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Blizzard designers put more emphasis on the game core mechanism

[Apr 04 2012 GMT]

The chief task of the designer of World of Warcraft, Dave "Fargo" Kosak, discuss with you about his views on the mission design earth fission

Q: What earth fission is designed to?
Obviously, from a mission design perspective, "The main purpose of the earth fission to produce and promote the story of the Old World, especially the 1-60 level task experience. "World of Warcraft" has been eight years old, during which we learned many Cheapest WOW Gold elements of success to make a online game. We hope that this game can become more friendly for new players, however, to walk from north to south through the Barrens and can not be regarded as a friendly experience.

Re-create the entire Old World - 46 regions! - This is a country full of ambitious plans. In fact, can even say that is ridiculous. This is like the production cycle of a piece of information which introduced a new game. Then we need to add two new races, and the novice area. I can not remember how we convince ourselves we can do, but we still concerted effort to work down.

Q: Are you satisfied with the results of the Old World recast?
Very satisfied. Now a new role I got to 60 is quite interesting and enjoyable. Each region has their own story, there are many interesting things, and a large number of echoes with the old world before the disaster, allow players smile hidden elements. Such a zone like Ashenvale actually achieve our design expectations (the tense war of the Horde and Alliance), past barren a region (such as: Azshara) now have a lot of players and NPCs. The overall process is very smooth. "World of Warcraft" or "World of Warcraft", but the task is more modern, more NPC action and story.

Q: But what is the shortcoming of it?
We've set a too heavy task, so that the entire development team is too tired. In fact, the original plan just redo a small portion of high-priority areas, and also a decent area on the matter. According to the extent necessary to all low-level areas are divided into "red" and "yellow", "green" three. The green areas (for example, Loch Modan) only need to slightly adjust the task process to make it smoother, but will not do any big changes.

But the fact is that even green areas need more love. Once we begin, you either do not move, or simply redo: a result, in order to make them able to meet our new mission design standards, with most of the green areas are completely redone. We gave them a nickname: "Watermelon" area - from the outside, they are green, and once cut ...

Fortunately, from the results, the response of these things very well. The real problem occurred when we started making the 80-85 level area. These advanced regions is good from a content perspective, but the fault of experience between the different regions is too large - a completely different feeling in Uldum and Hyjal Hyjal and Wasiqier, there is nothing in common. Design and hard work we have done does not always achieve the intended purpose.