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Home > Fantasy > Almighty Game Designer > Chapter 1062

Chapter 1062

Words:1608Update:22/06/27 01:14:30

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While the players were working hard to buy Matrix Gaming Cabins, Chen Mo wasn't idle.

He had prepared a lot of art resources for World of Warcraft, such as several major cities, team dungeons, and some classic scenes in the old world. He had basically completed all of them.

The rest could be completed quickly with J.A.R.V.I.S. working day and night.

Of course, there was still a lot of other work, such as class skill design, talent tree design, group dungeon design, quest line design, and so on.

However, he had already accumulated a lot of content.

For example, the quest lines for World of Warcraft were complicated, but with the help of the World of Azeroth and the participation of many designers, the large number of quest lines were completed quickly.

Chen Mo and Zheng Hongxi were in charge of some of the key quest lines, such as the Wind Sword quest, Love and Family, Ahn 'Qiraj, and so on.

As for the others, such as killing a few monsters, running errands, collecting some emblems, and destroying monster camps, all of these could be done by normal designers. As long as they had a good understanding of the World of Azeroth, they wouldn't go astray.

Of course, there was another important problem, which was the version of the game.

As an online game with a long lifespan, one of the secrets of World of Warcraft's longevity was the change in version.

No matter how well-designed a raid dungeon was, people would get tired of it after a few months. Moreover, the new technology gave everyone ten hours of game time, which meant that most people would become addicted to the game. The time it took for players to get tired of one version was even shorter.

Therefore, version changes were necessary. If they threw the Wrath of the Lich King version to the players, then it would be meaningless for them to try Blackwing's Lair and Molten Core.

Therefore, Chen Mo would create all the content of the Wrath of the Lich King in the game, but he wouldn't release it to the players. He would ensure that every raid dungeon level could be the main character for a period of time, and he would release the next raid dungeon based on the current state of the world.

T1: Molten Core, T2: Blackwing's Nest, T5: Ahn 'Qiraj, T3: Naxxramas, T4: Karazhan, T5: The Eye Fortress, Serpentshrine Cavern, T6: Black Temple, Mount Hyjal, Sunwell, T7: New Naxxramas, T8: Odul, T9: Crusader Trial, T10: Icecrown Citadel.

The content of every raid dungeon was actually very rich. If the update was released too quickly, players would jump straight to the new dungeon before they could even explore the old dungeons. It would be a waste of resources. If the update was too slow, the players would have nothing to do, and that would not be good either.

Besides, leveling up and quests were the highlights of World of Warcraft. Many players tended to level up quickly and missed this highlight to a certain extent.

Therefore, some numerical optimizations were made. When a high-level player led a low-level player through a dungeon, the experience gained by the low-level player from killing monsters would be reduced to almost zero. When a player killed a monster that was much higher than their own level, the experience gained and rewards would be calculated based on the percentage of damage dealt to the monster.

The latter was mainly to prevent situations where low-level players didn't form a party to help out.

Apart from this, when players cleared all the quests in a certain area and received the corresponding achievement, they would be given some special equipment. These equipment had a unique appearance, and their stats were higher than normal quest equipment, but lower than the equipment in the first raid dungeon at their current level.

This meant that the game encouraged players to level up by themselves. It didn't matter if they were in a party with someone of the same level or doing quests on their own, as long as they weren't from the same dungeon, they would receive decent rewards.

This set of quest equipment could be used as a transition into high-level dungeons. At the same time, it had a unique appearance and had a certain value as a collector's item.

Apart from this, there was also the server mechanism of World of Warcraft.

It was impossible to have twenty million players on the same server at the same time. Even if the main city was ten times bigger, it still wouldn't be able to fit twenty million players on such a small map.

However, it could be very similar to having a global server.

World of Warcraft used a dynamic server system. On the surface, it looked like there were servers, but in reality, the players had a lot of freedom.

According to Chen Mo's plan, each server could at most support ten thousand players online at the same time. They could go any higher, but if that was the case, the main city would be filled to the brim with players.

When players log in for the first time and choose a server, they would be recommended to enter the same server as their friends based on their Thunderbolt Game Pass.

It didn't matter if they didn't enter, as the game supported server switching services. The first time was free. The game also supported cross-server teaming, but they couldn't run the highest level raid dungeon together.

The ecosystem of each server was also a part of the game. Each server was equivalent to an independent world with different ecosystems. In the future, there would be cross-server battlefields and other content. Therefore, the boundaries between servers could not be completely eliminated.

Moreover, the cross-server teaming and server switching services weren't limited to regions. The regions here were the Chinese server, the European server, the American server, and so on. The system would have a built-in network accelerator. When players from the Chinese server teamed up with friends from the American server, the accelerator would be automatically switched to the gaming pod. There might be a delay, but the game would still be playable.

Moreover, the VR version of World of Warcraft would use a mirroring technique to ensure the players' gaming experience at certain times.

Specifically, it was to avoid the situation where there were more players than monsters in the Novice Village …

Every time a new server or patch was released, players would flood into a certain map. Many players would find that there were more players than monsters, and they would have to fight to kill eight monsters to complete a quest. They would have to wait more than half an hour to complete a quest, which was quite a pain in the ass …

The mirroring technique would automatically create a mirroring area when there were too many players in a certain area, ensuring that the number of players in a certain area was within a reasonable range. This way, players could see other players and form teams freely, but it also wouldn't cause crowding and affect the normal gameplay of the players.

All of these settings were to ensure that the players would have a consistent experience in the game, maximizing the immersion of the game and making them forget that it was a game.

Of course, the VR version of World of Warcraft mostly followed the PC version of World of Warcraft, but it wasn't necessarily the final form of an MMORPG.

This was more of an exploration, an exploration to see if a massively multiplayer online game could succeed on the next generation VR platform.

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