Chapter 813: I'll Choose Ninja Dragon

Jester is a little unsatisfied, after all, the game WOW has gone from peak to decline so quickly, and people can't help but wonder if the previous WOW was just a false but prosperous one?

Of course not, the ICC era is indeed the peak of WOW, and there is not the slightest falsehood.

However, it was this game that ushered in a Maginot Line, a Dunkirk-style rout in the next version.

Before, there was the loss of PVE players, and after that, there was an irreparable loss of PVP players.

Or MOP this version.

Just when the progress of the separation of the first two versions of 5.1 national servers has caused such serious consequences, Crab still patted his head and decided to launch this version.

From this moment on, the PVP system of the World of Warcraft is in ashes, replaced by PVP players of the same profession and technology can no longer beat PVE mixed players, and the dominant profession can directly full blood pressure people to death, after the diversity of the team in the arena has completely disappeared, the battlefield is also tossed useless, before a treatment can protect itself from death if you don't want to die, this version of the combat fatigue increased to 45% directly leads to if DPS wants to kill the healing, the treatment will definitely die.

A god costume in the random battlefield to stand tall in case of riding when a thousand forces to turn the tide of the era is over, even if you pretend to wait for 999, you still have to press into 496 when you enter the battlefield, the tiger can't stand the wolves, and high-end PVP players have no motivation to fight.

The rarity of Thor Island is another situation, PVP players are playing a rare, and a murderous PVE player is killed next to it, PVP players know that they can't beat but can only hand over their control skills and get out of battle skills and run away, and when PVE players play rare, PVP players can only watch from afar, dare to approach?

This kind of design from one extreme to the other is simply not described by NC - it has to be very brain-dead.

Why did you have to take this game to such extremes?

A few times down, just in version 5.3. Crab is still obstinately driving away all PVP players by building a monument to the grave of the World of Warcraft PVP system, which has been verified by the drop limit for paying users around the world.

And then there's the last version 5.4 that Crab is responsible for.

Because after this version, Crab left his job and went to Riot, maybe he felt that Riot's game was more suitable for him to play.

Overall, 5.4 is a decent release, and the most important thing is that the attempt at Timeless Island has been liked by many players, and the complete collapse of the random group has led casual players to find Timeless Island to be a good place. But at this time, the crab was old ~ when designing the game, and the problem was made again, and the unrepentant crab couldn't get rid of all the eggs in the same basket called gambling luck in the end, first talk about the mechanism of immortality and the four heavenly gods and the fire bull, someone can go straight to the bomb ~ sex copy after graduating from the Eternal Island Day Tour 535, and if someone is born with an ugly black face, then he can't get any other immortal except the immortal in the box, only brush 600,000 eternal coins in exchange for immortality, And the time it takes is counted in months.

The Four Celestial Gods and the Fire Ox played the glorious tradition as always, except for money and money. By the time the equipment is released, the player has already graduated with 582 in his body.

It is worth mentioning that the bullet ~ sex is a very good idea, although the drop is not separated, but it can always play a role in training, but the design team still did not find that the root of many problems is only caused by the drop is not separated, if they can realize this mistake at the beginning. And if it is corrected, the current situation may be different again.

In a word. 5.4 is a player-friendly version, as well as a PVE for all.

Ordinary PVE players have finally found the feeling of 10 people fighting dragons (playing H) and 25 people playing coin groups in the icc era (the outer server is a bullet ~ sex fighting dragons and 25 people playing H), and the difficulty of the three Hs after SoO designed for high-end PVE players is also worthy of praise, and top PVE players can fight for the first kill after separation.

In the end, Crab retired after successfully killing the Empire and WOW, leaving behind a devastated world to be rebuilt. Players like to hear it, a large part of the people's hearts, the whole world celebrates, and they run to tell each other, although it is a good old time. There's no going back.

Jester's thinking about WOW's design mistakes stopped here, and then 6.0 was a version with very obvious advantages and disadvantages, and the design team still didn't know how to design this version of the game after the crab left and Flor returned, and even the original creator of the world was a little confused about this game that had become unfamiliar, and because WOW was designed in a way that was two expansions.

In fact, by the time the crab left, WOD's shelf had already been erected by him.

The next step is to tinker within this framework.

So, although there are a lot of good designs in 6.0, the disadvantages are also very obvious, especially since the previous design team wanted to restore the all-terrestrial era of the sixties, but they forgot to consider the problem that after the player has become accustomed to several versions of flying, it is difficult for them to accept it, or even simply unbearable, if you don't let them fly.

I don't know how many players left the game again and again because they couldn't fly.

Although flying can later be unlocked through achievements, it is too difficult to obtain because of the high requirements of this achievement.

Moreover, flying is for players to experience the game for convenience, but this time the design team seems to want to use flying as a reward after experiencing the game, but what is the point of this kind of flying? What is the point of a flight that requires the current version of Erudito, full exploration, almost half of the treasure exploration, and three new prestige reverences to unlock?

These should be convenient for the player to do it after they can fly, not after the player has done it, and then the player thinks, what's the point of me flying? Because I've done everything I can.

The only thing that may be useful is that you can fly directly when you practice the trumpet, after all, the achievements are shared by the pass.

Because WOW was the last game Jester was going to make, and it was almost ninety-seven years now. Basically, in 2,000 years, he's going to start making the game, so he's going to need to remember everything he has in his head about the game, especially the big mistakes. Don't make the mistake again.

In fact, many mistakes are not known to be wrong when designing, maybe the designer just thinks that this is cool and handsome when designing.

But after actually making it, I realized that it was not good.

These are all experiences that are worth paying attention to and learning from, and they are also very helpful to make this landmark game in the original history better.

After writing down all the things he remembered, Jester put the thick stack of paper back into a new folder, but he was still asking himself a question, if he was facing after Ulduar. When "Wushuang" or "Ninja Dragon" chooses one of the two, how will you choose?

He was still a little hesitant.

But after recalling the rise and fall of the entire WOW development, Jester suddenly realized that the problem was actually a very simple problem.

Blizzard has made countless mistakes with this game, but in the final analysis, there is only one mistake, and that is to compromise players too much - they are too delusional to please all players, but not all changes will satisfy all players, you please some of them will make others unhappy, and if they are not satisfied, they will AFK.

And then you think these people are AFK, so I'll change it again. Want to keep these people happy.

But after you changed it like this, you were dissatisfied with what you were satisfied with before. They also AFK, but those from the previous AFK did not come back.

In game development, especially for such a huge project and game, the opinions of players need to be heard, but don't listen to everything, if everything is done according to the player's requirements. Then God knows what's going to happen.

Just like Ulduar, a good copy is a good copy, even if it is not popular at the time, but it will definitely be loved in the future, why give up the most correct idea in the first place. What kind of way to choose the way to kill the chicken and take the soft?

The designer's hard work players are all in the eyes.

Classics are never erased.

"I'll choose Ninja Dragon."

Jester finally gave the question an answer of his own.

Because Jester's standard is to make a good game that he likes, what he thinks is good, what he thinks is a good game, how to define it, every player has different standards for each player, an FPS player to play an ACT game he may say that this bad game is not fun at all, but it is not that this game is not a good game.

At the end of the day, if you judge whether a game is great or not.

That is to see whether the gameplay of this game can be accepted by the target group of players, and if the target player group can accept it, then it depends on whether the number of this group is enough.

This should be a standard 'good game' concept.

So, even though the gameplay of Musou is accepted by the target group of players, and there are many people who are willing to accept it, it is a good game.

But again, your fairy grass, my poison, in Jester's eyes, he has never looked down on "Mushuang", although the "Mushuang" series has a lot of merits in terms of design, to be precise, it is a lot of merits, a game without the slightest merit will not survive to the main story Gaiden adds up to more than ten versions.

I can't beat Jester and I still don't like this way of playing.

In the ACT game, he likes "Ninja Dragon" - not that he can't look down on the brainless game like "Mushuang", but he can't look down on the brainless brushing in the ACT game, because these are two styles that can't be fused together at all.

ARPG Jester feels that the refreshing ~ feeling of brainless brushing is greater than everything.

RPG is the game system and the plot is greater than everything, FPS games are faster to kill ~ sense is greater than everything, for example, people who play well in FPS games are more irritable, for example, you are killed by sniping in the game, you have to use sniping to fight back, generally speaking, people who can play to a high level of FPS have this kind of 'irritable' character.

ACT, on the other hand, is a different style.

That's a kind of technical solitary self-appreciation, that's a kind of unsociable solipsism, such a game, he is born uncompromising on difficulty, and if you want to experience the fun and pleasure of this kind of game ~ sense, you must practice your skills hard, at the moment when you can do it, that sense of achievement, is unparalleled, this is the core of the ACT game.

That's why ACT players are so loyal, because this type of game is such a misfit.

Such an uncompromising ease of getting started.

And if ACT games are all made like "Mushuang", then what qualifications does ACT have to be called ACT? A game should have the characteristics it should have, and ACT is the same, his gameplay, his core gameplay, is destined to be a niche game, and it can only be accepted by a few people, which is determined by the nature of this game.

Jester finished a memo about some of the mistakes in WOW's journey.

It's still early days, but a WOW MMORPG must be planned now, as it will be his last game, and Jester wants to make it as perfect as possible as a completely departure from game development - WOW was great in the sixties, but far from perfect.

Although the later versions have received mixed reviews, many of the changes are still excellent and cannot be dismissed.

Even if it's a crab, there are a lot of mistakes, but there are a lot of good improvements, and the changes in the direction of making WOW more accessible to the people, such as the opening of random dungeons, are a very good decision.

Of course, there are at least three years before the design of WOW begins, and in addition to finishing "Monster Hunter", I also have to develop a game for the new console - but the new console will be a somatosensory console, and this time the new game will be a game that is completely matched with the somatosensory console, in Jester's vision, the prototype is "Super Horse Silver".

However, how to make it still needs to be considered.

But at the end of the day, it's easiest to make a creative-first game like this. (To be continued......)