Prior to WoW’s launch in 2004, MMOs were often structured in such a way that only players who were able to dedicate hours of play per day could enjoy them. Many had taxing death penalties (ahem, Everquest), and several more required lots of grinding to hit that ever-elusive level cap. WoW, on the other hand, allowed you to quickly get back in the action after death, simply diminishing the durability of your gear instead of detracting experience points from your character. It also revamped the leveling experience by establishing myriad questing hubs--small outposts bloated with quests--to disguise the amount of grinding necessary to level. No, quests weren’t a new idea, but WoW piled them on you seemingly ten at a time.