Earlier quoted context omitted.
Are they really that expensive to develop?
WoW uses a tremendous amount of recycled assets, and however Blizz is budgeting their dev team allocates them to basically do all the work for years at a time at once before reassigning them to other things. The most explicit example would be in vanilla, where in 2004 they had already created every zone found in the game that would be used up until the Burning Crusade released in 2007. They even had prototypes of a l…
Forgotten Corners of World of Warcraft
101–110 of 183 posts
Re: Forgotten Corners of World of Warcraft
#102Re: Forgotten Corners of World of Warcraft
#103God that was painful :-). I lost a lot of time in WoW, perhaps it was an escape, but I spent hours learning the various nooks and crannies, leveling up over 3 dozen characters of various types to the max level. I had people I never met that I felt were good friends, shared battles and triumphs and failures. Laughed at the sometimes incredibly subtle in game humor, and sometimes not so subtle. Collected odd recipes to…
Re: Forgotten Corners of World of Warcraft
#104God that was painful :-). I lost a lot of time in WoW, perhaps it was an escape, but I spent hours learning the various nooks and crannies, leveling up over 3 dozen characters of various types to the max level. I had people I never met that I felt were good friends, shared battles and triumphs and failures. Laughed at the sometimes incredibly subtle in game humor, and sometimes not so subtle. Collected odd recipes to…
I regularly play private servers with friends for the nostalga. They will have 10+ times the XP and gold rates so you don't grind pretty much at all, and it is nice having persistent characters that you can come back to after a while that are not tiers of content behind and obsolete. I think Blizzard is on a path to at least making level 60 the free to play level cap of the game soon, though. It just makes way too mu…
Re: Forgotten Corners of World of Warcraft
#105I found an old folder with screenshots of multiplayer maps from Team Fortress Classic where I had played many hours with friends. Looking at the pictures, I realized that I had an emotional connection to the virtual places just as if they were real places.
Re: Forgotten Corners of World of Warcraft
#106The 'level' thing is something inherited from old RPGs and computer RPGs and reused to death. It is nice for a sense of progression, but ultimately leads to all sorts of issues. Why can a 99 level whatever kill dozens of level 1 charaters effortlessly, by mistake even? Why does it have N times more health? Makes no sense. One of the first successful MMORPG games was Ultima Online, which didn't have any levels. Just s…
Honestly, that was what I loved about EvE: no levels. Pick a goal and the skills to get there. Enjoy the journey along the way. Edited to add: There was once the perception that if you weren't an older player you could never catch up with them because of the first-come nature of skills, but that was demolished long ago (for better or worse) by blobbing with Caldari battlecruisers. Sheer numbers will beat anything, an…
If you haven't got X months in battleship skills, you can't fit one to fit with the rest of the gang, so you'd have to fly support. Then the next level is carrier/dreadnoughts.
Worst part is there's no way to speed it up.
Re: Forgotten Corners of World of Warcraft
#107Earlier quoted context omitted.
I think you're clearly correct about the game beginning at max level, but I don't think heirlooms or exp boosts changed anything. Even in vanilla, there were accepted "do this to level as quickly as possible" routes. No one really hung around silithus pre-AQ, with the small exception of people who chose to level there (and there were much better zones to do that). WoW and mmos in general just don't encourage explorat…
> unless you're really into just having fun - which the game mostly does not encourage This is the exact reason why, no matter how many times I tried over the years to play this game with friends, I could never stay attached for longer than a few hours. There seems to be less and less emphasis put on enjoying the experience of exploration and being in a space in modern online games, and more emphasis on rote activiti…
Re: Forgotten Corners of World of Warcraft
#108Almost two months ago, an unofficial (completely reverse engineered) Vanilla WoW server called Nostalrius launched. I had a blast reliving the time I spent on the original game as a teenager, but had to wrest myself away after sinking a few too many days into it... Last I checked, the server was averaging between 4000-6000 players concurrently, so I had quite the opposite experience from what the author was describin…
What does the WoW protocol look like?
Re: Forgotten Corners of World of Warcraft
#109Interesting note: every ghost-town of a zone in WoW, and some of them were ghost-towns immediately, cost N fully realized software startups to develop. (Like, mid-single-digit million dollars per zone.) It's one of those things to keep in perspective when folks say "Why did anyone sink $1.2 million into $A_FIELD_I_DON'T_CONNECT_WITH?" I don't know, but that's literally less than it cost to put that mid-30s swamp leve…
The whole game cost somewhere between $50 and $60 mil, so individual zones were not quite as pricey. Additionally, it was specifically designed to avoid dumping lots of players into chokepoint zones (what they called 'player collision') and providing multiple paths for progression. I imagine they were quite aware some places will be less populated than others, from the get go. Still, on high population servers, it wa…