However, if another question is asked, the world's most successful online games are what, the answer is, no doubt, none other than the non-WoW. While in the Chinese market on the legendary, fantastic and counted on the journey are representatives of the three most successful, but if extended to the global, then they are far from being enough to ban, only WoW is only popular on the world, the world takes all . 4 years, WoW, with its rigorous scientific design was countless game developers by reference, study, however, although it has been imitated, has never been exceeded; 4 years, WoW users not only failed to reduce, but at increasing 08 is the end of Blizzard released WoW has broken the world's 11.5 million users a major piece of good news to people. Why is WoW so far only be able to become a truly popular in the world of online games?
This article will attempt to from a designer's point of view to solve this puzzle.
The full text as a series of articles, we will gradually explore their start.
Guide
In order to more easily analyze, or to increase the number of WoW users based on the historical timeline to start chronology data from two parts, one of the earlier data from the web MMOGData statistics, after the data comes from storms.
WoW subscribers increased Events
According to Blizzard Entertainment:
December 23, 2008 11,500,000 people
October 28, 2008 11,000,000 people
January 22, 2008 10,000,000 people
July 24, 2007 9,000,000 people
January 24, 2007 8,000,000 people
September 6, 2006 7 million people
March 2006 6,000,000 people
According to statistics MMOGData:
December 2005 5,500,000 people
January 2005 750,000 people
Part.1
Starting in January of 2005, when the WoW has been nearly a year of various tests, and formal operations in North America and Korea, the final testing in Europe. Benefit from the reputation of Blizzard, WoW's success has opened up simultaneously in North America, Korea and European markets, at the same time because of the benefits-driven, many domestic studio serving the influx of outside, it has just been launched at the world of WoW soon, there will be a 750,000 users. In 2004 the whole WoW are constantly carried out on their own patch of the year, when measured from the first letters of the very integrity of the content to the official release of more complete, Blizzard to WoW in a lot of filler content, to early 2005 in North America, South Korea and All three major markets in Europe, when fully operational, as a complete network of WoW Game has been forming, which includes the basic content of WoW: 1 ~ 60 of the upgrade process, the vast majority of small copies of the two RAID Heilonggang and MC a copy of the complete 27 grades 9 major occupational talent, as well as the integrity of professional skills.
Although the integrity of WoW at this time, but the defect is very clear: one, bad server state; 2, as the core content of WoW's PVE system also did not form their own personality, to imitate EQ is very obvious traces, MC is simply a replica of EQ ; 3, as online games, one of the core content of PVP has no depth and incentives.
Part.2
In order to solve these three problems, in 2005 Blizzard announced a long list of patches, WoW started a long self-improvement process, because of Blizzard's efforts, therefore, the whole in 2005 are almost all belong to WoW's, WoW at 2005 Medium made a brilliant score, the number of users from the beginning of the year soared to 750,000 at the end of 5,500,000 - of course, which also benefited from the Chinese mainland and Taiwan markets have been opened, but first and foremost hero WoW is still the self-improvement. During the year, WoW what happened change?
- For the server problem, Blizzard conduct a large-scale hardware upgrades and the purchase, open more services to meet the needs of avid gamers, but this is not the main contents of this article, so an over;
- PVE system for the lack of personality, Blizzard had a drastic improvement, gradually opening up the BWL, ZUG, RAQ / TAQ, as well as several outdoor BOSS, and also add a number of copy restrictions, unified the refresh time. From the beginning of BWL, Blizzard began out a its own way, and successfully so that RAID has become the whole WoW the most charismatic players the most attractive game content.
- There is no appeal and meaning for the PVP, Blizzard embarked on the building, added a PVP honor system, add a song Okuyama and battlefield tactics, and finally add in the basin so that the whole battle system when the basic shape, the three distinct personality Construction of the battlefield by the PVP system in WoW has become an important supplement to PVE outside.
Games for defects such rapid speed to make up for the WoW set up a good user reputation, making it in this year to bear abundant fruits.
Down this line of thought, throughout the 2006 snow which continued to improve, if we say that 2005 is the year of self-improvement WoW, then WoW is the 2006 year to maturity. Because a lot of developers TBC has been transferred to the project team, so in 2006 updated version of the game speed is slowing down, more games are a lot of inconvenience, not a reasonable place to improve and gradually re-established Nine major occupational talent, completed the first renovation of the various occupations, open an inter-service battlefield, and the biggest one of the first content update is opened Naxx the concentration of all copies of Blizzard design concept, with a high degree of difficulty challenge, The biggest one copy so far. Since the user base has become very large, so the beginning of WoW from the 06 users of the slowdown in the growth rate significantly, while WoW's a lot of defects are gradually exposed.
First, from the occupational point of view, although 27 has 9 major occupational grade talent, but because of the existence of at least half of the garbage talent and, therefore, a career is basically only a play, especially 4 to increase blood career, almost all nanny, but the difference less marked.
Secondly, PVP is concerned, although opening up the battlefield and honor system, but the battlefield itself, because of the large number involved in most cases a result of the situation are melee, the player difficult to get the fun, so the sole purpose of participation in the battlefield will be the only equipment. However, a strict ranking system was made generalissimo suite access to a very high degree of difficulty, and PVE compared to its low input-output ratio of the poor, for faster access to equipment, players will be thinking about nothing, to take the short cut, so on the brush has become very pop, pop open on the brush after the fun of the battlefield was almost completely looted, while a small number of non-battlefield of the brush is reduced to high-end Arena players - then a lot of good PVP video will come from the battlefield. Finally, the battlefield into a player's stage career, but the most enormous quantity of casual gamers can only benefit from the harvest of fun - if this is so fun. Battlefield system first attempts did not achieve the success of imagination.
Finally, although more and more exciting copy, but it also is getting higher and higher degree of difficulty, from MC to BWL to the TAQ, the last to NAXX, each new copy of a copy as opposed to before is on from the difficult leap in texture, in order to overcome BOSS new players not only want to use a variety of plug-ins very professional but also to combat the data analysis of many studies to the formation of the optimal configuration of the team. At MC, a team can be 30 people playing 10 individual water; By NAXX, a team has a person even if the water can also lead to anti-corporation, if taking into account the replacement of a wasteland on the team required 50 ~ 60 can be composed of elite players This is not an ordinary Association be able to afford. Slightly inside the Naxx mistake to have difficult re-fighting the wasteland of a particularly long time to drag on this point, when a sense of achievement at Naxx almost all of the Association are fighting to 2,3 after the early morning can prove No doubt, this is almost equal to casual gamers are completely left aside, WoW has become a paradise for a small number of high-end gamers.
Together these three questions reflect the fact that: a single gameplay. Small because of the lack of a copy of the corresponding rewards, almost nobody go; large copy of the required high-end point of the night to open up wasteland, casual gamers only want G groups, pick someone else to play the rest of seized things; the battlefield, in addition to a small number of PVP groups , casual gamers will not be able to find fun, but also difficult to obtain equipment. So World of Warcraft has become the Otaku world. Since playing a single player or go mixing the battlefield, or to play a copy of the battlefield do not have much depth, because of simultaneously brush their existence, as well as the difficulty of access to equipment problems, it is not very attractive; a copy of, the high-end professional too PLAYING can not afford, so only want the lower end of the G mission. The largest number of casual gamers to enjoy only a small part of the game fun, high-end gamers comprehensive suppression of casual gamers.
If these problems are not resolved, then WoW would certainly collapse, because apart from a very small number of players, no one is willing to put the game as their own lives in full, then TBC came.
Part.3
Blizzard WoW summed up in this by the existence of various defects, and the TBC is almost in order to address these shortcomings and open, but also brought some new game elements.
For the first question, the game re-setting all the professional talent, the characteristics of each of the Department of talent has been greatly strengthened, players can choose to receive a substantial upgrade of space, this is a mixed effect was particularly evident in terms of career, TBC virtually disappeared field of ethics, anti-riding, elemental Shaman, dark, animal husbandry, such as occupational Games, compared to a single time Naxx constitute professional talent, TBC can be said to have ushered in the era of letting a hundred flowers bloom, each compared to a professional before the fun has been substantially improved. Fun because of the upgrade, a lot of players playing at a career after the play is often also very interested in another career, which is to retain a player's role is obvious.
For the second question, WoW at this later stage, there has been improvement and opening up an inter-service battlefield, so that brushes the battlefield has become difficult behavior, but it does not fundamentally solve the problem lack of PVP fun. Thus, in TBC Blizzard of PVP systems, substantial improvements, the abolition of the rank Level system, an increase of arena and at the same time add a large number of generous incentives. Honor System battlefield Although still not fundamentally improve on to make fun, but participation in the form of prizes to allow players to raise the enthusiasm to be substantial; and Arena will provide a peak between the top players of the platform, as opposed to the battlefield, PVP its depth and value of individuals show significantly improved, when compared to other similar network in terms of Games, WoW arena filled with substantial technical content of the combatants to the electric players competing lovers an excellent stage, Not only that, but participation has Award forms are also to enable the broad masses of casual gamers can be fun. On the whole, TBC's PVP system in relation to this, its fun points, depth, and to mobilize the enthusiasm of players have been substantially enhanced PVP system about my game design from the perspective of analytic WoW's PVP system has been more wen 1 detailed analysis, who are interested may wish to watch one.
For the third question, TBC copy the whole system is also carried out substantial improvements to a large number of copies of people cut from 40 to 25 people, medium-sized copy of the number of people cut from 20 to 10 people, and the small copy of an increase of Heroes . A copy of the changes in the number of large and medium-sized group of people has become so easy for many, many small and medium-sized to survive Association; hero so add a copy of the casual gamers get some equipment, high-end gamers and casual gamers was to narrow the gap between.
In addition to addressing the above three problems, TBC also brought a number of other changes.
First of all, are professional skills were greatly enhanced at TBC, all except the professional skills in engineering, gold and Enchantment, other skills are almost all the waste, and in TBC, however, add a lot of powerful formula, players can create Purple own equipment, and with a copy of comparable equipment. In addition, life skills have been greatly strengthened, fishing can be caught more useful things, become a money skills, and cooking food to become a powerful BUFF items.
Secondly, flying mounts were introduced, this is not the general gaming experience. Flying mounts Express greatly reduces the players to run the map generated by tired, in various inter-shuttle map very easily, but also be able to glance Mars magnificent scene, and the 5000G to spend the high price has become the goal of each player, prolonged stay in order to put players in the game.
Finally, the daily mission was substantial introduction to the day after on-line do not know what a player pointed out that the Ming Road. Daily tasks and brands fitted together and become large-scale copy of the game following the PVP system and after the contents of another major game.
To sum up, TBC major improvements are greatly enriched the game play has changed this in the plight of a single play, the demand for different players had broken down, and to meet these needs as the goal for Games Content settings. Attributed to that is not difficult to find, TBC more are in the leisure-oriented development, in their efforts to shake off this high-end player in the full suppression of the status of casual gamers. For any online games, the casual gamers are the largest number of Forever, is a small number of high-end gamers, for the largest number of players to develop game content will never be mistake - unless it a very small number of high-end gamers willing to pay to spend Games over a large number of casual gamers. So, despite the preference of leisure, fast food fair share of criticism of the TBC, but it is still indisputably a success, growing to 11 million users is the proof. Please keep in mind that: WoW Forever is a commodity, and is to meet public demand, more of a desire for merchandise.
Aggregate
Recalling the End of WoW these stages of development could readily see that Blizzard is just to do the following in these things:
1, first new plagiarism by copying existing ripe to make our Games Games become complete, and then added our own things in order to form a unique personality and core competitiveness;
2, a timely and effective manner the deficiencies found in the game, constantly self-improvement, and constantly modify the game places an unreasonable, to the players that are convenient to their own convenience;
3, always remain sober-minded, we must understand that the main users of the game who have selectively accept user feedback, and have to adjust the focus of the framework;
4, found in a timely and effective manner the user needs and the adoption of new game content to meet those needs.
Say a few things this easy is also easy, it is difficult to say yet difficult, but to achieve this, a most basic requirement is that very love must be its own game, if they even make the Games themselves are not able to attract, how to attract other players do?
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