With the launch of "World of Warcraft" for some time, some ordinary players have reached the level of more than forty levels.
About the gameplay mechanism of "World of Warcraft", as well as the characteristics of the game profession, basically also understood by many players.
One of the most popular occupations among players can be said to be the mage, and although the soldiers give a bitter feeling, there are not many people playing.
On the one hand, in the "World of Warcraft" developed by Nebula Games, the combat experience of the 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 most players, if you want to take the output, you can also take the T.
And most of the teams in the next copy are basically the two professions that will bring warriors and priests.
Even some copies of the previous period, in fact, you can not use the warrior, of course, the player's operation requirements are very high.
However, most players are still accustomed to the three occupations with tactical animal husbandry.
Since playing the RPG game, there has never been an iron triangle that has changed. This is also a reason.
At the same time, although the alliance and the tribe are still in fierce friction, there are frequent battles in Nanhai Town and Stranglethorn, but they will not fight for a few hours without stopping.
There are also a lot of various strategies on the Internet. The tasks of each profession and the equipment that the copy drops, what kind of career and where to go to level, these things are also for ordinary novice players. Pointed a clear road.
In addition to the content of the game, each player on the Internet also discusses the game worldview and plot.
Prior to the emergence of "Warcraft", including the plot of the Chaos Rule and other series, Yang Chen and his team brought the story to the player in the form of an RPG map editor map, which is equivalent to an official free DLC content. .
Most of the stories about Warcraft are almost understood.
But in "World of Warcraft", this story is obviously more intuitive for players to feel the charm.
Because this is a large world in itself, even if you put aside the elements of MMORPG, in fact, "World of Warcraft" itself can also be seen as a large open world game.
And this is also related to Yang Chen's previous experience when players do not need to punch cards, they can always AFK and then the next version is returning.
In addition, when most players upgrade to a certain level, they directly open trumpets of other races and play different professions.
Because in "World of Warcraft", a single linear experience is completely different from other MMORPGs.
In other MMORPG games, upgrade, copy, do tasks, brush monsters, and open new maps.
Basically a one-stop experience, A-B-C-D linear mode.
But in "World of Warcraft" it is completely different.
The world view of the game, the mission line, and the setting of the map area can be said to be designed based on the open world design concept of single-machine content for MMORPG design.
This is why in the dream memory, even though more than ten years have passed, there is still no MMORPG game that dare to say that it surpassed "World of Warcraft", including "FF14" after "World of Warcraft".
In the main story line, it can be said that FF14's shaping of MMORPG is absolutely top-level.
But if you experience other content, you will find that in addition to the main storyline, "FF14" has a lot of defects in the world view of the entire game, such as the sideline and the stories of various races, characters, and organizations.
The "World of Warcraft" is to make the whole world as full as possible, the same as "GTA" created the concept of Los Santos, players can not find it, but the game is to make the world of Azeroth change It is more lively and makes players more immersive.
This is why in "World of Warcraft", when you upgrade the level, you will find that choosing any map area can make you climb to a high level smoothly. During this period, you even have many tasks and tasks that you have not found. story.
Because the player needs to upgrade the level of experience value, far less than the total number of rewards for design tasks in the game.
Even players will find that even if you don't brush any copies before you reach the full level, you won't have a little problem in between.
Other MMORPGs deliberately let players improve and deliberately let players pass.
You can’t unlock the next task without upgrading the copy. If you don’t use the copy to upgrade the equipment, you won’t be able to beat the following monsters.
This is a forced way for players to improve.
In "World of Warcraft" it is autonomous.
Death Mine, Wailing Cave, Scarlet Monastery, these copies are actually doable.
Because the rewards obtained in this, especially the death mines, are all excessive rewards.
But these copies are not just a resource providing place. The task of the copy itself and the BOSS in it are actually part of the plot itself.
These copies are all related to the plot of the corresponding mission.
For example, players in the Death Mine will have a better understanding of the story behind the Defias Brotherhood and the Scarlet Monastery, and players will also understand the BOSS and organization-related stories in these copies.
Are these critical?
For the experience of the game itself, it is actually not very critical.
I don’t deny that many players are actually very concerned about the stories and content in it. However, as a MMORPG game, in fact most players, especially the early stage, pay more attention to how to quickly upgrade their level and quickly improve their equipment. This matter above.
The connection between this copy and the world view and plot will make the linear immersion experience a divided experience.
It can be said that it belongs to the personality of "World of Warcraft" itself.
It takes time to make it, it may not be an important content element but it must be there, even if the player will not notice it.
It's like Blizzard's slogan they often say in dream memory ‘we think this will be very cool’, although this stalk has become derogatory in dream memory.
But in the early Blizzard, they did.
They let "World of Warcraft" make Azeroth very cool.
This kind of feeling is not that kind of feeling that lets you be surprised at first sight.
But by going to the world experience in Azeroth yourself, you can clearly feel the immersion and identity that this brings.
It is for this reason that players will be immersed in it and think that they belong to the alliance or the tribe.
Not only did they see hostile factions in the game wanting to go for a fight, including players who saw hostile factions online after the game wanted to fight a bayonet.
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