It wasn't that World of Warcraft didn't have a bad conscience; it was more of a show of confidence.
Was it difficult to make more maps and hundreds of quests?
Of course, it wasn't easy, but in many people's eyes, it was just a matter of quantity. If I take 15 days to make one map, I can make 10 maps in 150 days.
The key problem was that other games didn't do this because they weren't confident in their designs.
Why did they make a split main storyline? Wasn't it because the players didn't like it and only wanted to kill monsters and level up?
Why didn't the players like it? It was because they couldn't do it well.
Many MMORPGs chose to make a split main storyline because they felt that they couldn't do a good job with the plot and the world structure. This was the safest way to ensure the players' main storyline experience.
This showed how well the quest system in World of Warcraft was done.
It didn't mean that the quest system in World of Warcraft was amazing. Instead, it meant that after playing World of Warcraft, you would feel the obvious difference between the quests of other MMORPGs and World of Warcraft.
Second, World of Warcraft had a perfect business system.
In this business system, the players could choose certain professions as their business skills, such as gathering skills such as skinning, herbalism, and mining, or manufacturing skills such as blacksmithing, leather making, sewing, and engineering.
These business skills formed a complete closed loop that required a large number of players to maintain the integrity and balance of the entire business system.
The entire business system was in a state of dynamic balance. For example, if there were too few players learning how to mine ores, the ores would be sold at a high price, which would affect the prices of the products produced by the blacksmiths and engineers. At this moment, a group of players would switch to learning how to mine ores, and gradually, the price of ores in the entire server would fall to a normal level.
In the process of this dynamic cycle, some specialized "gnomes" could make a fortune by hoarding, reselling, and other means to earn a lot of gold coins. Of course, it was also possible that they would lose everything in a trade war because of one careless move, and they would lose everything because of their hoarding.
It could be said that the business system in World of Warcraft was a part of the entire worldview. Many players would visit the auction house and buy cheap items when they were idle, and it had become a habit for them when they logged in and out of the game. When the items were sold, they would be thrilled when they received the mail.
The reason why World of Warcraft could create such a perfect business system wasn't only because of the system structure but also because World of Warcraft was very generous.
It was willing to put motorcycles, backpacks that players needed the most, high-level equipment, special damage items, and other very precious things into the various business skills, and this did not increase the profit of the game itself.
Simply put, how would these things be sold in other games?
It was very simple.
There was never enough space in the bag. Do you want to open a new space? Take out the money.
How could you use in-game currency to buy such a beautiful mount like a motorcycle? He tossed it into the shop and took out the money.
Many games would choose to cut out these complex business skills and take these precious things out to sell for money.
Of course, the advantage of doing this was that it was simple, violent, and brainless. The players didn't have to use their brains, and the developers could make more money. Even if the players scolded them, they wouldn't lose anything.
However, if the game map shrank, the quests were separated, and the business system that was built by players and developers was forced to buy and sell between players and developers, then how many MMOs would there be left in the game if it was called an MMORPG?
An MMORPG was a massively multiplayer online role-playing game that emphasized the interaction between players.
If everything was shrunk, would running a dungeon with multiple players be considered as an interaction?
Therefore, even though there were all kinds of MMORPGs in the parallel world, World of Warcraft still caused a wave of excitement when it was released.
Azeroth National Geographic was discussing all aspects of this game, and more and more players began to post various guides, including quests, dungeon guides, battlefield guides, business skills, and so on.
The brilliance of World of Warcraft wasn't just in the story. There were many aspects of it that were worth learning from later MMORPGs. However, most of the games wanted to ride on World of Warcraft's popularity, but they couldn't learn anything from it.
…
Zou Zhuo reached out his trembling hand and placed 100 gold into the hands of the Riding Trainer.
How painful!
This wasn't just all of Fatty's savings, but some of it was also borrowed from the guild.
It had to be said that even though they were both players, some people had a way of making money. They had been practicing gathering herbs and mining since a long time ago. Zou Zhuo had been focused on leveling up. Even though he had dropped a lot of money from dungeons, without the support of business skills, he was still poor.
The Riding Trainer happily took the money from Zou Zhuo's hands. He then raised his hand and a golden light flashed on Zou Zhuo's body.
"Congratulations, young Kodo Rider. You can now go to the side and choose a Kodo that you like. Do you like this white one? Or this grey one? No, no, no, this kind of armored one requires high-level riding skills. You're still too young to ride them. "
Zou Zhuo endured the pain and observed the Kodos behind the Merchant.
There were three different colors of Kodos, and Zou Zhuo liked the white one. He wanted to touch the armored one, but the Merchant told him that the armored one was faster, but required high-level riding skills.
Zou Zhuo picked out an ordinary white Kodo and bought it.
He didn't have much left of the 100 gold he had. Fortunately, he had done a lot of quests and his reputation in Thunder Bluff was in the Respect state, so he had a discount on riding skills.
In World of Warcraft in his previous life, money was a barrier to learning how to ride. The first 60 levels of Beginner Riding and Horse cost 100 gold, while Advanced Riding and Horse cost 1000 gold, which was why there was a saying, 'Thousand Gold Horse'.
However, as the game changed, all sorts of Flying Mounts appeared, increasing the player's movement speed to 280%. The Golden Horse, which increased movement speed by 100%, was no longer cost-effective. As a result, the price of Riding Skills continued to drop, and the level requirement was reduced from 40 – 60 to 20 – 40.
Zou Zhuo arrived at an empty area and used the magic reins in his hands.
With a low roar, the strong Kodo appeared under Zou Zhuo and lifted him up.
"Wah!"
Zou Zhuo was shocked and quickly grabbed the magic reins in his hands.
He lightly waved the reins and the Kodo began to run forward.
He lightly pulled the reins to the left and the Kodo turned left.
He lightly pulled the reins and the Kodo stopped.
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