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Chapter 811 "Warrior" or "Ninja Dragon" sells more?

In original history, after joining Blizzard, Robert Pardo was responsible for the first time alone in the development and production of "StarCraft: The Battle of the Mother", when he was the game's chief designer.

He has been working in the StarCraft design team since 1996.

Because of his outstanding performance, he was promoted to become the chief designer of "Body War" when designing the expansion pack of "StarCraft", and then designed it to make "StarCraft" truly reach the altar and laid the foundation for the miracle of Blizzard's destiny to be gods with expansion packs. Before "Body War", the industry's view on expansion packs was just a supplement to the original version.

Before "Brand War", no one had ever thought that an expansion pack would have such a huge impact on a game, which was incredible at the time.

Especially for the industry.

Later, Robert Paldo was one of the three chief designers of World of Warcraft, the chief designer of "Warcraft 3: The Rule of Chaos" and "Warcraft 3: The Frozen Throne".

The one that Blizzard calls it the best.

He was named one of the most influential figures of the year in Time magazine in 2006 because he created a world where hundreds of people can live.

A character born to design the RTS game, so this time, after Blizzard handed over "Starcraft" to the other party, he immediately talked to the other party about joining the hero unit of "Warcraft 3". In the RTS game, because of the idea of ​​RPG elements, he unexpectedly got the full support of Pardo immediately. He felt that this very creative idea had great potential.

Jester's idea was like opening a brand new door to Pardo.

Of course, it will take some time for the news that Pardo will become the chief designer of Warcraft 3. However, those obscure words on the forum before have also been revealed by interested people. For example, Jester implies that the reason why you think there are many things that you don’t think is that the designers of these two games are originally the same person.

Moreover, it is a completely different game in essence.

There may be many players who like two games at the same time, but more people still like only one of them. Sc is of course excellent enough. But this game is too difficult. The characteristics of the RTS game are here. If done too well, it will cause an inevitable problem, that is, it is very unfriendly for beginners to get started.

And this time, there are many ideas about "Warcraft 3". Both Jester and Pardo himself.

In fact, Jester thought that the way Blizzard used to constantly update the plot battles in the last expansion film "Legend of the Void" of StarCraft 2 is very good. I don't know why it was not used in "war3", maybe because this idea was not yet available at that time.

Regarding the plot of "Legend of Void". It is on the carnival. Blizzard said that "Legend of Void" is the end of the story of StarCraft World. Some players have questions about whether there will be no plot result in Blizzard replying that there will be some surrounding plots, such as about Nova, which we will continue to launch through the plot battle.

When Jester saw this news, the first thing he thought of was war3. It would be great if there was this when War3.

Of course. At that time, because there was no Battle Network system, it was not so easy and convenient to do so.

In fact, Jester still has a lot of feelings about Blizzard. Although for his own reasons, in this world, this company that originally had a very significant impact on the entire video game has not appeared, Jester is still perfectly inheriting the legacy of this great game company.

Whether it is their pioneering design for arpg, or their monumental works for rts games.

Or in the future, he will definitely make the greatest game in history.

In fact, the entire Blizzard grew from its creation to its later development, so that it would become Ling Jueding with Wow. It merged with Activision to become the largest game company in the industry, and its idea of ​​designing games has changed again and again.

At the beginning, Blizzard was a studio composed of a group of players who love games. They absorb nutrients from other games, then add their own ideas and brains to their own games. Therefore, in Blizzard's games, you will find a lot of tributes, but this is also Blizzard's tradition, where people learn from others' success, and then make themselves more successful.

This is a tradition that began since the early generations of Warcraft.

Including "World of Warcraft" and even later "Overwatch", all had this design idea.

Of course, this idea also has its own transformation process. For example, Blizzard's most successful game, World of Warcraft, was originally highly praised by the first two expansion packs "The Burning Expedition" and "The Wrath of the Lich King", but after the third expansion pack "Catacnatis", it seemed that the evaluation turned sharply. Although there are the most attractive plot characters and finale of the plot in the series "The Warcraft" series, in the eyes of players, there is also a complete change in development ideas.

If you have to use one time to summarize it, it is homogeneity. If you want to say it in detail, it is a long discussion.

In fact, this transformation did not start with "Catholics", but was first revealed from the last two versions of "The Wrath of the Lich King".

During the development of World of Warcraft, perhaps the most important personnel adjustment for this landmark great game is to be on the 313th post.

The crab finally replaced the earliest goblin Flor, which is the mission item "Flor's Dragon Slaying Technology Outline" of the level 60 warrior epic sword Quelsala, and the first thing he did to the position was to abolish the goblin's suit naming method in 322 and restore it to the naming mode of t1t6. Split progress.

At that time, the daily and daily championship trials of the Silver White Crusaders catered to the needs of casual players, the Ordinary 10 catered to the needs of ordinary players catered to the needs of high-end players who were abused by uld, and the Madman achievement catered to the needs of top players and pleased a large number of players at that time. At that time, the brand Triumph Emblem could be directly replaced with the same version set. From novices to high-end players, they knew that if they had enough time to go online and earn enough Triumph Emblem, they could get a piece of equipment that matched the current version, so everyone had the motivation to go online.

This is indeed a very good design.

Especially after experiencing a large decline in the number of players in Odur, relying on the toc that is like brushing the toilet, the number of players finally exploded again.

Moreover, the biggest reason why crabs can be used is because Flor's failure on Odul does not mean that the design of this copy is failure, but that the players do not appreciate it. Odul is undoubtedly the best design, the most brainstorming, the most perfect pattern in the entire wow history. It is also the most epic copy.

That is really the pinnacle of all mm copy designs, even naxx has not reached this level.

But because of the difficulty, even if it is not played in the difficult mode, it is unwilling to accept ordinary players because it is really difficult.

Later, when analyzing this issue, Jester once complained about why Odul is such an excellent version. Why did players decline? In the version of Toc without any technical content, there will be so many players who like it.

As a result, one of his friends answered him.

"Do you think the sales of the "Wushuang" series are high or the sales of "Ninlong" are high."

Jester is naturally familiar with this kind of sales issue. He immediately replied: "Of course, "Wu Shuang" has a high sales. It's still a question. "Nin Long" is just a niche game..."

Before he could finish his words, Jester's friend immediately asked: "Then do you think it is the excellent design of "Wu Shuang" or the excellent design of "Nin Ryu"?"

"Is there any more to say? "Wu Shuang" is a brainless game, which is just a piece of grass, and the hand feels the same as a piece of paper. How can it be compared with the artwork of "Nind Dragon" like the act game, not at the same level. It's also..." When he said this, Jester suddenly couldn't continue to say it. Because he understood the reason why his friend asked him this, because this question was so similar to why players didn't like Oduya.

That is, the vast majority of players, or a considerable number of players, lack the basic ability to judge the quality of a game, whether domestic or foreign, it is the same.

Including later, Jester learned that since the crabs were on the seat, a large number of Flor's designs were abandoned, and he was heartbroken by these designs.

Let’s first talk about the copy of ICC that countless players call classic.

This copy may be the most successful copy of Crab Design, but if you know what Flor's original design was, you might not think so. When Flor was interviewed, he mentioned what kind of copy ICC was, or in other words, it would be a group of dungeons like Black Rock Mountain in the 1960s, where there will be at least four team dungeons to form the final iC.

And the final number of waves will be fifty.

Of course, there will be no NC difficulty settings such as ordinary or heroes, and there will be only one difficulty, but some waves will have a difficult mode like Oduya, and will drop better items. The better here is not just brainless and violent installation, etc., but real completely different equipment.

In Flor's idea, the entire copy process of icc is like this.

First, the gate of the icc is the iron wall dam. Entering from the Jingge Forest, on the way, passing through the iron wall canyon full of corpses, passing through the fiercely bombed war plain, passing through the cold and deep tomb of Cindagosa, passing through the secret technique, passing through the stinking slaughterhouse, passing through the dark and cold spider kingdom, passing through the ice crowns full of sleepless people, passing through the gate of death, passing through the desolate gate Ordusa, passing through the gate of fear, Coressa, Don't panic, then reach the main gate...

You understand, the so-called crab icc was just made by choosing the last part from Flor's epic idea.

If you know Flor's ICCP is like this, will you still feel that the ICCP of the crab is full of epic?

In comparison, Flor's ICC is a Homer's epic, while the ICC of Crab is at best a Grimm fairy tale, and it is not a human-oriented one, but a children's version.

The reason for such a change is that when Blizzard faces whether it is "Wu Shuang" or "Nin Ryu" sales, they chose "Wu Shuang" with a higher sales volume from the perspective of a businessman, rather than "Nin Ryu", which is called the masterpiece "Nin Ryu".

Many people may not know that there was an excessive copy of a troll between Oduya and ICC, but because Oduya's production took too much time and the players were not grateful, the idea was finally abandoned. Many people may have seen a terrifying huge snake tail under the bridge when they were fighting the five-player Benzudake. In fact, this is an easter egg left by this troll Ben, which is the tail of a wind snake.

The reason why I was sure that there was a troll team book was not just because there was a pit in the plot that was not filled in. More importantly, the Chinese-Chinese personnel of Wow once mentioned this, that was that they originally planned to translate Zudark into Zudarac, but because they were told that if nothing unexpected happened, there would be a troll book, so the Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese-Chinese

But because of Audua, almost all Flor's design ideas were abandoned, including the troll.

Of course, there is also part of the time that there is not enough time to improve the troll copy, and only a bento-formed toc can be released as a transition. This is a kind of sadness that cannot be ignored, a kind of sadness that changes in game development ideas.

Only when players can recognize great designs will they continue. If great designs are not recognized, then how should great designs continue?

Bento is not what the wow development team thinks, but what the players want.

When developers no longer design games for how to make the game bigger, the decline of this game is inevitable. Many people say that they are beginning to go downhill. In fact, if you really understand the whole story, this change in design ideas has already bought the foreshadowing in the era of ICCP with the most players.

This is still a problem.

Which one, "Wushuang" or "Ninyu Dragon", has a higher sales volume?

Players kept saying that "Nin Dragon" is good, "Nin Dragon" is wonderful, and "Nin Dragon" is quaint, but why is "Nin Dragon" so small? To be continued

...
Chapter completed!
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