Game Entertainment Empire
Chapter 1087 The unique aspects of
As the "World of Warcraft" Ahn'Qiraj event unfolds, the popularity of "World of Warcraft" remains high around the world.
Countless manufacturers were stunned.
Faced with the continued popularity of "World of Warcraft", all manufacturers who had planned to release new games during this period were a little scared.
Because this "World of Warcraft" is completely different from some previous games of Nebula Games.
Some games released by Nebula Games in the past have basically begun to lose popularity as a month or two passed.
And this is when they take the opportunity to grab territory.
But "World of Warcraft" is different.
This thing is an online game!
And a classic version of the event has just been launched: Ahn'Qiraj opens the door.
All players play the role of heroes who save Azeroth.
It can be said that this completely brings out the greatest advantages of MMORPG.
What do you play in MMORPG?
In addition to the social interaction between people, when it comes to the content of the game itself, isn't it just a form of development and role-playing?
No one wants to be an ordinary soldier. Deep in everyone's heart, there is a heart to be a hero.
The Ahn'Qiraj event in "World of Warcraft" has maximized this part of the player's psychology.
The unique activity mode allows players throughout the game to participate.
From newcomers to veterans, there is a feeling of giving.
After this kind of dedication, and then watching the characters in the game ring the Beetle Gong in Silithus, this will give them a sense of peace of mind.
Because they have fought for Azeroth, they can accept themselves as heroes, instead of watching the show from the side, watching and then putting a game CG, their characters become heroes and then go up to beat the gong. This will instead It made some players feel like they were in trouble.
Especially in Yang Chen and Nebula Games, the edited records of players' struggles in each server were put into the Game Hall of Fame records on the official website. The final result of this series of operations was,
That is, compared to when "World of Warcraft" was first launched, its popularity has reached a higher level.
However, when the outside world is discussing the various data and impacts of "World of Warcraft", Yang Chen is more concerned about how long it will take the player community to kill the first ancient god in the game to appear in the player copy. Get rid of Su En.
You must know that in the dream memory, no team could complete the first kill of C'Thun, the BOSS, until it was weakened.
Although it is related to the early version of "World of Warcraft" in Dream Memory, which did not have various convenient plug-ins, this copy is also quite difficult.
………………
MMORPG is actually no longer a popular theme, and "World of Warcraft" has not carried out any major groundbreaking gameplay.
For example, there are dungeons and PVP gameplay, which actually existed in many games before this.
It's just that there is no game at all that can use all the resources produced by the copy as the content of the game like "World of Warcraft".
At this time, other games cannot do it.
For example, the fashion in the game is equivalent to the suits that players create in World of Warcraft.
From the Scarlet Crusade suit of Scarlet Monastery, to the T1 suit of Lava Core and Blackwing Lair, these suits themselves have powerful attributes and also have a cool appearance.
It can be said that this is the combination of the game's fashion and equipment. The items dropped after killing the dungeon BOSS not only have powerful attributes, but also have excellent appearance.
For other games, this is basically divided. It is commonplace for equipment and fashion to be sold separately.
In addition, there are a series of life occupations in the game such as enchanting, forging, mining, etc.
These professions are basically just decorations in other games, but in "World of Warcraft" they are closely related to the economic and commercial system.
Even for branches of professions such as engineering, the items they produce can have a huge impact on the outcome of PVP.
The second is the characteristics of each profession in "World of Warcraft" and the focus of the overall game on gameplay.
Balance is an inevitable problem for any game.
Even in single-player games, there is a certain prop, a certain skill, a certain talent that is simply too powerful.
FPS games and MOBA games cannot escape the problem of balance.
As the MMORPG game that relies most on numerical values, "World of Warcraft" naturally has no way to avoid this problem.
The situation of one generation of versions and one generation of gods, with the eldest brother taking turns, also happens in "World of Warcraft". It can be said that this is a problem that no game manufacturer or designer can solve.
If anyone can solve it, then only gods and God can solve it.
But the key is that in "World of Warcraft", this balance issue has been weakened.
Because there is room for manipulation in "World of Warcraft", and at the same time, every profession has its own meaning and unique and distinctive characteristics.
Players' PVP and PVE content are not simply based on data.
Equipment is indeed important, but even more important are techniques and tactics.
The connection of various skills, the professional matching in the arena, the terrain and timing of wild PVP, it can be said that these are the most fascinating existences in "World of Warcraft".
It is precisely because of these content elements that players can continue to play and be immersed in the story of Azeroth.
It can be said that it is almost impossible for an MMORPG game to attract players simply by relying on the game plot.
If in "World of Warcraft", there is a mall, equipment can be strengthened, and there are scrolls in the mall that sell the chance of success in strengthening, hunters can directly recharge to buy awesome pets in the mall road.
It may be possible to obtain good enough turnover profits, but it is absolutely impossible for players to have such a deep memory.
The first time I stepped into Azeroth, I was born in every corner of the Alliance and Horde.
Because I had no money to repair equipment or buy bread, I squatted at the gate of Stormwind City. When I saw a mage passing by, I rushed up to him and yelled, "Master, please do it. I haven't eaten in three days!" ’
For the first time, I came into contact with dungeons such as the Death Mine and the Wailing Cave, and then killed the zombies in a group.
It was the first time I met a player from the hostile camp in the wild, and I had a great time fighting with them with bayonets.
Including in Dream Memory, the success of "World of Warcraft" is closely related to these operational strategies.
For online games, the quality of the game is fundamental, but operation is also crucial.
With the opening of the Gate of Ahn'Qiraj, it can be said that the early content of "World of Warcraft" has also been officially displayed in front of players.
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