World of Warcraft Had a “Pandemic” Patch in 2005
In my first post today, I explained the basic numerology of Microsoft’s acquisition of Activision Blizzard, which owns World of Warcraft. While reading up on WoW, I was alarmed to read that in 2005, the game was patched so that a pandemic could be unleashed that weakened or killed a large chunk of the player base (click to enlarge):
It feels like anything but a coincidence that Microsoft’s purchase came at a time when Facebook and other tech companies are beginning to integrate with the Metaverse. While other addictive MMORPG’s existed before World of Warcraft (EverQuest comes to mind), none of them boasted a player base anywhere near WoW’s size. As someone with roommates who loved the game, I found myself bewildered at how much time they’d spend on it, as if that virtual reality was preferred over the real one.
Notice how the in-game pandemic became a problem because of an “oversight” by programmers that allowed pets to spread the disease outside of the raid’s instance. On the same day that Microsoft made its announcement, we got news that pets were being culled in Hong Kong due to fears they were spreading the virus:
Here’s another article noting the striking similarities:
WoW’s in-game pandemic began after a new patch that was released on September 13th, or 13/9.
In Reduction, COVID-19 sums to 47.
The date had Primary numerology of 47, and left 109 days in the year:
September 13th was exactly 43 weeks after the anniversary of the first recorded case of SARS in 2002. The Pandemic in WoW originated in a dungeon called Zul’Gurub.
Another patch was sent out to erase the disease on a date with Primary numerology of 43: