"At that time WoTLK Classic Gold we'd belittle games that were less clumsy when it came to combat." Brevik said of RPGs which had a slower combat as World of Warcraft . "Maybe it was because the game was sarcastic, like "Oh, I've seen an awful monster, I press a specific key for me to strike, and then I shift around to make an improved hit, and then I must make an exact swing' ... we were looking to reduce it to the essence of the game and replace it with an online slot machine. We didn't realize that it was a machine at first. It's not as if we had someone from Vegas instructing us on how to make it perform better and more appealing to players. However, over time we realized that changing to the probabilities and playing to ensure that your level of character and build were as important as the loot that you earned made players truly want to play the game. That's what we concentrated on."
Although World of Warcraft and its popular sequel from 2000 made an enormous impact on the PC gaming scene of their time, it took several years for random loot to be incorporated into other genres. (Brevik himself was part of the vanguard of this with Hellgate: London, a prototype for that "looter shooter" strategy that was used in 2009's Borderlands was later to propel to the forefront of.) In recent times however, the concept of color-coded loot has been commonplace in all forms of gaming, from narrative-driven single-player games like God of War to the ever-growing pop culture phenomenon which is Fortnite. However, as the idea is now firmly ingrained in the language of buy WOW WoTLK Classic Gold games certain developers have tried to further refine the concept but with mixed results.