series spawned several books and other media, covering a broad range of characters and timelines in the Warcraft universe. A collectible card game was published, which offered those who bought booster packs a chance to gain access codes to limited in-game content in World of Warcraft. Comics have been released alongside the books, further covering parts of the universe's storyline. A short-lived, online subscription only magazine was available but later ceased publication after five issues. A film adaptation, Warcraft, was released in 2016. Video games The first three games in the Warcraft series, including their expansion packs, were all released on both the PC and Macintosh. All of these games were of the real-time strategy genre. Each game proceeded to carry on the storyline of the previous games, and each introduced new features and content to improve gameplay. The name "Warcraft" was proposed by Blizzard developer Sam Didier. It was chosen because "it sounded super cool", according to Blizzard co-founder Allen Adham, without any particular meaning attached to it. Warcraft II: Tides of Darkness was the first game in the series to feature play over the internet using Battle.net, although this was not included until a later release of the game. Warcraft II was also the first in the series to be re-released as a "Battle Chest", a bundled copy of the game containing both the original and expansion. Warcraft III: Reign of Chaos was the first game in the series to feature a Collector's Edition, which all subsequent games have released as well. Warcraft III and World of Warcraft also have both had "Battle Chests" released for them subsequent to their initial release. The "Battle.net" edition of Warcraft II was also the first to introduce the use of CD keys to the series, requiring each user online to have their own copy of the game in order to be able to connect. In 1998, an adventure game in the series, Warcraft Adventures: Lord of the Clans, was announced as being canceled, having been previously delayed from a 1997 release. In 2004, Blizzard Entertainment moved the series away from the real-time strategy genre and released World of Warcraft, a massively multiplayer online role-playing game (MMORPG). Requiring a subscription fee to be paid to play, it also introduced regular additional content to the series in the form of patches. World of Warcraft gained popularity worldwide, becoming the world's largest subscription-based MMORPG