Let us take a look at the following information before telling the story of Azeroth:
North American public test begins with November 8th, 12 servers prepared after 10 minutes. Although the official website is forgiving to access overload, and the popular MMORPG in the past is that even the private website access to each private website has risen on the same day. North American public beta, total registered users more than 500,000, more than 40 servers are running.
On the day of South Korea announced the public beta, set 12 sets of servers, and the same is the same as full of red. Players who have been queuing outside the server often exceeds a lot of people. In the next 2 days, Blizzard should have opened 32 sets of servers in South Korea, that is, when on November 14th, the server of World of Warcraft has reached 44 groups. At present, the server used in Korean public beta in Korea has exceeded 51 units. Far far exceeds other online games currently operated in South Korea.
"World of Warcraft" standard version of the package is released on Tuesday (Tuesday) on November 23 (Tuesday) on November 23 (Tuesday), and has sold approximately 250,000 copies. Before the US retail store door, players started from midnight to buy this game client. Within one day, the National Retail Store caught in the WOW client's outlet state.
So, in the face of a large number of mmorpg works in the world, facing another strong competitor, WOW creates such a myth with any debut? I think there is no myth that occasionally occasionally, the traceability of the event will also come from multiple directions, below. I will try to simply analyze the mystery of WOW first walked from my own point.
Of course, it is necessary to review history:
In 1994, a small company, a small company, released an instant strategic game: Warcraft, let people know such a computer game company existence: Blizzard, starting from that moment, the industry also The birth of a new myth is born - "Blizzard, it will be a boutique", this sentence is sang everywhere. In the next 10 years, Blizzard has formed "Warcraft, 1994)," Diablo, 1996), "StarCraft" (StarCraft, 1998) 3 Series classic works. In 2004, the 10th anniversary of the birth of Warcraft is born. Blizzard throws a heavy bomb, "World of Warcraft), this is the first time in Blizzard attempt to make large multi-person online role playing Class game (MMORPG). This is probably the Warcraft hegemony experienced a sublimation after 10 years of light. His English abbreviation WOW itself is a horrified tone to spread in the player, some people guess this is the means to be amazed by the players around the world.
Ok, now let us open a reasonable operation system and powerful technical force (because these are unpredictable), specifically take a look at the miracle belonging to the WOW world, see how this blizzard brought to us? Surprise:
1. World view: well known, WOW's world view is based on the Warcraft series game, but not only for the original implementation of simple partism, but continuity, not destroying the background of the original works It realizes the so-called "continuing, there is a generation of generations" worldview. For example, the story of World of Warcraft 2 is after World of Warcraft 1, and people in the W2 battle are heroes (they The era of future generations is the time of WOW), from the characters in the game, the legend of NPC to the story of the story does not reveal such information. So, not only make the original Warcraft Fans gradually, it should be transitioned to the WOW world, even if new players who have been in contact with Warcraft, they can quickly experience the charm of the game, and experience the inheritance but Inadvertently, it is incorporated into it. The effect of this snowball makes WOW already have a huge player base before starting testing. 2. Borrowing and innovation: Looking at the WOW system, some people may mention: Many settings have appeared in the past games, how can WOW will be successful? This is actually a real expression of a company's technology and ability. Blizzard is the same as the system in the game, is not just a simple imitation, but also deepening him, develop more improved, and makes good system Synthesizes a game, rather than a few independent systems (most failed games often only emphasize his system, but never mention how the system is organically combined). For example, the trade system and mail system in WOW, the trading system performs players props, and the mail system is responsible for the information between players, the exchange of items, but they are not mutually cracking, their own battle, trade regardless of success, It will be sent to the player's mailbox, that is, the things you have taken in your trade will be sent to your email, you will also send things and money will also be sent to the mailbox. This not only achieves the interconnection between the two systems, but also makes the game more authentic, but also more in line with the common sense. After reference, innovation, innovations, transportation systems (subway, boat, aircraft, etc.) set up three-dimensional, distinctive, and unsubstituted: in this world's transportation system, the subway and ship are not required Can do it, but can only be used in large cities; after the city and the air route NPC there, you can go back and forth. The subway is the fastest and flight can see the scenery along the way, in line with the players' different needs; the experience compensation system in the game is even unique, the player is not online for a long time, as long as he logs in to the hotel or city offline When it is online again, the empirical value compensation is received, that is, before the compensation value is reached, the experience is multiplied, and the interesting is that the BUFF (gain persistence magic) can also be automatically stopped after the offline is automatically stopped. . The list goes on.
3. System optimization, customer first: By comparison, it is not difficult to find that WOW is relatively operated with the same period: heaven 2, RF Online and other 3D MMORPG, the system requires low requirements, and even more than even in the overall picture The same period works, people can't help but think of running fast on the 33-winning machine and grow up. All of this is actually benefited from the strong technical strength and excellence, and customer first. And from the system settings of the game, this is also reflected in this point: such as the characters in the game not use popular collision testing, although this has had a certain dispute in domestic players, but from the actual experience, It should be a measure for players, such as calculating the design of parcel storage in the size of the RPG in the management item, and is changed to single-handed quantity storage, and various damage formulas are also stored. A relatively simple and practical algorithm is taken, the items cannot be placed on the ground, which is not accidental, but to minimize the burden of the server, give the player's best game environment without affecting the game. 4. Shocking details: WOW achieves the high simulation of real-world, specific performance in: the same time and calendar, which uses the reality, and considering global popularity, the concept of the connecting area is integrated into it. Of course, from the entire geographic layout to the refined map, it is also in line with real. Different geodes are different between the race concentration. The historical and solemn of the human castle is engraved with the history and solemn, the dwarf castle stationed in the battle and passion; in the living place of the Niuhe, the group of Cordo beasts cross the prairie; and on the orc land, antelope with children They are flying; sitting in the sky in the sky, you can observe the style of the land that has not arrived, species; NPC will play a variety of gestures and talk to you; the wild monsters, the beast is carefully observed Arrive around, it is constantly patrolling on your own territory. Every time, you will always be excited and sighful for your new findings. New adventures, new shocks, and these naturally become players to continue to play and love her power.
5. Interface system DIY: WOW provides an unprecedented powerful DIY system, including customization of operation, customization, graphical detail and self-definition, and excellent macro exercises, everywhere, unfamiliar, people-oriented, and Give play to the aim of individuality. Even, you can customize your own interface and various auxiliary functions through the UI interface provided by Blizzard. For example, multiple custom interfaces that have been widely circulated on the network, let the players really integrate the game, and let the game really belong to players.
6. Unique RPG Elements: Unlike general Korean games, a large number of tasks in WOW have driven the operation of the entire game, and these tasks are very different, with ordinary tasks, elite tasks, epic mission, etc. These tasks are not just to get props and money, and it can also obtain considerable experience values and wonderful experiences. Some tasks lead you to new geographical imports; some tasks have leap your abilities;. Nested, continuous tasks makes you a deep understanding of Wow's worldview, storyline and game development. In a variety of tasks, you don't consciously grow up, and no longer need to repeat the boring killing monsters - leveling process, no chicken ribs, only constantly created and sigh, it is best to reflect The famous saying: Not Only for Kill, But Also for Fun! It is worth mentioning that inheriting the WOW of the World of Warcraft Instant Strategy (RTS), you can always find some interesting little positions at the road, and in the foot of the mountain, in the mission, you tend to happen to these small positions. Conflict, and have to use a variety of different strategies, using various skills to experience the fun of these small tests, in MMORPG, and experience the fun of RTS. Wow's copy system also introduces a stand-alone element into the World of Warcraft. In the map that belongs to a team, you can trigger your own plot. This system implements only a completely harmonious perfect game atmosphere of collaboration, no conflict, and will give another experience.
7. From Xiaowing big regulatory ability: The props equipment system of World of Warcraft is also very worth mentioning. After all, the most monuant Diablo series is equipment, Blizzard is unlundered in this area, and there are many varieties in the game. Design is reasonable, showing a high degree of planning level, excellent paper doll system with a varied equipment will make you always full of desire and freshness of the game, but you must mention that some specific equipment is the soul, That is to say, if you pick it up, you can't hand it over to other players, you can't trade, this setting has 3 points: 1. Increase the affinity of equipment, let the player get the belonging in the game, play self; 2. Avoid the generation of "Mattheas effect" in virtual currency circulation, thereby maintaining a balanced poor; 3. From microscopic settings to avoid rare equipment, reduce virtual goods trading disputes, also adjust the game Price. Therefore, from this small setting, you can see the ingenuity in the game design.
8. Big production, small consumption: All scenes in WOW are made into 3D scenes after hand-painted, reflecting the spirit of excellence, and the overall painting style has a self-made one, the material in the scene is very real, giving people a kind of immersive It feels that the player has gone in the game in the game. In the production and modeling of game objects and characters, it has also reflected very high technical, and the NPC in World of Warcraft has its own characteristics. However, this is based on the number of multilateral numbers, but the overall effect is amazed, and people can't help but make more skills of blizzard.
9. Maintaining the plot: Due to the existence of the opposite camp, the WOW's plot is more richer, but if the player in single game is playing a script in the playwright, then the players in the online game are the world of Guangxi. In, and truly write the history and development process of the game. Highlighted contradictions (players of different camps are redisplayed, can't communicate with each other before successful learning language, relative to camp NPC will also show hostile attitude) makes the plot have unpredictable and inevitable development models, and the players With the competition, it has been able to play the best in the system's "separation", fully realize the interaction of online games (of course, this has also been greatly reflected in the World of Warcraft production system). In addition, continuous tasks and step-by-step plots have also maintained the progress of the entire system on individuals. The development of individuals and camps, the opposition and war history between the camps, inevitably let the game go to a more colorful future. In summary, we can assert that it is a variety of factors to create WOW today, whether it is from the history of blizzard, development, current status or through the game refraudgaining powerful planning and technical support. It is very distinct to answer our initial doubts, why can the game can create so many miracles? Why is there so many players and media unanimously optimistic about WOW? Because of strength, more content. Through the author's experience in the US service, hanbok, and the above review analysis, there is no reason to suspect that WOW will become a cross-time masterpiece in the history of online games. Finally, I can only make a wish again with excitement and expectation: Under the joint efforts of Jiucheng and Blizzard, WOW can write glory in China. World of Warcraft Operation Team December 2004