, to say that the competition was tough is to say nothing.



So thats the competition. All Blizzard had at the time was the hype from WarCraft III, anticipation for StarCraft: Ghost plus the cartoon'ish look on all the screenshots and videos from the World of WarCraft.
Blizzard pulled a joker once again. The game turned out to be exceptional. Personally I started playing the very last day of US beta, ended up playing it for 6 months straight on US servers, reached the “top” then quit forever, still crying over all wasted time.
Here's the recipe of World of WarCraft success:
1. Good performance on pretty much all machines
2. Acceptable looking graphics and effects
3. Familiar WarCraft setting
4. Exceptional storytelling, immersion
5. Option to create third party interface add-ons and modules
And the most important piece of them all:
6. All successful elements of all successful MMOs put together in a blender forming a 9/10 mix of features, executed perfectly.

As it turns out not only it was enough to overcome and basically kill all the existing competition but also reach 11, soon 12 million subscribers.
There you have it, the history of success, innovation, revamping old standards and even more success as a result of it. Congratulations to Blizzard Entertainment, now, can we please have StarCraft II already?

Links
WorldOfWarCraft.com - WoW Anniversary