Chapter 1048: Creating the True World of Azeroth
Compared with the promotional CG animation released by Yang Chen before, this promotional CG has a greater impact on it.
Because it involves a very important character in the game.
As "Warcraft" before "World of Warcraft", in fact, unlike other games, there is no constant so-called protagonist.
But the vast majority of players basically identify Arthas as the protagonist of the game.
It's not for anything else, but because this character does have a lot of topics, and at the same time, the character of the character itself naturally gives players a sense of substitution.
What was it before Alsace fell?
A rich and handsome prince, a paladin with a silver hand at a young age, and a childhood sweetheart.
For most players, this substitution comes at once.
And the subsequent story of Alsace is also quite topical.
Eventually, Arthas betrayed the Light and became a Death Knight, and was influenced by the will of the Lich King in the Frost Grief to kill his father and slaughter his own people.
It can be said that aside from other factors in Alsace, at least the first character that comes to the mind of most players of Warcraft is Arthas.
And this promotional CG is also talked about by players.
Regarding the game animation footage of Nebula Games, this has long been something that players are talking about.
From the one-shot cutscene brought by "Metal Gear Solid: Phantom Pain", to the superb combination of the footage and narrative script of "Red Dead Redemption" later, and the one-shot of the whole game of "God of War", the movie interaction and the game are perfectly combined with "The Last of Us", telling a story that moves players.
And then to "Final Fantasy", which really allows players to feel the immersive sense of immersion through the next-generation graphics.
It can be said that Nebula Games' attainments in this area are definitely first-class.
And this CG promotional video about the awakening of the Lich King itself also makes players feel a lot.
At the same time, it also gives the player a clear answer.
That is, in "World of Warcraft", Arthas is definitely the identity of the villain BOSS, and there will be no so-called whitewashing.
"This is an official signal that Arthas will be the villain boss, right?"
"Sure, although I feel that Arthas is very handsome, I have to say that Arthas's character is the result of his character in becoming the Lich King in the end."
"+1, everything is traceable, from the defense of Stannbride to the purification of Stratholme, and finally the expedition to the coast of Northrend, blinded by hatred, it can be said that it was Arthas's immature character that led to the final tragedy."
"Actually, I feel that if the people around Arthas, such as when purifying Stratholme, if they keep their senses, they can see that Arthas has made the most correct decision, which can minimize casualties, but Uther is firmly opposed, and even when Alsace needs support the most, his childhood sweetheart Gianna also chooses to stay away."
"In other words, if Alsace's childhood friend Gianna can be like Tifa, then maybe there will be no Lich King Arthas, but a great paladin Arthas."
"Okay, don't talk nonsense, anyway, Arthas is going to become the Lich King, and in the end, it feels like it should be the boss that we brushed, so I'm curious if I can finally blow out Arthas's invincibility and frost sorrow."
This promotional CG about Arthas instantly evoked the memories of many old players.
Not only at home, but also abroad, countless players are also discussing World of Warcraft.
And when the players were hotly discussing, Yang Chen was not idle.
Including the skills of each profession in the game, including the design of some dungeons, these teams of Yang Chen and Nebula Games are basically in full swing.
There are some things that don't have to be too much of a hassle.
For example, the mission design in the game, as an MMORPG game, the mission design line in "World of Warcraft", Yang Chen is more inclined to an exploratory task line rather than a forced mission line.
The difference between the so-called exploratory and compulsive is that the exploratory quest branch, even if the player does not complete it, the benefits brought by its main quest can keep the player's level up to the normal progress.
It's not compulsive, the player only completes the main quest, which is bound to be stuck at a level, and then the player is forced to complete the side quest and get experience rewards for level breakthroughs.
These quests are still given by fixed NPCs, but are not clearly marked by the player.
Instead, you need to let the player explore on their own, for example, in a corner of the main city, there is an ordinary beggar, and you can give him some food to trigger a quest.
At the same time, the related quests in the game can also allow players to discover and explore.
Like open-world games, in "World of Warcraft", Yang Chen also hopes to make players feel some more free content.
Including some of this, there are also things that are not found in World of Warcraft in dream memories.
It's not that the "World of Warcraft" in the dream memory can't be imagined, but it is limited by some technical problems in the era when "World of Warcraft" was born in the dream memory.
For example, there is no detailed map, and there are NPCs in each scene for players to explore, and players who have just played may even get lost.
That's where the fun of exploration comes in, and it's important for MMORPGs or other games.
The multiplayer team book in the game in terms of PVE will be a major gameplay, and it is also a very core gameplay, providing players with a path to update various equipment.
After all, the essence of MMORPG is actually about socializing, but that doesn't mean you have to ignore the fun of solo travelers.
After all, no one stipulates that MMORPGs must say what guild they want to join, and they must team up with others to farm dungeons.
Chests in the wild, some elite monsters, and random quests can also give Lone Ranger players directions to get gear.
Of course, in terms of difficulty, the conditions for these lone rangers to obtain equipment are not easy.
Including the game content update, in addition to the content update of the major version, Yang Chen also plans to set up a special task design team.
Weekly updates on some of the upcoming missions in World of Warcraft that have been completed by players.
The NPCs scattered throughout the land of Azeroth give the player a dynamic feel.
For example, it is often possible to discover different quests while giving players some unique rewards and achievements.
There's no way to make World of Warcraft feel like real Azeroth through technology, but it's still possible to do it with manual design updates.