Chapter 1075: The Extremely Vibrant World of Azeroth

Chapter 1075: The Extremely Vibrant World of Azeroth

With the launch of World of Warcraft for a while, some ordinary players have reached the level of more than forty.

Regarding the gameplay mechanics of "World of Warcraft", as well as the characteristics of the game's profession, many players basically understand.

One of the most popular classes among players is arguably the Mage, and although the Warrior gives people a sense of hardship, there are not many people who play it.

On the one hand, in "World of Warcraft" developed by Nebula Games, the combat feel of that kind of game experience, the warrior can be said to be the best.

On the other hand, this profession can be said to be more suitable for the vast majority of players, and it is okay to go to output if you want to, and you can also go to T if you want to.

And most of the teams in the next dungeon are basically two classes: warriors and priests.

Even if some dungeons in the early stage can actually be completely without fighters, of course, the operation requirements for players are very high.

However, most players are still accustomed to carrying the three classes of Tactics and Herdsman.

There's a reason why the Iron Triangle hasn't changed since the advent of RPGs.

At the same time, although the alliance and the tribe are still fiercely frictional, and there are often big battles in Nanhai Town and Thorn Valley, they will not fight for hours without stopping.

There are not a lot of various strategies on the Internet, the tasks of each profession and the equipment dropped by the dungeon, what profession to level up in which stage and where, these things also point a clear path for ordinary novice players.

On the Internet, in addition to the content in the game, there are also more content discussing the worldview and plot of the game.

Prior to the emergence of "Warcraft", including the plots of the Reign of Chaos and other series, 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 of them have some knowledge of Warcraft stories.

But in "World of Warcraft", the story in it is obviously more able to let players intuitively feel the charm of it.

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

And this is also related to Yang Chen's previous vision of players not having to punch in to experience, AFK at any time and then the next version is returning.

In addition, when the level is raised to a certain level, most players directly open a trumpet of other races and play a different profession.

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

In other MMORPG games, level up, place dungeons, do quests, farm monsters, and open new maps.

It's basically a one-stop experience, with a linear pattern of A-B-C-D.

But in World of Warcraft, it's a different story entirely.

The game's world view, quest line, and map area setting can be said to be MMORPG design based on the design concept of open world under stand-alone content.

This is also why in the dream memory, even after more than ten years, there is still no MMORPG game that dares to surpass "World of Warcraft", including "FF14" after "World of Warcraft".

In terms of the main story, it can be said that FF14's portrayal of MMORPG is definitely top-notch.

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

World of Warcraft, on the other hand, is to make the whole world as fleshed out as possible, just like GTA created the concept of Los Santos, players can not discover, but the game has to make the world of Azeroth more alive and immersive.

That's why in World of Warcraft, when you level up, you'll find that any map area you choose will allow you to climb to a high level smoothly, and you will even have a lot of quests and stories that you haven't even found out about.

This is because the amount of experience required to level up is much smaller than the total number of rewards for designing missions in the game.

Even players will find that even if you don't farm any of the dungeons before you reach the full level, you won't have the slightest problem in the middle.

Other MMORPGs deliberately let players improve, deliberately let players get stuck.

If you don't upgrade the level of the dungeon, you won't be able to unlock the tasks behind, and if you don't farm the dungeon to upgrade the equipment, you won't be able to beat the monsters behind.

It's a compulsion to get the player up.

In World of Warcraft, it's autonomous.

The Death Mine, the Wailing Cave, and the Scarlet Monastery are all things to do or not to do.

Because the rewards obtained in this, especially the Death Mine, are excessive rewards.

But these dungeons are not just a resource provider, the quests of the dungeon itself and the bosses in it are actually part of the plot itself.

These dungeons are all linked to the corresponding mission plot.

For example, Death Mine players will have a better understanding of the story behind the Brotherhood of Defia and the Scarlet Monastery, and players will also learn about the stories related to the organization of the bosses in these dungeons.

Are these things critical?

When it comes to the experience of the game itself, it's not really critical.

It is not denied that many players are actually very concerned about the story and content inside, but as an MMORPG game, in fact, most players, especially in the early stage, pay more attention to how to quickly improve their level and equipment.

This connection between the dungeon and the world view and plot makes the linear immersion experience a segmented experience.

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

It may not be an important content element that takes the time to make, but it must be there, even if the player doesn't notice.

Just like Blizzard used to say the slogan in their dream memories, 'We think it would be cool', even though this meme has become derogatory in the dream memories.

But in the early days of Blizzard, they did.

They made World of Warcraft, Azeroth, very cool.

It's not the kind of feeling that makes you immediately stunned when you see it.

Instead, when you go to experience the world of Azeroth, you can clearly feel the sense of immersion and identity that this brings.

It is precisely because of this that players are immersed in it, thinking that they belong to the alliance or belong to the tribe.

It's not even just the game where you see the opposing camp wanting to fight, but also the players who see the opposing camp on the Internet out of the game want to fight with bayonets.

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