Blizzard's first high-profile canceled game: Warcraft Adventures.
The first time I saw the words"The world of Warcraft" was likely in 1998, years before Blizzard had even startedabout making a massively multiplayer RPG. The phrase wasn't referring to WoW—it was advertising Warcraft Adventures: Lord of the Clans, a point-and-click adventure game that promised voice acting and a story that followed the events of Warcraft 2.
"We were really looking to expand the Warcraft universe by doing something that was heavily story focused. There were a lot of people at Blizzard that loved the classic LucasArts adventure games and we hoped we could do something along those lines," former Blizzard producer Bill Roper told me over email."The concept was to tell an epic origin story of an Orc hero, but also fill it with some dark Warcraft style humor.
With nearly two decades of hindsight, Warcraft Adventures plays like a conventional, borderline dull point-and-click adventure—and not just because better games have been developed since. Much of Lucasarts' earlier work, like The Secret of Monkey Island and Day of the Tentacle, have more creative puzzles and a spark of humor that Warcraft Adventures tries for but can't quite reproduce. The bigger problem, perhaps, is that it doesn't quite feel like Warcraft.
That two weeks entailed big changes for Warcraft Adventures. Meretzky's memory of their specific changes is hazy after 18 years, but he recalled trying to improve some puzzles to make them"more fair and fun." One puzzle they worked hard on was inside the stomach of the dragon Deathwing. His goal on the project was to come up with less obscure solutions to puzzles, while Roper was obviously concerned with having the game better reflect the style of Warcraft.
"I obtained my copy of WA about 8 years ago from my colleague," MAN-Biker explained over email. His colleague was a former game developer who didn't work on Warcraft Adventures, but the Russian development community is seemingly tight-knit. MAN-Biker made videos of his version of the game, removing much of the mystique around the project. We finally knew what it looked like beyond a few scattered screenshots and clips.
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