Major world events through an American lens
Video Games

Twelve Million People Agreed to Pay Monthly Rent in a Fantasy World

Addiction with a subscription fee — the moment gaming stopped being something you did and became somewhere you lived.

World of Warcraft launched on November 23, 2004, and within months it had more active citizens than most countries. At its peak, 12 million people were paying $14.99 a month to live in Azeroth, a fantasy world where you could be a warrior, a mage, or — more commonly — someone who spent eight hours a night grinding reputation with a faction of fictional elves. The game didn't invent the MMO, but it perfected the formula with a polish and accessibility that made everything before it look like a homework assignment. Marriages formed in-game. Marriages ended because of in-game. Guild drama rivaled reality television. WoW proved that games could be social infrastructure — not just entertainment but community, identity, and for some people, a more meaningful life than the one they logged off to.