World of Warcraft was WoTLK Classic Gold the first game to popularize the concept of the color-coded and rarity-based loot system within games. This is now commonplace in RPGs, MMOs, and even action-based games like one-person World of Warcraft.
Since the beginning of World of Warcraft 's development, Brevik and his teammates at Blizzard North knew that the game had the potential to attract players by the lure of ever-more-powerful gear, and they endeavored to maximize that appeal. Through replacing the heavy combat mechanics of its predecessors with an unending buffet of loot, they succeeded at creating this brand innovative "action-RPG" genre far easier to access and enjoyable for a wide population.
"At the time, we would play games that were more clunky when it came to combat." Brevik said of RPGs which had a slower combat that World of Warcraft . "Maybe in a way that was sarcastic, like "Oh, I've got the most terrifying monster, I press a key that allows me to use my weapon, then I shift my weapon to get a better hit, then I need to make one particular swing' ... we were looking to reduce it to the essence and replace all that with, basically, it's a slot-machine. We didn't even know it was one at first--it's not like we had some guru from Vegas informing us of what to do to make this machine work better to really hook the players. However, as time passed, we learned that adjusting to the probabilities and playing so that your level of cheap WOW WoTLK Classic Gold character and building were just as important as the loot that you earned made players desire to play the game. That's what we concentrated on."