PC World - USA (2020-03)

(Antfer) #1
36 PCWorld MARCH 2020

NEWS HOW WARCRAFT III BECAME A GREAT LORD OF THE RINGS GAME


might sound weird now. “Mapmaking tools?”
But once upon a time it was normal. In the
‘90s and early ‘00s, most multiplayer games
shipped with official tools for creating custom
maps or scenarios. I imagine a number of
today’s developers grew up making maps for
Unreal Tournament, Quake, Counter-Strike,
Age of Empires II, and yes, Warcraft III.
People tend to remember Warcraft III’s
custom scene because of Defense of the
Ancients, which makes sense. There’s a “student
becomes the master” aspect to it, with the fairly
rough Defense of the Ancients mod eventually
spawning two of the biggest games in the
world, Dota 2, and League of Legends.
For me it’s always Lord of the Rings,
though. Peter Jackson’s The Fellowship of the

Ring released in December of 2001, a mere
six months before Warcraft III. The Two Towers
released six months after, in December of


  1. Then you get Warcraft III: The Frozen
    Throne in the summer of 2003, and The Return
    of the King in December 2003.
    Both took place in fantasy realms
    populated by humans, elves, dwarves, and
    orcs. Better yet, Warcraft III introduced
    “Hero” characters, bigger and more powerful
    units that gave modders a perfect way to
    separate rank-and-file armies from named
    characters like Gimli, Legolas, and Aragorn.
    The timing was perfect. You had these
    enormously popular films, a cultural zeitgeist
    that raked in awards, completely changed the
    “acceptable” length of a movie for over a
    decade, sold
    goblets at Burger
    King, etcetera.
    Then on the
    gaming side you
    had a hit strategy
    game that drew
    from the same
    ur-fantasy source
    material, primed
    for custom content.
    The two became
    weirdly
    intertwined.
    Not officially, of
    course. EA made
    Warcraft III: The Frozen Throne. the “real” Lord of

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