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And, while other games in the genre punish players for testing their limits and running risks, World of Warcraft encourages this kind of activity by not forcing players to lose experience when they fail. That sort of can-do design ethic pervades all aspects of the game, allowing characters to make significant progress by playing solo or in groups, giving characters an experience bonus for time they haven't spent online with the game, and so on. It's that welcoming approach that

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