Have you ever wanted to play a single-player version of World of Warcraft? Either to test out classes, learn dungeons or just explore the game world and see content you otherwise would never see, this can all be done by running a local private server. And it is surprisingly easy to do so.
It will populate the game world with bots that run around in place of other human players so the world isn't completely empty. If you invite these bots to your party, you can control their behavior, changing the game into a more traditional party-based RPG. You can order them to attack targets or to even guard positions. The Auction House even works, so you can still buy things you need from it.
There are several single player projects for different expansions. Typically the older expansions work better, while the newer ones may have missing content, scripting bugs or have no support for bots. I'll be using the Single Player Project Classics Collection for the rest of this guide, but much of the information should carry over to the other expansions as well.
Running a single player server is a lot of fun. Even though there are still bugs with some bot behaviors, they are still a great addition to the game. This whole project is still under active development and these bugs are often fixed in fairly regular updates. These will download automatically when you run Launch_Servers.bat.
World of Warcraft is one of the longest running and most popular MMOs on the market. Players from across the globe have been exploring the expansive fantasy world of Azeroth for years, dating all the way back to 1994 with Warcraft: Orcs & Humans. However, some players are not fond of multiplayer games or do not have access to reliable internet, and so they are barred from experiencing Blizzard's storytelling; a singleplayer RPG in the same universe could fix that.
The story of World of Warcraft began with three real-time strategy games before it entered the MMO genre. These RTS games could be played singleplayer or against other players and provided hours of fun for strategy fans. When Warcraft entered the MMO genre, it left behind RTS fans and singleplayer fans alike. Now as Blizzard plans substantial content for the Warcraft franchise, it should consider giving singleplayer fans a way to check out the world.
World of Warcraft has existed for 18 years, and in that time it has received eight different expansions that expanded upon the story and characters of Azeroth. Players have grown alongside characters like Anduin Wrynn and Thrall as they fought back against world ending crisis. Expansions like Wrath of the Lich King and Legion have been critically acclaimed for their storytelling, and characters like Illidan Stormrage and Arthas Menethil have become icons for many players.
With the impressive storytelling that World of Warcraft has showcased, Blizzard could create a singleplayer RPG in the same vein, stripping out all the MMO mechanics and instead allowing players to go through the expansive story by themselves. The game would still allow for the customizability that World of Warcraft has to offer, but it would just be given the RPG treatment. Already, questing in WoW feels very much like a singleplayer RPG, as a majority of quests and story can be completed alone.
The rest of the game would need to be reworked, as a lot of the endgame content is heavily catered towards multiplayer, players cannot even participate in max level raids or dungeons without a party. An RPG would have to either make the endgame content easier or replace party members with NPC companions. The auction house, guild feature, community feature, and chat would all have to be removed unless Blizzard could find a way to fit it into a singleplayer title. PvP could still remain as an optional bit of online content for players to get their aggression out on each other.
An RPG that takes World of Warcraft and turns it into a singleplayer title could hurt the WoW player count, as many players may just choose to play the singleplayer version. As such, instead of a singleplayer WoW, Blizzard could craft a unique singleplayer RPG that simply serves to supplement the WoW story. Hearthstone utilizes the same characters but is a different game entirely, and a Warcraft RPG could follow that formula.
A Warcraft RPG could bring more players to the world of Azeroth and raise the player count of World of Warcraft, or it could serve as a way to provide players who are not interested in MMOs access to the characters of Azeroth. It could also allow the story of Warcraft to continue past World of Warcraft and help build a more expansive and lived-in world.
Thanks to conan over at ac-web we finally have a decent viable option for an offline single player World of Warcraft using AI bots. It should be noted that this has been being worked on at this point for at least 3 years and last month he released his last full package with only updates coming in the future.
It's hard to blame them really. Always-on DRM has been an annoyance for some time now, but Diablo is one of the larger titles released to ever use the system. It's united both PC gamers and usual console players in their hatred for the requirement of an internet connection to play what is often times a single player game.
Obviously, such an unrealistic idea has been proven false many times over. On games like Assassin's Creed 2, pirates cracked the DRM in under a day, and now when the Ubisoft servers go down (again, for a single player game), the pirates are the only ones still playing. It's further evidence that piracy is a service problem, and always-on DRM treats paying customers like the criminals, and limits their access to the game.
Blizzard risks cannibalizing itself with Diablo 3. Many World of Warcraft players will likely leave that game to make the switch to Diablo, a title without a $15 a month fee attached. That's why Blizzard is banking hard on their new Auction House in D3 that's supposed to be a big source of revenue for them. With it, Blizzard has essentially legalized item farming and selling for real world money, but now it's an official system that goes through them instead of eBay. Blizzard takes a cut of each transaction, and by doing nothing at all, they have a steady source of revenue from those buying virtual items on the (no longer black) market.
This revelation is meant to quiet those who think that Blizzard can simply patch the game to have an offline mode if enough people complain. Those who are requesting such a thing don't have a grasp on why Blizzard is going all-online, or how hard it would be to actually craft an "offline mode." It's not as simple as cutting the ethernet cord. To make a stand alone single player game that wasn't based on the servers would practically take as much work as making an entirely new title.
It's full multiplayer and u even need to pay monthly fees or a gamecard to play it. While I myself wished that the game had a single player mode but I understand why they didn't do it. Besides, Diablo 3 (Which isn't released yet) might be the perfect alternative instead of single-player WoW.
This makes possible:Inviting bots to party (or using the Dungeon Finder) and playing dungeon, raid or doing some PvPSummoning your alts as bots to quick item exchange, casting some spells, buffing, leveling, crafting, etc.Random PVP with bots of opposite faction or dueling with bots from your factionTrading and auctioningMaking World of Warcraft even a completely single-player game!
As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game.
MMORPGs generally have Game Moderators or Game Masters (frequently referred to as GMs or "mods"), who may be paid employees or unpaid volunteers who attempt to supervise the world. Some GMs may have additional access to features and information related to the game that are not available to other players and roles.
For example, if a player wants to play a priest role in his MMORPG world, he might buy a cope from a shop and learn priestly skills, proceeding to speak, act, and interact with others as their character would. This may or may not include pursuing other goals such as wealth or experience. Guilds or similar groups with a focus on roleplaying may develop extended in-depth narratives using the setting and resources similar to those in the game world.
Depending on the number of players and the system architecture, an MMORPG might be run on multiple separate servers, each representing an independent world, where players from one server cannot interact with those from another; World of Warcraft is a prominent example, with each separate server housing several thousand players. In many MMORPGs the number of players in one world is often limited to around a few thousand, but a notable example of the opposite is EVE Online, which accommodates several hundred thousand players on the same server, with over 60,000 playing simultaneously (June 2010) at certain times. Some games allow characters to appear on any world, but not simultaneously (such as Seal Online: Evolution or Kolossium competition in Dofus); others limit each character to the world in which it was created. World of Warcraft has experimented with "cross-realm" (i.e. cross-server) interaction in player vs player "battlegrounds", using server clusters or "battlegroups" to co-ordinate players looking to participate in structured player vs player content such as the Warsong Gulch or Alterac Valley battlegrounds. Additionally, patch 3.3, released on December 8, 2009, introduced a cross-realm "looking for group" system to help players form groups for instanced content (though not for open-world questing) from a larger pool of characters than their home server can necessarily provide. 2b1af7f3a8