How was the world's best online RPG 'World of Warcraft' developed?



" World of Warcraft " released from Blizzard Entertainment in 2004 is a massively multiplayer simultaneous participating online role playing game ( MMORPG ) that inherited the world view of the " Warcraft " series. How this World of Warcraft was developed is summarized in Usgamer of overseas game media.

How World of Warcraft Was Made: The Definitive Inside Story of Nearly 20 Years of Development | US gamer
https://www.usgamer.net/articles/how-world-of-warcraft-was-made-the-inside-story


"Warcraft" series is a real-time strategy game for PC released by Blizzard Entertainment in 1994. "Sword and magical fantasy world" fighting various races such as human, oak, dwarf, elf, undead etc. are popular, and in late 2016 they are also making live action movies .



The big chance for World of Warcraft to be developed is " Ultima Online " in 1997 and " Everquest " in 1999. Both were world popular MMORPG, and employees of Blizzard Entertainment seem to have had many enthusiastic players of Ultima Online and Everquest. At one time, when some projects became blank, and staff members who got hands gathered, it seems that it became a flow of "Make MMORPG". Soon after the team headed by Allen Adam co-founder of Blizzard Entertainment decided to make MMORPG in earnest, the development of World of Warcraft began.


by Marco Vanoli

In the development of World of Warcraft, the experiences of staff Ultima Online and Everquest were reflected. Mr. Rob Pardo who was the lead designer of World of Warcraft was originally engaged in the development of the expansion pack of Warcraft III, but he was also an avid Everquest player, and with lunch with Adam, the World of Warcraft As I was giving advice to him, he seems to be involved in the development of World of Warcraft.

For example, in Everquest, a player is forced to return to a place called "Bind point" if the player dies. In addition, since weapons, armor, items that had been equipped up to that time are left behind in the corpse, it is a harsh system that we have to go to the place where there is a corpse with no equipment at all from the Bind point did. So, in World of Warcraft, even if the character dies, it can be restored on the spot or you can restore it in the graveyard with the accessories.



The world view of the Warcraft series is divided into two categories, "Human", "Dwarf", "Nome", "Night Elf", "Oak", "Toren", "Troll" and "Undead", "Alliance" and "Horde" It is setting that it is fighting. In addition to this tribe, Mr. Pardo set various classes such as Warrior, Hunter, Priest, carefully allocated spells and skills that appear in "Warcraft III" so that the personality of the class will not be lost.



Also, when I played "World of Warcraft" test play, it turned out that some players continued to play without break. Mr. PARDO who thought that "When some players endlessly play for an extended period of time in an online game, the pace and balance of the game will collapse." Mr. PARDO said that half of the experience gained after a certain period of time after logging into the game We introduced a system that will become. However, since this system was repulsed by many of the test players, Mr. Pardo introduced a system with the opposite idea that "when you take a break the experience value can be doubled".

Thus, while referring to the past online game, World of Warcraft was being developed as "I want to make the best MMORPG", but Adam who led the team appealed fatigue from 2003, 2004 Suddenly I quit Blizzard Entertainment in January. World of Warcraft's development team, who lost core members, welcomed Jimmy Low as a concept artist, and made the balance adjustment and quality control left behind.

"Since many MMOs were pursuing realistic visuals at the time, World of Warcraft tried to establish a distinctive visual style using more bold colors and exaggerated shapes," Mr. Raw said I will. In fact, the building that appears in WoW has a slightly distorted shape and uses textured hand-painted buildings.



This completed World of Warcraft was released in the United States and Australia in November 2004. While receiving the flow of Ultima Online and Everquest, the revolutionary system and carefully adjusted game balance called up a topic, and now with more than 10 million players worldwide , "the most people in the world MMORPG has been played in the so- called " MMORPG " has been successful.

in Game, Posted by log1i_yk