Not Warcraft, though.
Since the release of the first game in 1994, Warcraft has been an absolute phenomenon. Now encompassing a handful of video games, over a dozen novels, and even a feature film, it’s a juggernaut in its own right.
It didn’t start out like that, though. It all started with a single game.
Warcraft takes place on the world of Azeroth, a planet home to a handful of races and kingdoms. The main games have concerned Azeroth’s wars against invaders from other worlds, including the warlike orcs and the Demonic Burning Legion.
For nearly twenty-five years, Warcraft has captured the imagination of players around the world. It is one of the few games that has as loyal an audience outside of its country of origin as within. New material is still constantly released and consumed by millions.
This setting is one of the true legends of the role playing world, ranking up there with the settings of Dungeons and Dragons or Vampire: The Masquerade. Taking a moment to look more deeply into the phenomenon will help you to understand why.
Video games allow players a chance to take basic gaming concepts and expand them out to their natural conclusions. Gamers have been playing at war from the earliest days of the PC, taking the games they loved on the tabletop and finding new ways to interact with those same mechanics. When it comes to war, the obvious solution was to put pieces in motion. Instead of taking turns, players would be able to guide units while they were in motion. Once games started moving into real time, war games would never be the same.