Virtual Plague : Corrupted Blood Incident


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Learner is here with some bugs for Gamers.You can say it bug of the gaming era and you can say it’s also a small preview of virtual world(;
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What’s Corrupted Blood Incident?

The Corrupted Blood incident was a virtual plague in the MMORPG World of Warcraft, which began on September 13, 2005, and lasted for one week. The epidemic began with the introduction of the new raid Zul’Gurub and its end boss Hakkar the Soulflayer. When confronted and attacked, Hakkar would cast a hit point-draining and highly contagious debuff spell called Corrupted Blood on players.
The Corrupted Blood incident was never intended to turn into a plague; it was actually a coding accident. A spell cast by Hakkar The Soulflayer was intended to inflict a certain amount of damage on a character every few seconds and could then be passed between characters in close proximity to one another. Only very high-level players could challenge Hakkar, so while the spell made fighting him difficult, it would not necessarily kill these hardened players.

Is it Interesting?

The problem was that the virtual disease was only designed to stay inside Hakkar’s domain. However, through hunter pets and teleportation, it spread to the greater Warcraft world just like a real virus and, suddenly, the game had a pandemic on its hands.

Some tried to heal, while others tried to infect. Players with the disease flagged themselves, but soon those without it flagged their avatars to avoid players who happily and maliciously spread the disease, and the marking was rendered useless. Blizzard even attempted to impose quarantines on players to contain the disease but these were not well received and in the end, Blizzard reset the servers and fixed the code.
But, long after the avatars gained control of the plague and fully repopulated, a surprising group took interest in Corrupted Blood…

Corrupted Blood: The Aftermath

Corrupted Blood Epidemics Origins

Years after the incident, number of top epidemiologists began publishing papers about the event. There were so many correlations between the users’ virtual reactions to the pandemic and documented historical responses that epidemiologists Ran Balicer, Eric Lofgren, and Nina Fefferman wrote several papers between them, all in the same year, that strongly advocated for researching the virtual world to help study and predict human behavior.
Epidemiologists use complex mathematical models to predict the spread of infectious disease and develop public health policies. These models, however, remove the irrational, human behavioral side of the equation. Furthermore, these models cannot be tested because it is of course unethical to release a pathogen into the greater population simply so researchers can observe the results.

So the next best thing would appear to be virtual role-playing games. When a pandemic like Corrupted Blood emerges, researchers are able to observe how a population responds to disease and how it is transmitted.

Great Zombie Plague of ’08

During one week of October 2008, a zombie plague was spread to promote the second World of Warcraft expansion, Wrath of the Lich King, before its release. Unlike Corrupted Blood, this plague was intentional and was dubbed by an authorized representative of Blizzard Entertainment as the “Great Zombie Plague of ’08”.[11] It was compared to Corrupted Blood by The Sunday Times, which described the zombie plague as being more true-to-life. The plague was contagious, but in contrast to Corrupted Blood, which had 100% transmission to nearby characters, being in the vicinity of a character infected with the zombie plague represented only a small risk of transmission. This meant that encountering a lone zombie was not as dangerous as encountering a large mass of infected.[12] The event—which Blizzard ended on 28 October—earned the company both praise and criticism from its fans.

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