"I had a childhood WoTLK Classic Gold playing a lot of [the pen-and-paper RPGthat is Dungeons and Dragons," Brevik told me. "I was never really interested in the whole role-playing element of playing the role of an elf, or whatever. To me, the fun part was going into the dungeon, killing stuff, and getting loot. At the time, we believed that it was one of the most lucrative aspects of the entire RPG genre therefore we decided to place it at one of the fundamental elements aspect of our game. I would say that the color-coding element of [Angband] was probably intended to showcase the VGA graphic effects at times, and they were impressive, but it was something that stuck for me as a useful idea, which is why we decided to add it."

World of Warcraft was the first game to popularize the concept of the color-coded and rarity-based loot system for games. It is now a standard feature in MMOs, RPGs and even action games and one-person World of Warcraft.

Since the very beginning of World of Warcraft 's development, Brevik and his teammates at Blizzard North recognized that the game had the potential to be a magnet for players attracted by the promise of ever more powerful gear. And they sought to maximize this appeal. Through replacing the heavy combat mechanics of its contemporaries with an endless table of items, they succeeded in creating a fresh "action-RPG" cheap WOW WoTLK Classic Gold genre much easier to access and enjoyable for a wide population.