Chapter 391 World of Warcraft
"Sentiment?" Zhou Yun asked in confusion.
"Don't read online articles? You should take a look. Many of the fantastic ideas are still very interesting."
"Is that so? After this project is completed, I can try to read it."
Lin Mo moved around on the ground to confirm whether there was anything wrong with his body.
Well, nothing changed.
On the contrary, he felt more energetic after sleeping.
When playing games in the game cabin, it felt like he was in a half-real and half-fake world.
After waking up, it felt like he had a very real dream.
The details of the dream were remembered clearly, and the dialogues and actions were also remembered.
Since the year before last, the neural connection technology has matured.
The focus of Yunding Technology's work has shifted to the research and development of game cabins.
The decline in Naughty Cat's game production capacity this year is not due to any difficulties.
It is simply because Lin Mo has invested his energy here.
The hard work has not been in vain.
Judging from the recent test results, it is already proud enough to announce one thing.
The game cabin that I have seen in novels has been officially developed and can be put into use.
The core development team of Naughty Cat has not launched any new works in this long half year, nor has it been idle.
Instead, it is developing a confidential project.
A project adapted to the game cabin.
On a platform with a completely different development logic from previous game projects, the difficulty can be imagined.
Even with the production capacity of Naughty Cat, it took a long time.
And the new work has been confirmed.
That is the memory of a generation, with players ranging from those born in the 80s to those born in the 00s, creating countless hot memes and MMORPG games that have refreshed one data peak after another.
World of Warcraft.
It can be said that in the era of Lin Mo's previous life, the development of MMORPG was the history of peers constantly chasing World of Warcraft.
Countless games that have clamored to kill World of Warcraft have either been forgotten by the crowd or stopped and disappeared.
On the contrary, those games that often borrow the advantages of World of Warcraft while maintaining their own characteristics are living very well.
Reference is not plagiarism, which is not a problem in itself.
Some games that seem to be excellent on the surface but are actually just for show and use innovation as their main selling point are full of arrogance, so it is not surprising that they die suddenly.
The development of World of Warcraft has not been smooth sailing, and it has taken many detours and made many irrational behaviors.
For example, some important characters were sent to the dungeon too early, such as Illidan, Arthas, and Kael'thas.
For example, the endless daily routine in version 5.0.
Daily routines are still okay, the intensity of each day is not too high, just go there to kill a few, and the time will pass in a short time.
All of them are used as reasons to go online every day.
For example, the fortress system of Warlords of Draenor in version 6.0 turned online games into stand-alone games.
The most important part of MMORPG is social interaction, no doubt about it.
Why don't stand-alone players who brush brush brush play Diablo?
Fortresses have achieved everything without leaving home, and the materials produced are extremely rich, which has greatly impacted the economic system.
The drop of orange equipment in 7.0 made non-African players extremely painful. If they are unlucky, they will never have the opportunity to get the graduation orange in their lifetime.
At the same time, the artifact system of this version and the Heart of Azeroth in 8.0, one requires artifact energy, and the other requires Azerite.
Both designs require repeated grinding, which is extremely disgusting.
The original intention of this design is to give players a space for sustainable growth and a reason to stay online for a long time after graduating from equipment.
The disadvantage is that once the player is not online for a period of time, he will not be able to keep up with the main force at all.
Players who only play one account are better, but for many players who like to play multiple accounts, it is simply torture.
In addition to the problem of the Heart of Azeroth, the 8.0 version of Battle for Azeroth also has a shit-feeding plot. The most typical and out-of-the-box is that Sylvanas burned down the main city of the night elves, Teldrassil, without almost any foreshadowing.
It is equivalent to destroying the opponent's military forces during the war, and then bombing the opponent's capital with nuclear weapons and slaughtering the opponent's unarmed civilians.
At the same time, there are a lot of meaningless and unfun content that forces players to brush, such as island adventures and war fronts.
The initial version of Shadowlands 9.0 increased the difficulty of the Greater Rift while reducing equipment drops to extend the game time, and there were also shitty Maw quests.
But while bravely trying and failing, many settings were retained and became content that players liked after modifications.
For example, the Golden Challenge of Mists of Pandaria in version 5.0, and the subsequent Mage Tower.
The Fortress in version 6.0 became an interesting and permanent gameplay in subsequent versions after being simplified.
The Greater Rift in version 7.0 became the main gameplay for players who don't like group dungeons.
The Nine-Grid Minimum Security in version 9.0 allows you to choose any piece of equipment you want from the nine grids that are opened.
The Dragon Taming Technique in version 10.0 makes traveling no longer uncomfortable.
This is why World of Warcraft has been criticized in every version, but it has always survived.
The production team has been modifying the game content based on player feedback, and is also constantly trying to create new game content.
With the update and iteration of one version after another, the game content of World of Warcraft has become extremely terrifying.
In 1996, Richard Bartle had a theory that divided players into four broad categories based on their needs.
Killer, achievement, exploration and social.
Many players are not just a single type, but may be a mixture.
In the face of such a huge game content, World of Warcraft has achieved the goal of catering to all four types of gamers.
Killer players like destructive game experiences to vent the mental pressure in reality, and the typical one is the PVP player.
Active in the wild, battlefields and arenas, shouting to fight to the death for the Alliance and the Horde and the opponent, the classic battlefield and arena maps are never boring.
Exploration players are often not obvious in the game, including collectors, transmogrifiers, achievement players, mount players, goblin players, and textual researchers.
These players are extremely large in number. They usually look at the scenery, study the background story, explore various sparsely populated places, and study various easter eggs and bugs. They have a far greater understanding than ordinary people in a certain field.
The typical achievement player is a player who is keen on equipment-driven gameplay such as great secrets and team dungeons.
Improving the level attributes of equipment is the most direct way to gain a sense of achievement, and all game purposes are for equipment.
Then, with better equipment, they can deal more damage in the dungeon, compare the amount of treatment, and compete for game understanding.
Among them, hardcore first-killers are included. Whether it is the highest heroic difficulty before the revision or the most difficult epic difficulty after the revision, or the high-level Mythic Realm, they are all their ultimate goals, challenging themselves to challenge their limits and squeeze every bit of treatment and damage.
Needless to say, social types regard the game as a large online 3D chat room and are keen on team activities, which naturally include team dungeons.
Most of the above four types of players have a great demand for equipment, which is about getting loot.
In the final analysis, World of Warcraft is still a loot-driven game, and getting loot is the biggest source of positive feedback.
Among them, equipment is the biggest part.
The most taboo is that players waste time and energy, and finally get nothing.
For example, in the design of some versions, the design that a piece of equipment will be deducted after the Mythic Realm timeout must not appear.
Players can be rewarded, which involves positive feedback.
But they cannot be punished, which has no benefit except disgusting people.
Many disgusting behaviors in the previous World of Warcraft can actually be attributed to one reason, that is, insufficient production capacity and insufficient budget.
Whether it is reducing the amount of loot drops or brushing some meaningless repetitive work, the purpose is to prolong the game time.
But Naughty Cat does not have this phenomenon. It can be said that the least lack is production capacity and money.
You can do whatever you want to achieve the game content.
Outside the game, it is the old-fashioned studio problem.
Those who whitewash the studio are either stupid or bad, and they are also the culprits of the collapse of the economic system and currency depreciation in the game.
That's why World of Warcraft will launch a method like the Thunder Dragon Black Market to indirectly recycle currency.
The existence of the studio makes the currency in the hands of players worthless and makes the prices of auction houses rise.
If it is manual gold farming, then it is the players' own pleasure, and no one can say anything.
This type of player is still a minority after all.
But the studio uses a large number of script accounts to reduce the dimension and produce a large amount of gold coins in a short period of time to impact the market and seek profits.
At that time, the gold coins obtained by players in normal games cannot even afford a bottle of elixir or potion. If they want to open a dungeon, they can only buy gold, which is what the studio wants.
The crackdown on studios must be carried out resolutely to the end.
But at the same time, we cannot ignore the players' demand for gold transactions.
The reason why the gold coin system of World of Warcraft has not collapsed after so many years of operation is inseparable from the time badge.
The currency in reality is measured by gold, but there is no equivalent in the game.
The time badge, to a certain extent, plays the role of anchoring the value of gold coins in the game.
The time badge is a non-tradable item that can be exchanged for 30 days of game time. It needs real money to be purchased from the mall and then put on the auction house to sell.
Players who have purchased the time badge can only use it themselves and cannot put it on the auction house. All speculation is rejected.
Players who want to sell the time badge can only put it on the auction house directly after purchase.
Players with sufficient gold coins can use gold coins to buy in the game auction house in exchange for game time, reducing the circulation of gold coins on third-party platforms.
Players with plenty of money can use money to buy time badges and exchange them for gold coins in the auction house.
But the specific amount of gold coins sold for time badges depends entirely on the market economy of each server.
For example, a time badge can be exchanged for 30 days of game time, and the price is 75 yuan.
If 100,000 gold coins are exchanged for a time badge under normal circumstances.
When the price rises to 120,000 gold, players will be more willing to exchange time badges for gold coins.
But using more gold coins to exchange time badges to gain game time is a loss for players with gold coins. As long as they are not in a hurry, they will hold on to their gold coins and wait for the price to drop.
When the price drops to 80,000 gold coins, players will be more willing to exchange gold coins for time badges, and they will get game time at a lower cost.
But players who sell time badges get fewer gold coins, which will be a loss. As long as they are not in a hurry, they will wait for the price to rise before selling.
The price of gold coins will float on a horizontal line and slowly inflate after the development period.
After the new version starts, the development will cause the number of player deaths to soar, and it will also consume a lot of resources to improve their own strength.
Whether it is the auction house's commission or the cost of repairing equipment, or even the high-priced mounts sold in the system store that are out of print after expiration, the system can recover gold coins and stabilize the gold price again.
Of course, the premise is to crack down on studios.
Otherwise, all this is in vain.
However, as online transactions become more and more convenient, online payments are becoming more and more developed.
Later, many groups that trade equipment in cash appeared, and they are actually studios if you insist.
This involves the equipment trading model again.
The ROLL group gets the equipment entirely by luck, so let's not talk about it for now.
The advantage of the captain's allocation is that the pioneering team can improve their strength in a targeted manner to deal with the next battle.
The disadvantage is that there will be a phenomenon of relatives and friends groups and stealing equipment.
The good thing is the birth of gold groups.
If you simply trade equipment with in-game currency, it is actually a good thing.
The role of gold coins will be greatly improved.
In 2012, when Mists of Pandaria was born, the mode of in-game gold coin trading still dominated the mainstream.
In version 5.4 before the end of the version, cash transactions gradually came on the stage, mostly in the form of bosses grouping groups or packing certain types of armor equipment.
Later on, basically, the price is called on the spot after the boss is defeated, and the highest bidder wins.
Then transfer the money and get the equipment.
So Lin Mo's plan is that cross-server team formation only allows individuals to pick up, and whether or not to get the equipment depends entirely on luck.
For example, if the boss drops two cloth armor equipment, the cloth armor professions such as mages, warlocks, and priests in the team with good luck can get the equipment.
If it is an output-type intelligence-related accessory, then mages, bird druids, electric shamans, shadow priests, warlocks, and annihilation summoners have a chance to get it, but it still depends on luck.
When everyone in the team is on the same server and the same guild, it can be changed to the captain's allocation.
That is, whether it is leather lock cloth plate, intelligence agility strength, or tank output treatment, all equipment will be in the hands of the team leader, and who gets it depends on the team leader's allocation.
At the same time, the game has a built-in guild DKP system and a flow system that tracks the increase and decrease of equipment, gold coins, and DKP in the copy team, and a built-in video recording system that can be turned on with one click, so that the phenomenon of stealing equipment cannot be hidden.
Of course, these measures are only prevented to the greatest extent, and cannot be eliminated.
As for the difficulty.
Many players have an impression that the old version of World of Warcraft is difficult.
BOSS is difficult, upgrading is difficult, equipment acquisition is difficult, etc.
Some difficulties are due to numerical values, and some difficulties are due to design errors in the old version.
But many are just because of inadequate plug-ins, lack of guidance, and communication difficulties.
Many old players of World of Warcraft rely on typing to fight in groups.
The BOSS has chopped down with a skill, and the commander has not finished typing.
In the later original nostalgic servers, everything starts from scratch. The BOSS of the nostalgic server is far less durable in front of the first kill team than the BOSS of the latest dungeon of the official server.
But the BOSS that the first kill team thinks is simple does not mean that ordinary players also think it is simple. Professional and ordinary players are completely two worlds.
How big is the difference?
Some BOSS first kill teams can pass with 100 equipment level, but after the key skills are weakened by 40% of the damage, ordinary players with 110 equipment level still cannot pass.
So the dungeon should be graded to give a more appropriate growth curve.
At the same time, the highest difficulty epic dungeon is designed to be more difficult, so that professional first kill teams can challenge it, and the first kill challenge at the beginning of the version will be launched.
After the world first kill and the first kill of most servers are completed, the highest difficulty dungeon will be weakened, so that hardcore players who like challenges can get the most epic difficulty BOSS achievement and the out-of-print achievement that can only be obtained by clearing all the BOSS in the epic dungeon.
Finally, the game version, which also starts from the classic old world version of level 45.
Some more important changes or thunder points should be thought about in advance.
When the specific changes will be launched or whether they will be launched depends on player feedback and evaluation.
Everything changes according to the tastes of players in this world.
This time, the company's core production team will also be delegated to give full play to their creativity and ability, and excellent designs will be retained, and bad ones will be deleted or improved.
Lin Mo is responsible for controlling the general direction to ensure that the project will not go too far.
After changing it, it suddenly became Warcraft Warm. (End of this chapter)