Catalog
World of Warcraft

World of Warcraft

Live

AdventureRPG

Platforms
Release:
2004
Scale:
ScaleNot researched
Player rating:
83.8%
Profile data as of:
September 2, 2026

Description unavailable

Screenshots

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Videos

Videos from the game’s source page, in source order. Select one to open the original.

Overview

Franchise
  • Warcraft (brand)
  • Warcraft (series)
Release date
  • Windows — 2004
  • macOS — 2004
Publisher
Unknown
Age rating
  • ESRB T — Teen, age 13+ · IGDB mirror
  • PEGI 12 — age 12+ · IGDB mirror
  • USK 12 — age 12+ · IGDB mirror
Content warnings
Not specified by the storefront
Interaction modes
Multiplayer
Session capacity
Unknown
Access model
Unknown
Monetization
Unknown
Storefront price
Unknown
Store contents
Unknown
Languages
Unknown

Classification

Genres
AdventureRPG
Evidence:
Setting and subject matter
Fantasy, Military
Evidence:
Camera
Third-person
Evidence:
Visual style
Unknown
Combat system type
Unknown

Scale

ScaleNot researched

Ratings
  • players83.8%Global · IGDB mirror
  • critics86.3%Global · IGDB mirror
Last update
Unknown

Mechanics

Key game systems from the Mechanics Catalog. Assessment axes are independent and are not combined into a single score. An unassessed mechanic is unknown, not absent.

  • A persistent player organization created or recognized by the game itself, with a stable membership, a life beyond one session, a shared identity, functions, and goals.

    Assessment scope: retail

    Official evidence establishes the recorded persistent player-organization boundary for World of Warcraft and supports these component results: identity and communication 1, governance 1, shared assets and infrastructure 2. Unknown functions, adoption, and dependency were not inferred.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Participants:
    Unknown: the reviewed official material does not establish whether membership attaches to an account, character, server identity, or another unit.
    Participation format:
    The cited contour establishes persistent organizational and shared guild state; current collective-content aggregation remains unknown.
    Depth:
    at most 2 of 5 — Utility layer
    What limits the result:
    Collective goals and content: Level 2 is an upper bound because the cited evidence does not establish collective goals; a stronger level was not inferred.
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— No compatible count of unique mechanic participants and active eligible players was found for the same observation window.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Medium— The cited material supports the recorded present classification and each linked substantive claim. Unstated adoption, dependency, and functions remain unknown.

    Component scores (0–4):

    • Identity and communication1 of 4 — The cited evidence supports score 1 for identity and communication; criteria not stated by the source were not inferred.
    • Governance and permissions1 of 4 — The cited evidence supports score 1 for governance; criteria not stated by the source were not inferred.
    • Shared progressionNot assessed — The targeted official-source review did not establish shared progression; source silence was not converted to score 0.
    • Shared assets and economy2 of 4 — The cited evidence supports score 2 for shared assets and infrastructure; criteria not stated by the source were not inferred.
    • Collective goals and contentNot assessed — The targeted official-source review did not establish collective goals; source silence was not converted to score 0.
    • Competition, territory, and politicsNot assessed — The targeted official-source review did not establish competition and territory; source silence was not converted to score 0.
    • Game integrationNot assessed — The targeted official-source review did not establish game integration; source silence was not converted to score 0.

    research draft · methodology 0.4 · September 2, 2026

    Assessment scope: retail, Organized raid progression

    The cited material establishes Guild functions at product level but does not establish that Organized raid progression requires or structurally uses Guild membership. Segment-specific Presence remains Unknown.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— No adoption, relevance, structural-expectation, or dependency conclusion is derived while Presence remains Unknown for this exact boundary.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The cited material establishes Guild functions at product level but does not establish that Organized raid progression requires or structurally uses Guild membership. Segment-specific Presence remains Unknown. A game-level signal was not inherited into this segment as a factual observation.

    research draft · methodology 0.4 · September 2, 2026

  • An in-game system where player decisions materially influence at least part of the production, supply, distribution, or price of in-game value.

    Assessment scope: retail

    The official sources establish a regularly used Auction House with seller-set observable prices, broad item exchange, player crafting, specializations, and crafting orders.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    3 of 5 — Developed player market
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— No compatible count of unique mechanic participants and active eligible players was found for the same observation window.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    High— The cited material supports the recorded present classification and each linked substantive claim. Unstated adoption, dependency, and functions remain unknown.

    Component scores (0–4):

    • Breadth of exchange3 of 4 — The cited evidence supports score 3 for exchange breadth; criteria not stated by the source were not inferred.
    • Price formation3 of 4 — The official Auction House article documents seller-set bid, buyout, and unit prices in a system described as used every day.
    • Player production and supply3 of 4 — The cited evidence supports score 3 for player production and supply; criteria not stated by the source were not inferred.
    • Specialization and interdependence3 of 4 — The cited evidence supports score 3 for specialization and interdependence; criteria not stated by the source were not inferred.
    • Space, logistics, and information1 of 4 — The cited evidence supports score 1 for space, logistics, and information; criteria not stated by the source were not inferred.
    • Value sinks and turnover1 of 4 — The cited evidence supports score 1 for value sinks and turnover; criteria not stated by the source were not inferred.
    • Market institutions and tools4 of 4 — The cited evidence supports score 4 for market institutions and tools; criteria not stated by the source were not inferred.
    • Gameplay integration3 of 4 — The cited evidence supports score 3 for gameplay integration; criteria not stated by the source were not inferred.

    research draft · methodology 0.2 · September 2, 2026

    Assessment scope: retail, Professions and part of the endgame

    The official sources establish a regularly used Auction House with seller-set observable prices, broad item exchange, player crafting, specializations, and crafting orders.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    3 of 5 — Developed player market
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— No compatible segment-specific numerator and active eligible denominator were found for the same observation window.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    High— The cited material supports the recorded present classification and each linked substantive claim. Unstated adoption, dependency, and functions remain unknown.

    Component scores (0–4):

    • Breadth of exchange3 of 4 — The cited evidence supports score 3 for exchange breadth; criteria not stated by the source were not inferred.
    • Price formation3 of 4 — The official Auction House article documents seller-set bid, buyout, and unit prices in a system described as used every day.
    • Player production and supply3 of 4 — The cited evidence supports score 3 for player production and supply; criteria not stated by the source were not inferred.
    • Specialization and interdependence3 of 4 — The cited evidence supports score 3 for specialization and interdependence; criteria not stated by the source were not inferred.
    • Space, logistics, and information1 of 4 — The cited evidence supports score 1 for space, logistics, and information; criteria not stated by the source were not inferred.
    • Value sinks and turnover1 of 4 — The cited evidence supports score 1 for value sinks and turnover; criteria not stated by the source were not inferred.
    • Market institutions and tools4 of 4 — The cited evidence supports score 4 for market institutions and tools; criteria not stated by the source were not inferred.
    • Gameplay integration3 of 4 — The cited evidence supports score 3 for gameplay integration; criteria not stated by the source were not inferred.

    research draft · methodology 0.2 · September 2, 2026

  • A system where players or organizations capture, hold, and use parts of the game world with lasting consequences.

    Assessment scope: Retail

    Official-source search did not resolve transferable, contestable ownership that persists beyond one session for this product boundary. Silence was not treated as absence.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Unknown
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— On 2026-09-02, official-domain mechanic-specific searches for World of Warcraft did not yield indexed primary evidence resolving Presence. Secondary sources were excluded.

    research draft · methodology 0.3 · September 2, 2026

  • Structured competition between players with rules and a measurable outcome, usually including skill-based matchmaking.

    Assessment scope: retail

    Official evidence confirms a competitive PvP contour with structured formats and a recorded rating or leaderboard. Unresolved features remain Unknown.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    at most 2 of 5 — Basic ladder
    What limits the result:
    Matchmaking: Component matchmaking remains Unknown after mechanic-specific research; the next level’s mandatory condition is not satisfied.
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Unknown
    Assessment type:
    Unknown
    Confidence:
    Medium— 1 primary URL was reviewed on 2026-09-02. Each populated claim is bounded by its exact excerpt; unresolved values remain Unknown.

    Component scores (0–4):

    • Competitive formats1 of 4 — Score 1 for structured formats is bounded by the cited official claim: “The top 1000 players in your region are immortalized here.”
    • MatchmakingNot assessed — Primary evidence did not resolve opponent matchmaking; retained as Unknown.
    • Rating and ladder2 of 4 — Score 2 for a recorded rating or leaderboard is bounded by the cited official claim: “The top 1000 players in your region are immortalized here.”
    • Seasons and rewardsNot assessed — Primary evidence did not resolve seasonal competition and rewards; retained as Unknown.
    • Competitive integrityNot assessed — Primary evidence did not resolve competition-integrity controls; retained as Unknown.
    • Skill expressionNot assessed — Primary evidence did not resolve skill differentiation; retained as Unknown.
    • Game integrationNot assessed — Primary evidence did not resolve links to other game loops; retained as Unknown.

    research draft · methodology 0.3 · September 2, 2026

    Assessment scope: retail, Audience outside PvP

    The reviewed official evidence documents the competitive ladder in another segment, but does not resolve this mechanic for the exact boundary “Audience outside PvP”.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator for this segment.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Unknown
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— On 2026-09-02, no segment-specific primary evidence was retained for “Audience outside PvP”; silence was not treated as absence.

    research draft · methodology 0.3 · September 2, 2026

    Assessment scope: retail, Competitive PvP segment

    Official evidence confirms a competitive PvP contour with structured formats and a recorded rating or leaderboard. Unresolved features remain Unknown. This supplemental row isolates the documented segment boundary: Competitive PvP segment.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    at most 2 of 5 — Basic ladder
    What limits the result:
    Matchmaking: Component matchmaking remains Unknown after mechanic-specific research; the next level’s mandatory condition is not satisfied.
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator for this segment.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Unknown
    Assessment type:
    Unknown
    Confidence:
    Medium— The supplemental segment boundary was reviewed separately on 2026-09-02. 1 primary URL was reviewed on 2026-09-02. Each populated claim is bounded by its exact excerpt; unresolved values remain Unknown.

    Component scores (0–4):

    • Competitive formats1 of 4 — Score 1 for structured formats is bounded by the cited official claim: “The top 1000 players in your region are immortalized here.”
    • MatchmakingNot assessed — Primary evidence did not resolve opponent matchmaking; retained as Unknown.
    • Rating and ladder2 of 4 — Score 2 for a recorded rating or leaderboard is bounded by the cited official claim: “The top 1000 players in your region are immortalized here.”
    • Seasons and rewardsNot assessed — Primary evidence did not resolve seasonal competition and rewards; retained as Unknown.
    • Competitive integrityNot assessed — Primary evidence did not resolve competition-integrity controls; retained as Unknown.
    • Skill expressionNot assessed — Primary evidence did not resolve skill differentiation; retained as Unknown.
    • Game integrationNot assessed — Primary evidence did not resolve links to other game loops; retained as Unknown.

    research draft · methodology 0.3 · September 2, 2026

  • A regular rhythm of meaningful updates, including seasons, patches, events, and a roadmap that supports a long product life.

    Assessment scope: Retail

    The retained primary item identifies a release-related fact, but the package does not contain the complete dated release series, cadence observations, support-team boundary, and persistence evidence required by section 15.13. A positive live-service result is therefore not published.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 15.13 is incomplete.

    Component scores (0–4):

    • Release cadenceNot assessed
    • Release announcementsNot assessed
    • Content scope and typeNot assessed
    • Seasonal structureNot assessed
    • Event calendarNot assessed
    • Roadmap transparencyNot assessed
    • Response to playersNot assessed
    • Game integrationNot assessed

    research draft · methodology 0.3 · September 2, 2026

  • Character progression

    UnknownUnknownUnknownUnknown View implementation

    A system for long-term character or account development through levels, skills, equipment, and specializations.

    Assessment scope: retail

    The retained primary item identifies a progression-related fact, but the package does not establish the progression unit, cycle and reset rules, persistence, formal axes, cap, and post-cap state required by section 16.12. A positive character-progression result is therefore not published.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 16.12 is incomplete.

    Component scores (0–4):

    • Path length and structureNot assessed
    • Progression axesNot assessed
    • Specialization choiceNot assessed
    • Role of equipmentNot assessed
    • Progression sourcesNot assessed
    • Progress persistence and carry-overNot assessed
    • Game integrationNot assessed

    research draft · methodology 0.3 · September 2, 2026

    Assessment scope: retail, Returning player

    The checked first-party material does not establish how persistent capability-changing progression applies within Returning player. Silence was not classified as absence.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Encounter mode (record 1):
    Unknown— The checked source does not establish a player encounter contour specifically for this supplemental boundary.
    Progression role dimension in an encounter (record 1):
    Unknown— The checked source does not establish progression effects for either gear-and-stats or roster-and-roles within this supplemental boundary.
    Progression role in an encounter (record 1):
    Unknown— Normalization, advantage, or a horizontal progression role is not established within this supplemental boundary.
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— Participation and reach within this supplemental boundary were not established by the checked primary excerpt.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The available primary excerpt is product-level and does not establish a separate conclusion for this contour or segment.

    Component scores (0–4):

    • Path length and structureNot assessed
    • Progression axesNot assessed
    • Specialization choiceNot assessed
    • Role of equipmentNot assessed
    • Progression sourcesNot assessed
    • Progress persistence and carry-overNot assessed
    • Game integrationNot assessed

    research draft · methodology 0.3 · September 2, 2026

    Assessment scope: retail, Seasonal endgame

    The checked first-party material does not establish how persistent capability-changing progression applies within Seasonal endgame. Silence was not classified as absence.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Encounter mode (record 1):
    Unknown— The checked source does not establish a player encounter contour specifically for this supplemental boundary.
    Progression role dimension in an encounter (record 1):
    Unknown— The checked source does not establish progression effects for either gear-and-stats or roster-and-roles within this supplemental boundary.
    Progression role in an encounter (record 1):
    Unknown— Normalization, advantage, or a horizontal progression role is not established within this supplemental boundary.
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— Participation and reach within this supplemental boundary were not established by the checked primary excerpt.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The available primary excerpt is product-level and does not establish a separate conclusion for this contour or segment.

    Component scores (0–4):

    • Path length and structureNot assessed
    • Progression axesNot assessed
    • Specialization choiceNot assessed
    • Role of equipmentNot assessed
    • Progression sourcesNot assessed
    • Progress persistence and carry-overNot assessed
    • Game integrationNot assessed

    research draft · methodology 0.3 · September 2, 2026

    Assessment scope: retail, Story playthrough

    The checked first-party material does not establish how persistent capability-changing progression applies within Story playthrough. Silence was not classified as absence.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Encounter mode (record 1):
    Unknown— The checked source does not establish a player encounter contour specifically for this supplemental boundary.
    Progression role dimension in an encounter (record 1):
    Unknown— The checked source does not establish progression effects for either gear-and-stats or roster-and-roles within this supplemental boundary.
    Progression role in an encounter (record 1):
    Unknown— Normalization, advantage, or a horizontal progression role is not established within this supplemental boundary.
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— Participation and reach within this supplemental boundary were not established by the checked primary excerpt.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The available primary excerpt is product-level and does not establish a separate conclusion for this contour or segment.

    Component scores (0–4):

    • Path length and structureNot assessed
    • Progression axesNot assessed
    • Specialization choiceNot assessed
    • Role of equipmentNot assessed
    • Progression sourcesNot assessed
    • Progress persistence and carry-overNot assessed
    • Game integrationNot assessed

    research draft · methodology 0.3 · September 2, 2026

RealmScanner is a research catalog for multiplayer games. Data comes from public sources; coverage and evidence appear beside each assessment.