Chapter 860: The expansion is actually the retreat environment of the MMORPG

Why are these settings so good?

Because it's very simple, these levels span thirty or forty levels of materials, and when equipped to the final level, the copy also has a great role in setting.

It is to a large extent, to expand the playability of different levels.

Let the players of level 30, let the players of level 40, and let the players of level 50 have their own fun when they are at their level, even when they fight monsters, there will be some longing, if only I could play one.

If there is such a situation, then it will not be boring to play.

But in the expansion, this situation has changed, the content of the old world is ten times that of the expansion, but in order to improve the status of the expansion, almost ninety-nine percent of the things in the old world have become useless, so that when the player plays the game at a level below level 60, it feels that no matter what he does, no matter what he gets, it doesn't matter at this level.

In this case, it also means that most of the time, players feel that their efforts have not been rewarded at all.

In the first expansion, players may be acceptable, and the second expansion is reluctantly accepted, but in the third expansion, the emotions accumulated in the previous two expansions exploded in an instant, and a player can only make his character useful after a long upgrade process, and want to participate in various activities.

It also takes a lot of effort to get it together and so on.

Is such an RPG still called an RPG?

RPGs are role-playing in a world, but the core gameplay of this game is a game that can only be enjoyed when everyone has become a legendary professional.

So what is this called an RPG?

In fact, it is not only about making players a legendary professional, but also about allowing players to obtain a quasi-epic equipment in order to achieve the entry conditions for experiencing the fun of the game, what is the difference between this game design method and NC?

You can even say something that offends NC Confession.

WOW made a fatal mistake in the design of the first expansion from the very beginning, that is, in order to elevate the status of the expansion infinitely. Having everyone play with the expansion, and elevating the expansion items to a level that the old world simply can't match, makes the entire old world design completely waste-like, and doesn't care about whether it's appropriate or not.

And the reason why WOW has not been replaced is that others are worse than them.

This design idea was not endorsed by Jester.

Of course, opening an expansion pack is also a pain for Blizzard.

One of the biggest problems was that the expansion had reached a point where it had to be developed.

Why?

Quite simply, those who have played the Burning Crusade expansion will be familiar with Karazan's copy of the classic.

But here's one odd thing, and that's why would a team quest of the Burning Crusade appear in the classic old-world world of Azeroth? And also a map made in the sixties on top of the upwind trail?

Actually, the reason is very simple.

This copy was actually planned to be opened in the sixties, but after NAXX was opened. Blizzard suddenly found that the attributes after NAXX have swelled ~ swelled to the point that they can't be seen, and the NAXX equipment attributes have swelled ~ swelled to twice the equipment of the first team copy, if you open Karazan again, then how much does the attribute need to be swelled ~ to what extent?

It was under the pressure of this attribute expansion ~ expansion that Blizzard had to open the expansion, and changed Karazhan, a copy that was originally planned to be opened at level 60, to the expansion.

In fact, it can be seen from the fact that NAXX can make chicken leg sticks, and this copy of Karazhan is clearly in the plan.

Of course, there are still many rotten holes in the sixties that have not been filled.

For example, the reputation of the Rogue Ravenhold Manor and the follow-up of the quest.

Attribute expansion ~ expansion is actually a very big problem that this kind of MMORPG has to face. If you want to open for a long time, and you want to attract players to play on new maps and new dungeons, then you must make sure that the new dungeons and new maps are higher than the original maps and original dungeons.

So. This kind of expansion ~ expansion is inevitable, at most and at most, but it can continue the process of this expansion ~ expansion.

At the end of the day, opening the expansion became a no-brainer.

In fact, this way of opening information. Much like a game mode in another game, players who like to play trading cards will probably know that cards like Magic are played very often. There will be a game mechanic called de-environment. First of all, it's important to understand what a card block is, and as the name suggests, the range of cards that can be used.

After understanding the meaning of the environment, it is obvious that you want to retreat from the environment.

That is to take some cards out of this playable range.

What do you use to quit?

Quite simply, come out with a stronger new card.

Is it similar to the MMORPG expansion that forcibly expels the previous content from the game environment?

In fact, Jester imagined that there must have been a lot of card game enthusiasts in the WOW development team, especially Magic fans, as can be seen from their Hearthstone development road video.

When they encounter the problem of attribute inflation ~ expansion and slowing down the growth of the number of people, they will naturally learn from other games and see how they will deal with similar problems in other games.

And as some of the best game designers, it's only natural to think about how they like to approach a certain type of game, so the idea of retiring from the environment came up.

It cannot be said whether this approach is right or wrong.

Because Jester himself actually doesn't have a better way, or to put it another way, that is, everyone in the game industry didn't come up with a better way, but it doesn't mean that he can't delay the occurrence of this kind of expansion ~ expansion, a big reason why WOW's later attributes are so big ~ swollen is that after Blizzard discovered the expansion film, a good way to retreat from the environment, they didn't pay attention to the control of attributes.

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

Of course. A big reason for the classic old-world attribute inflation ~ inflation is because Blizzard's development team miscalculated the game's potential at the beginning.

Of course, they have certain goals for WOW.

How many paying players were there at EQ at the time? More than 200,000 is less than 300,000.

It's still the most successful 3D online game in the world, and WOW's goal is to surpass EQ, they are stronger than EQ's team, they spend more investment, they have more people, and of course, they set their goals higher.

Maybe some later WOW players don't know what Blizzard's goal for WOW was in the first place?

Half a million paying players.

Yes, that's what the developers at the time came out of the WOW decade and said, they said. Only if they can reach 500,000 paying players, they will be able to stick to the game, and yes, Blizzard's goal for WOW was only 500,000 paying players.

And they did it in a month.

And then they did ten times that number in a year!

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

Therefore, there are problems in the design later, especially in the later stage, which is the property expansion ~ expansion. It must be related to the lack of planning in the early stage, or in other words, the lack of extremely detailed planning.

Of course. Jester will not make this kind of mistake, and the first thing he needs to be clear about is that WOW is definitely an MMORPG that can be operated and developed for a long time. The vitality of this game may be as much as ten expansions, so, his life cycle. His attribute curve needs to be determined and clarified at the beginning.

Indeed, as many people said later, attribute inflation ~ inflation is an inevitable problem for such a game, at least at the time when Jester crossed, there was still no way to end this problem.

But there is no way to solve it, it does not mean that you have to condone this attribute expansion ~ inflation like Blizzard.

Of course, many people say that Blizzard has not compressed the attributes once? It shows that they are also troubled by this, how can it be said that they connived?

The reason is simple.

This is not attribute compression at all for attribute inflation ~ expansion.

It's all because of the 32 system.

WOW was originally developed using a 32-bit system, where there was a threshold for digital displays.

It may be that Blizzard at the time thought that WOW could not develop to this threshold.

But the problem is that by the time it comes to MOP, the value display of WOW has exceeded this display by a lot, and if you don't compress the attributes, then the game can't display it normally.

This is also the reason why the final boss of MOP has so many stages and so many scenes, do you think it is really for the epic level?

There is no need for so many scenes and so many stages in epic boss battles.

This was entirely due to the fact that the WOW client at the time didn't have the ability to display that many numbers.

So, they designed it like that.

Then, in the next expansion, that is, "King of Draenor", the attributes were compressed - and then, after solving the problem of the thirty-two clients, judging from some videos of "The Return of the Legion" and the introduction of items, the attributes that had been compressed in "King of Draenor" were once again inflated~ inflated back.

In fact, the fact that T who graduated from "King of Draenor" can reach a million blood is enough to verify this.

This is Jester's most hated attribute swelling ~ swelling within the same version.

It's unbearable.

In fact, Jester also doesn't understand what Blizzard is doing, or they don't know how an MMORPG should be done, what kind of MMORPG players want, and what kind of design is a sense of substitution.

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 WOW with a large number of people is only because the accumulation and heritage are too huge.

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

Developing a game comparable to WOW requires a very large investment, and when large companies feel that this investment is not proportional to the risks they face and the benefits they may obtain, they will not invest their own efforts to develop such a game.

This is the key to WOW's survival.

However, Jester feels that there is a limit to this kind of death, and there is also a limit to the player's patience.

Indeed, it is true that a large number of players will join this game in each version, but to be honest, this kind of player may be ding, it may be recruited, it may be this way, it may be that player, who has not experienced many versions of WOW at all, and has not even experienced the plot baptism of the WAR era, this kind of player does not have any feelings of WOW at all.

There is also the charm and fun of RPG role-playing that you can experience in this game.

All he felt was the full level of brainlessness, and then the brainless outfit and wait, and then the brainless entry into the team or the equipment that cost money.

What's the fun of a game like this?

There's no fun at all.

If a game is no longer fun to play, how long will it last?

For Blizzard, WOW is almost an irreplaceable game, Blizzard has been able to develop from a small studio, to be on an equal footing with Activision, it is by relying on the game WOW, the success of his Hearthstone, although Hearthstone is indeed a high-quality game, and it can even be said that there is no comparable game in the same category.

However, his success, at least initially, was due to the first wave of users brought in by WOW.

In fact, even Blizzard itself said that their idea for Hearthstone was just to prepare a casual mini-game for WOW players, and to have a game to entertain in the dungeon.

In fact, they didn't think that the later Hearthstone could be so popular.

But even if Hearthstone is so popular, so what?

Hearthstone's revenue in 14 years is just over $100 million, while WOW's revenue is more than $800 million, close to $900 million.

In 15 years, his income has doubled, which is simply not enough for the behemoth of WOW. (To be continued.) )