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Launch of World of Warcraft

This is revision 1, from Oct 29, 2026 04:23. See the current page.

World of Warcraft went on sale in North America and Australia on November 23, 2004, and sold more copies in its first day than any PC game before it, by Blizzard's count. Demand was far larger than the company had planned for: realms filled on the first day, players waited in login queues, and stores ran out of boxes. Within a year the game had more than four million paying players worldwide.

Launch day

According to Blizzard's press release of December 1, 2004, more than 240,000 copies sold through North American stores on launch day, which Blizzard called the biggest first 24 hours for any PC game up to that point. Players created more than 200,000 accounts on the first day, and more than 100,000 were online at the same time by 5:00 p.m. Pacific time.

The game launched with more than 40 realms (servers), and every one of them reached capacity within the first day. Hundreds of Wal-Mart, Best Buy, EB Games and GameStop stores sold out the same day. By the end of the Thanksgiving weekend, Blizzard had added more than 40 more realms and sales had passed 350,000 copies.

Gerald Brom's orc painting, used on the original World of Warcraft box
Gerald Brom's orc painting, used on the original World of Warcraft box © Blizzard Entertainment

Queues and server trouble

The extra realms were not enough. Players reported overcrowded zones and login queues of up to two hours, and Blizzard said it was weighing whether it could ship more copies to stores at all. Years later, at the 2012 DICE summit, co-founder Frank Pearce said Blizzard had "grossly underestimated" demand, and that the company stopped shipping boxes to retailers while it improved its server technology.

The worst stretch came in January 2005. Around the Martin Luther King Jr. Day weekend, as many as 20 of the game's 88 realms went down, and Blizzard capped the population on struggling realms to keep them stable, which made queues longer. Blizzard president Mike Morhaime posted a public apology on January 21, 2005. He acknowledged extended downtime at peak hours and emergency maintenance on 20 realms, and Blizzard credited players on those realms with free play time: three days for the earlier problems plus another four days.

The original login screen, where many players waited in queues
The original login screen, where many players waited in queues © Blizzard Entertainment

At the time, Blizzard had no service for moving a character from a crowded realm to a quieter one.

Going worldwide

The game launched in other regions over the following months:

Region Launch Early results reported by Blizzard
North America and Australia November 23, 2004 200,000 accounts on day one; over 800,000 subscribers by March 2005
Korea January 18, 2005 Called the most successful 100-day launch of any MMORPG in Korea
Europe February 11, 2005 Over 290,000 accounts in the first weekend; over 500,000 subscribers by March 2005
China June 7, 2005 Over 1.5 million paying customers in the first month

In China the limited open beta drew 100,000 applications in the first hour after sign-ups opened on February 28, 2005.

Growth

Blizzard announced on March 17, 2005 that the game had passed 1.5 million subscribers worldwide, with more than 500,000 players online at peak. On August 29, 2005 it announced more than one million paying customers in North America and more than four million worldwide, before the game's first anniversary.

World of Warcraft was the best-selling PC game of both 2005 and 2006. On January 22, 2008 Blizzard reported more than 10 million subscribers, and the game peaked at 12 million in October 2010.

The game kept growing while it was still being patched heavily. In its first year it gained the Honor System, battlegrounds and new raids, and in September 2005 the Corrupted Blood Incident showed how quickly a bug could spread through a world this crowded.

Sources

Categories: Game History

Last changed October 29, 2026: Written by QuestCore