Game Entertainment Empire

Chapter 1075 The extremely dynamic world of Azeroth

As "World of Warcraft" has been online for some time, some ordinary players have reached a level of more than 40 levels.

Regarding the gameplay mechanism of "World of Warcraft" and the characteristics of the game's professions, many players are basically aware of it.

Among them, the most popular profession among players can be said to be the mage. Although the warrior gives people a hard-working feeling, there are not many people playing it.

On the one hand, in "World of Warcraft" developed by Nebula Games, Warrior can be said to be the best in terms of the combat feel of the game.

On the other hand, this profession can be said to be more suitable for the vast majority of players. If you want to be a DPS player, you can also be a T player.

Moreover, most teams in the dungeon will basically bring warrior and priest.

Even in some early dungeons, you can actually do without warriors. Of course, the operation requirements of the players are very high.

However, most players are still accustomed to bringing the three professions of combat, magic and animal husbandry.

There is a reason why the iron triangle has never changed since the advent of RPG games.

At the same time, although there is still fierce friction between the Alliance and the Horde, and wars often break out in Southsea Town and Stranglethorn Valley, they will not fight for several hours without stopping.

There are many kinds of guides on the Internet. The tasks of each profession, the equipment dropped by the dungeon, and which profession should be leveled at which stage and where. These things are also for ordinary novice players. Pointed out a clear path.

Players on the Internet, in addition to focusing on the content in the game, are also discussing the world view and plot of the game.

Prior to the emergence of "Warcraft", including the plots of series such as Reign of Chaos, Yang Chen and his team brought the story to players in the form of RPG map editor maps, which is equivalent to an official free DLC content .

Most people have some understanding of the story of Warcraft.

But in "World of Warcraft", the story clearly allows players to intuitively feel its charm.

Because it is a large world in itself, even if you put aside the elements of MMORPG, "World of Warcraft" itself can be regarded as a large open world game.

And this is also related to Yang Chen's previous idea that players can experience it without checking in, and can AFK at any time and return in the next version.

In addition, when most players reach a certain level,

Just open an alt account of another race and play a different profession.

Because in "World of Warcraft", it is completely different from the single linear experience of other MMORPGs.

In other MMORPG games, you can upgrade, download dungeons, complete quests, spawn monsters, and open new maps.

Basically it is a one-stop experience, A-B-C-D linear mode.

But in "World of Warcraft" it's completely different.

The game's world view, mission line, and map area settings can be said to be designed based on the design concept of an open world in stand-alone content.

This is why in Dreamland Memory, even after more than ten years, there is still no MMORPG game that dares to say that it has surpassed "World of Warcraft", including "FF14" after "World of Warcraft".

In terms of the main plot, it can be said that FF14's shaping of MMORPG is absolutely top-notch.

But if you experience other content, you will find that in addition to the main plot, "FF14" has quite a few flaws in the world view of the entire game, such as the side plots and the stories of various races, characters, and organizations.

"World of Warcraft" tries to make the whole world as full as possible. Just like "GTA" created the concept of Los Santos, players don't have to discover it, but the game has to make the world of Azeroth change. It is more vivid and makes players more immersed.

This is why in "World of Warcraft", when you level up, you will find that choosing any map area will allow you to smoothly climb to a high level. During this period, you will even have many tasks and tasks that you have never discovered. story.

Because the amount of experience required for players to level up is far less than the total number of rewards for tasks designed in the game.

Players will even find that even if you don't clear any dungeon before you reach full level, you won't have any problems at all.

Other MMORPGs deliberately allow players to improve and get stuck.

If you don't clear the dungeon to upgrade your level, you won't be able to unlock the subsequent missions. If you don't clear the dungeon and upgrade your equipment, you won't be able to defeat the monsters that follow.

This is a forced way for players to improve.

In "World of Warcraft" it is autonomous.

The Dead Mines, Wailing Cave, and Scarlet Monastery are all dungeons that can be done or not.

Because the rewards obtained in this, especially the Dead Mines, are excessive rewards.

But these dungeons are not just a resource provider. The tasks in the dungeon and the BOSS inside are actually part of the plot itself.

These copies are all linked to corresponding mission plots.

For example, players in Dead Mines will have a better understanding of the story behind the Defias Brotherhood and the Scarlet Monastery. Players will also understand the stories related to the BOSS and the organization in these dungeons.

Are these contents critical?

For the experience of the game itself, it is actually not very critical.

There is no denying that many players are actually very concerned about the story and content, but as an MMORPG game, most players, especially in the early stages, pay more attention to how to quickly improve their level and equipment. above this matter.

This connection between the dungeon, the world view, and the plot turns the linear immersive experience into a divided experience.

It can be said that it belongs to the personality of "World of Warcraft" itself.

What you spend time creating may not be an important content element, but it must be there, even if the players won’t notice it.

Just like a slogan Blizzard often says in Dream Memory, "We think this will be very cool," although in Dream Memory this joke has become derogatory.

But in the early days of Blizzard, they did exactly that.

They made "World of Warcraft" and Azeroth very cool.

This feeling is not the kind of feeling that makes you immediately surprised when you see it.

But when you go to experience the world in Azeroth yourself, you can clearly feel the immersion and sense of identity it brings.

It is precisely because of this that players can be immersed in it and think that they belong to the alliance or the tribe.

It’s not just players who see the enemy camp in the game and want to fight, but players who see the enemy camp online after leaving the game want to fight with bayonets.

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