Font
Large
Medium
Small
Night
Prev Index    Favorite Next

Chapter 860 The expansion is actually the retreat environment of MMORPG

It was under the pressure of this attribute expansion that Blizzard had to open the expansion pack, and changed the copy of Karazan, which was originally planned to be opened at level 60, into the expansion pack.

In fact, it can be seen from the fact that Naxx can be used as a chicken leg stick that the copy of Karazan is obviously in the plan.

Of course, there are still many unfilled pits that fell in the 1960s.

For example, the reputation of the thief's Ravenhod Manor and the follow-up of the mission.

Attribute expansion~ bloating is actually a very big problem facing this kind of m-touch rpg. If you want to open it long, you want to attract players to go to a new map. For a new copy, you must definitely make the new copy and the new map come out higher than the original copy of the original map.

Therefore, this kind of expansion is inevitable, at most, and it can only continue the process of expansion.

In the end, opening an expansion pack has become one of the solutions.

In fact, this way of opening information is very similar to another game mode. If players who like to play a set-up card style card, they may know that games like Magic that often play cards will have a game mechanism called withdrawal environment. First of all, you must understand what a card environment is. As the name implies, it is the range of cards that can be used.

After understanding the meaning of the environment, it is obvious to think about releasing the environment.

That is to exit some cards from this usable range.

What to use to exit?

It's very simple, a stronger new card is released.

Is it similar to the expansion pack of Mtrpg game that forcibly drives the previous content out of the game environment?

In fact, Jester had imagined that the people in the wow development team must have been a lot of card game enthusiasts, especially Magic Card enthusiasts, which can be seen from their later video of "Heartstone" development path.

When they encounter the problem of exploding attributes and slowing down the number of people, they will naturally learn from other games and see how they will deal with similar problems in other games.

As some of the best game designers, it is natural to think of the way they like to handle certain games, so the idea of ​​retreating the environment also emerges.

It cannot be said that this method is correct or wrong.

Because Jester himself actually has no better way, or to put it another way, the later game world did not come up with a better way, but it does not mean that he cannot delay the occurrence of such bloating things. A big reason why wow's attributes are so powerful in the later stage is that after Blizzard and the others discovered a good way to remove the environment, they did not pay attention to their control of the attributes.

In fact, this phenomenon was relatively rare in the original classic old world and the first expansion pack.

Of course, there is a big reason for the expansion of the classic old world attributes because Blizzard’s development team misjudged the potential of this game from the beginning.

Of course, they have certain goals to do wow.

How many paid players were there at that time? It was only more than 200,000 and less than 300,000.

This is the most successful 3D online game in the world. Wow's goal is to surpass EQ. They are stronger than EQ's team, spend more investments, and have more people. Of course, their goal will be higher.

Maybe some later wow players didn’t know what Blizzard’s goal for the wow game was?

Five hundred thousand paid players.

Yes, this is what Blizzard's developers said in the ten-year record of Wow. They said that only 500,000 paid players could reach 500,000 paid players. They could persist in making this game. Yes, at the beginning, Blizzard's goal for the wow game was only 500,000 paid players.

As a result, they did it in one month.

Then they did ten times the number in a year!

In other words, when the game wow was initially designed and planned, I never thought that I would be so popular and would be played by so many people.

Therefore, there will be problems with design later, especially when the attributes are expanded in the later stage, which will inevitably be related to the lack of planning in the early stage, or to put it another way. There will inevitably be no extremely detailed planning and there will be a necessary connection.

Of course, Jester would not make such a mistake. The first thing he needs to be clear is that the game wow is definitely a m-RTRPG that can be operated and developed for a long time. The vitality of this game may be as many as ten expansion packs, so its life cycle and its attribute curve need to be determined and clarified at the beginning.

Indeed, as many people later said, attribute inflation is an inevitable problem for such games. At least when Jester traveled through time, there was no way to end this problem.

But there is no way to solve it, which does not mean that you have to indulge this attribute bloating like Blizzard.

Of course, many people say that Blizzard has compressed its attributes once? It means that they are also worried about this. How can they say that they are indulging them?

The reason is very simple.

This is not about attribute compression for attribute expansion.

It's entirely because of the 32 system.

wow was first developed using a 32-bit system. On this system, there is a threshold for the number display.

Maybe Blizzard at that time thought that wow could not develop to this threshold.

But the problem is that when you touch P, the value display of wow has exceeded this display a lot. If the attribute compression is not performed, then the game will not be able to display normally.

This is also the reason why the last wave of the ss roar in the end will be divided into so many stages and so many scenes. Do you think it is really for the epic level?

There is no need to engage in so many scenes or stages in the epic wave ss battle.

This is entirely because the wow client at that time did not have the ability to display so many numbers.

So, they designed it like this.

Then, in the next expansion pack, namely "King of Draenor", the attributes were compressed, and then, after solving the problem of thirty-two clients, judging from some videos of "The Return of the Legion" and the introduction of items, the attributes compressed in "King of Draenor" were once again expanded.

In fact, t-graduating from "King of Draenor" can reach millions of blood, which is enough to verify this.

This is what Jester hates most about attribute bloating in the same version.

This is beyond tolerance.

In fact, Jester doesn't understand what Blizzard is doing, or they don't know how to do an M-Touch Rpg, what kind of M-Touch Rpg players want, and what kind of designs are for immersive.

Wow shouldn't be like this.

In the era of "King of Draenor" and "The Return of the Legion", the reason why wow is still a wow with a large number of people is because the accumulation and background are too huge.

The market for mtrpg is getting smaller and smaller, and there are fewer and fewer games that can survive at the same time.

Developing a game that is comparable to wow requires a huge investment. When large companies feel that this investment is not proportional to the risks they are facing and the possible benefits they may obtain, they will not invest their own efforts to develop such games.

This is the key to wow's ability to survive.

However, Jester felt that this kind of death was limited, and the player's patience was limited.

Indeed, there are indeed a large number of players joining this game in every version, but to be honest, this may be caused by ding, recruitment, this may be caused by such a player, such as this, or that, he has never experienced many versions of wow, or even the baptism of the plot of the war era. Such players do not have any wow feelings at all.

The charm and fun of rpg game role-playing experience in this game.

What he felt was just a brainless and full-scale level, then a brainless and then a brainless and a piece of equipment that was used to enter the team capital or spend money.

What's the fun of such a game?

No fun at all.

If a game has no fun playing style, how long will the game have to be alive?

For Blizzard, wow is almost an irreplaceable game. Blizzard's all can develop from a small studio to an equal footing with Activision, which is based on the game wow. The success of his Hearthstone is, of course, Hearthstone is indeed a high-quality game, and it can even be said that there is no comparable game among similar games.

However, his success, at least initial success, was due to wow that brought the first wave of users to it.

In fact, even Blizzard itself said that their idea of ​​making Hearthstone was just to prepare a casual game for wow players, and there was a game for entertainment in the dungeon.

In fact, they did not think that Hearthstone later could be so popular.

But even if Hearthstone is so popular, so what?

Hearthstone's revenue in 2014 was only a little over $100 million, while Wow's revenue was more than $800 million, close to $900 million.
Chapter completed!
Prev Index    Favorite Next