Almighty Game Designer

Chapter 1075: Design of the World of Warcraft (Ergong)

As players struggle to buy matrix gameplay compartments, Chen Jiao is not idle.

A great deal of art resources about World of Warcraft have been prepared long ago, like several big castles, team copies, classic old scenes, basically completed.

The rest can also be completed quickly under the work of Jarvis day and night.

Of course, there are a lot of other tasks to follow, such as career skills design, talent tree design, team copy design, task line design, etc.

However, they have accumulated a long time ago.

For example, the mission line of World of Warcraft, though complex, has the paving pad of the Azerus universe and the participation of a large number of designers, and a large number of task lines are quickly completed.

Some of the key lines must be controlled by Chen and Hongxi Zheng, such as the Wind Sword mission, love and family, Angela opening the door, etc.

As for the rest, you need to kill a few monsters, run errands, collect some badges, go to the monster camp and destroy them. In fact, the average designer can do it. As long as the understanding of the Azerus universe is in place, there will be no runaway.

And of course, there's a more important question, the version of the game.

As a long-lived online game, one of the secrets to keeping World of Warcraft alive is the change of version.

A well-designed team Ben will get tired of everyone in a few months, not to mention the new technology point, which gives everyone 10 hours of play time, which is equivalent to turning most people into liver emperors, and players may get tired of a version for a shorter time.

So, the change of version is necessary, and the version of "Wrath of the Wicked King" is thrown to the players as soon as it comes up, and the players go to the Black Wings' Nest and the Heart of Melter is pointless.

Therefore, Chen will make all the content of "Wrath of the Witch King" in the game, but it is not open to players, but to ensure that teams at every level could have been the protagonists for a while, opening the next copy of the team according to the world dynamics promoted by the current server.

T1's Heart of Melter, T2's Nest of the Black Wings, T2.5's Angela, T3's Naxamas, T4's Karazan, T5's Storm Fortress, Viper Temple, T6's Temple of Darkness, Hikar Mountain, Solar Well, T7's New Naxamas, T8's Odur, T9's Crusader Trial, T10's Fortress of the Ice Crown.

Each team book is actually very rich, and if the version comes out too quickly, the players jump straight to the new copy before they know it, which is a waste of resources. And if the version updates too slowly, the players do nothing, which is not good.

In addition, upgrades and task lines are a major highlight of World of Warcraft, and many players tend to be brush graded and accelerated, missing this highlight to some extent.

So some numerical optimizations have been made for these as well, and when a higher-level player brushes a copy with a lower-level player, the experience gained by the lower-level player from the monster will diminish sharply or even close to zero; when the player kills a monster that is much higher than his own, the experience gained and rewards will be calculated based on his proportion of damage inflicted on the monster.

The latter is mainly aimed at eliminating the situation of large and small non-group gangs brushing weird.

In addition, players will receive extra special gear when they have cleared the entire task line of an area and achieved the corresponding accomplishments. These pieces have a unique shape with higher attributes than the average task suit and are below the current level of the first team replica package.

In other words, the game encourages players to upgrade themselves. It's also good for teams at the same level. You can also do your own tasks and get good rewards as long as you don't bring them up.

This task set can be used as a transition to a premium copy of the march, but also has a unique look and a certain collectable value.

In addition, the server mechanism of Warcraft World.

Twenty million people can't do it together, it can only be a good wish, so a larger map can plug 20 million people, even if the city is expanded ten times.

But it can be very close to global convergence.

World of Warcraft will feature dynamic server settings, superficially distributed, and players are actually very free.

As planned by Chen Jiao, each server can support up to 10,000 players online at the same time. Actually, even higher is fine, but in that case, the main city could be crowded into dogs.

When a player first logs in and selects a server, he and his friends are recommended to enter the same server based on the player's thunder game pass friendship.

It doesn't matter if you don't go in, game support transfer service is free for the first time. The game also supports cross-service teams, but it is not possible to brush the current highest level of team books together.

Because the ecology of each server is also part of the game, and each server is equivalent to a separate world, with different ecology, and there will be cross-service battlefields, etc., the boundaries between servers and servers cannot be completely eliminated.

Moreover, this cross-service team and transfer service is unlimited. This area refers to national clothing, overalls, costumes, etc. The system will have a built-in network accelerator. The national clothing player will team up with the best friends in the costume. The game cabin will automatically switch the network accelerator. There may be some delay, but it is still playable.

In addition, the VR version of World of Warcraft uses mirror shunting technology to ensure players have a gaming experience during some special times.

Specifically, to avoid the situation where there are more novice villagers than strange...

Every time a new suit is opened, or a new version is opened, the players immediately pour into a map in large quantities. As a result, many players find that there are more people than weirdos. If they want to kill 8 weirdos, they have to rob them to complete the task. It takes more than half an hour to complete the task alive. This hurts eggs...

Mirror shunting technology automatically creates a mirror area for shunting when there are too many players in the current area, always ensuring that the number of players in one area remains within a reasonable range, so as not to see other players, team freely, or cause crowding due to too many people, which affects the player's normal game.

All these settings are designed to ensure that players have a consistent experience in the game, maximizing the immersion and substitution of the game, and letting them forget that it is a game.

Of course, most of the play of Warcraft World in the VR still follows the PC version of Warcraft World, which is not necessarily the final form of MMORPG.

This is more like an exploration of whether a large multiplayer online game will succeed on the next generation of VR platforms.

But as long as this exploration succeeds, the day that brings all the players into the virtual world should not be too far away.