Almighty Video Game Designer
1074 The design of World of Warcraft
Chen Mo didn't stay idle while the players were trying to buy the gaming pods.
They had prepared a lot of art resources for World of Warcraft, such as several major cities, Team Dungeons, and some classic scenes from the old world, and they were basically all completed.
The rest could be completed quickly with Jarvis's hard work.
Of course, there were still many other tasks to do, such as designing class skills, designing talent trees, designing team Dungeons, designing quest lines, and so on.
However, he had already accumulated this information.
For example, the quests in World of Warcraft were complicated, but with the help of the universe of Azeroth and the participation of many designers under the company, the quests were completed quickly.
Chen Mo and Zheng Hongxi had to be in charge of the key quests, such as the wind Sword Quest, love and family, and Anqi opening the door.
As for the other things, they needed to kill a few monsters, run errands, collect emblems, and cause destruction at the monster camps. In fact, an ordinary designer could do it. As long as they had a good understanding of the universe of Azeroth, they wouldn't deviate from the task.
Of course, there was another more important issue, which was the game's version.
As an online game with a long life, one of the secrets to World of Warcraft's longevity was the change of versions.
No matter how well-designed a team dungeon was, everyone would get tired of it after a few months. Not to mention, the new technology allowed everyone to have 10 hours of game time, which was equivalent to making most of the players become liver Kings. The time it took for players to get tired of a version might be even shorter.
Therefore, a version update was necessary. If the Lich king's wrath version was given to the players as soon as the game was released, it would be meaningless for the players to fight the versions of Blackwing's nest and Molten Core.
As such, Chen Mo would create all the content in the Wrath of the Lich King in-game, but wouldn't let the players have it. Instead, he would make sure that every level of team dungeon could be the main character for a period of time, and then release the next team dungeon based on the current progress of the server.
T1's Molten Core, T2's Blackwing's nest, T2.5's Ahn 'qiraj, T3's Naxxramas, T4's Karazhan, T5's Stormwind Fort and Viper temple, T6's Dark Shrine, Hyjal mountain and Sunwell, T7's new naxramas, T8's odul, T9's Crusader's trial, and T10's Icecrown fortress.
The content of each team dungeon was very rich. If the version was released too quickly, the players would jump to the new dungeon before they could figure out the old dungeon. It was equivalent to a waste of resources. If the version update was too slow, the players would have nothing to do, which was not good.
In addition, leveling up and quests were the highlights of World of Warcraft, and many players preferred leveling up and leveling up quickly, so they missed out on these highlights to a certain extent.
Therefore, some numerical improvements were made to deal with these factors; when high-level players brought low-level players to clear Dungeons, the experience gained by low-level players from monsters would be reduced to almost zero; When a player killed a monster that was much higher level than himself, the EXP and reward would be calculated based on the percentage of damage dealt to the monster.
The latter was mainly to put an end to the situation where big and small players didn't form parties to help kill monsters.
In addition, when players cleared all the quest lines in a certain area and obtained the corresponding achievement, they would be given some additional special equipment. These pieces of equipment had a unique appearance, and their attributes were higher than the average quest equipment, but lower than the first team dungeon equipment at the current level.
In other words, the game encouraged players to improve themselves. Whether they formed a team with people of the same level or did missions on their own, as long as they did not level up, they would be able to get good rewards.
This set of quest equipment could be used as a transition to entering a high-level dungeon. At the same time, it also had a unique appearance and had a certain collection value.
Other than that, there was also the server mechanism of World of Warcraft.
It was impossible to have 20 million people in the same server, so it could only be a beautiful wish. Such a large map could fit 20 million people, and even if the main city expanded ten times, it would not be able to fit them.
However, it could be very close to the global server.
World of Warcraft would adopt a dynamic server setting. On the surface, the servers were divided, but in fact, the players had a high degree of freedom.
According to Chen Mo's plan, each server could support up to ten thousand players at the same time. In fact, it could be any higher, but if that was the case, the main city might be squeezed to the point of becoming a dog.
When a player first logged in and chose a server, they would be recommended to enter the same server as their friend based on their Thunderbolt Game Pass.
Even if they didn't enter, it didn't matter. The game supported the service of switching servers, and the first time was free. The game also supported cross-server parties, but they couldn't challenge the highest-level party dungeon together.
The ecosystem of each server was equivalent to a part of the game, and each server was equivalent to an independent world with different ecosystem. There would be cross-server battlefields in the future, so the boundaries between servers could not be completely eliminated.
Moreover, this cross-server party formation and server transfer service was not limited to a large area. The large areas here referred to the Chinese server, European server, American server, and so on. The system would have a built-in network accelerator. When players from the Chinese server formed a party with friends from the American server, the game cabin would automatically switch the network accelerator. There might be a certain delay, but they could still play.
In addition, the VR version of World of Warcraft would use mirror distribution technology to ensure that the players could experience the game at special times.
To be specific, it was to avoid the situation where there were more people than monsters in the novice village ...
Every time a new server or a new version was released, a large number of players would immediately rush into a certain map. In the end, many players would find that there were more people than monsters. If they wanted to kill eight monsters to complete the mission, they would have to fight over them. It would be a pain in the ass if they had to wait for more than half an hour to complete one mission ...
The mirror image diversion technique would automatically create a mirror image of an area when there were too many players in the current area. This would ensure that the number of players in a certain area remained within a reasonable range. They could see other players and form teams freely without causing congestion and affecting the players 'normal gaming.
All of these settings were to ensure that the players would get a consistent experience in the game, to maximize the sense of immersion and substitution in the game, so that they would forget that this was a game.
Of course, most of the gameplay in the VR version of World of Warcraft followed the PC version of World of Warcraft, which might not be the final form of mmorpgs.
This was more like an exploration, an exploration to see if a large multiplayer online game could succeed on the next generation VR platform.
However, as long as this exploration was successful, the day when all players were brought into the virtual world should not be far away.
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