The enemy has no I have is the life gate domestic game how defeated "World of Warcraft"
Source: Internet
Author: User
KeywordsWorld of Warcraft game Life Gate
In the blink of an eye, World of Warcraft has been operating in mainland China for six of years, the game for the Chinese network to play home to the final meaning of what, in the end how Deep Impact, who also said not clear, but the undeniable reality is "World of Warcraft" is almost all domestic MMORPG especially 3D MMORPG learning model. Recently, some players pointed out that the current main push of the popular 3D rpg "Deer ding kee" some scenes, screenshots, and "World of Warcraft" in the style is quite similar, it is inevitable that the first-line manufacturers such an important annual masterpiece, but also to the "World of Warcraft" salute, which makes me a WOW fan again think of "World of Warcraft" For the entire domestic net game has a major impact. ("The Deer Ding" some scenes of the design style and "wow" somewhat similar) by the "World of Warcraft" set the standard of the game since the success of the World of Warcraft, there are countless works in China and abroad to imitate it as an example, although the extent of the so-called "cottage" is different, but the 3D MMORPG inevitably in many links to learn from this game. Just, imitate the more like game, the death is more miserable. There are many successes in World of Warcraft, from the quality of the game to the spread of culture to the standard set up, is a game in the history of online games will always leave an important mark. Players will not forget this game to give them the fun, and then the other similar game to put forward the corresponding level of quality requirements; and for other companies, other games, by relying on the number of super players and high-end players to scatter the game habits formed by wide-area players, and then set the game standards for such games, is its real scary place. (EA's "Battle Hammer online" in many links also comply with the standard of WOW) look back on the great Impact of Warcraft six years in the 2004 "World of Warcraft" just entered China, regardless of 2D or 3D, the operation of the game is basically a mouse to go, Asdw such keyboard operations are rarely used by games. After Warcraft popular, in a very short period of time, 3D MMORPG even part of the World of Warcraft production of 2D MMORPG, are beginning to use the ASDW such keyboard operation layout, and eventually become the global standard of operation. For the game after World of Warcraft, this is what they have to learn, because that's what the players are used to. Of course, in order to take care of the entire player's operating habits, "World of Warcraft" also provides full mouse operation, and this setting is almost a successor game will be used, "Deer ding kee" is the same. (The copy of World of Warcraft is very attractive to the team. Also left a huge problem for imitators) from the 45 level into the 60-level era, "World of Warcraft" to the Chinese players fully demonstrated the upgrade as a supplement, full level is the real beginning of the idea, copy and the battlefield of many of the fun, after the full level of the real show. The idea that Chinese players used to get the biggest game fun from the upgrade process has been overturned, what can be done after full level, and also become a player on the gameOne of the most important criteria for quality. In the 70 and 80 eras, World of Warcraft showed players the amazing design capabilities and reuse efficiencies in the existing content is very rich, the starting point is very high on the basis of the addition of so many new content, the old copy of the renovation can be fun not to reduce, which shows us the blizzard powerful game development capability. In terms of balance, TBC and wlk all have a good lesson in the same game, so many new content of the film, how to control the balance between the professions, how to make the death knight such a heroic career feel strong but not let it suppress other occupations, although the balance can never be perfect, But to maintain a reasonable balance, it is worth too much game with developers to learn. (Death Knight's strength is worthy of heroic occupation but can not be stronger than other professions, it is difficult to handle the scale) why the copycat repeatedly defeated "World of Warcraft" great success and its quality on the extraordinary place, so that domestic manufacturers frequently for its reference or even naked copy. For example, "Magic Festival" that game, background settings, screen style and even the game content is almost a clone of domestic Warcraft. Unfortunately, the "cottage" of the lack of skill, just learn a skin, the inner things completely did not learn, quickly defeated the next. A successful market recognition of the imitation of the game, can never overcome their "teacher", for many reasons and the most important thing is not to come up with a better game content. The so-called surpasses, is not similar to the blue can be, but also to come up with a better than the blue new things out. For the study of World of Warcraft, if it stays in the level of what I have, and do not say can put other people's strengths are learned, can be successfully replicated, even if the 100% reproduce, players do not need to buy your account, a new game, can not be better than the market, why should we go to play? The domestic game of "World of Warcraft" learning, most of the stay in See XX system is good, change the skin moved over this early stage. Blizzard design of the various contents of World of Warcraft, the starting point is that the game needs these things, while the domestic imitators do not know what their game should have, should not have what the situation, they feel good things hard to move in, no matter what you put on the new propaganda language, players will not be fooled. (like "punish fairy" such a successful domestic 3D online games, also moved the "World of Warcraft" battlefield system) "WOW" there are many things to learn from, but not to copy, but can not have their own original things. This is a simple truth, but no one has been able to do so, so the copycat has not been a performance. Standing on the shoulders of giants in fact, because the player's operating habits and aesthetic habits have indeed formed, even including the UI layout of these links, has formed an unwritten standard. In order to enable players to quickly start, reduce operational difficulties, these aspects can directly learn the world of Warcraft, withFor traditional Korean games to retain the players they are accustomed to the operation. (good picture does not necessarily require high configuration, "Deer Ding kee" proved to be as hard as the research and development is the key) picture style, in fact, "World of Warcraft" so many years have been able to get the player's praise, American comic style art design is in fact very critical, if the use of realism As graphics technology evolves, it will soon fall behind and be discarded by players. The fantasy style of World of Warcraft, through art design, allows the player's eyes to be fully satisfied, but not to pursue the ultimate effect of the screen. At the same time, take out the unique things is the key to win. And in the game itself content design, should come up with original things, only to stay in the level of World of Warcraft, and not to say you can come up with a great blizzard of copy design and professional balance, even if the effort to do is just follow the others running. Like the "Deer Ding" in the professional system of one person in the three-position and across the service system innovation, left a lot of space for their own, so that players will not go directly to the "World of Warcraft," a one-to-one comparison, after all, is new things, can not take the past classic to compare, the emotional points will not be at a disadvantage, but also easier to get the player's affirmation. Although some places are similar to the World of Warcraft, but in the server seamless connection, large scenes, a variety of art styles and other aspects of innovation, to provide more possibilities for the game, but also to avoid the players in all aspects of the direct and "World of Warcraft" contrast, so "deer ding kee" as the domestic first-line 3D RPG masterpiece, Might be able to achieve a success standing on the shoulders of giants. Of course, the specific results, but also to wait for commercial operations to see the player's support level.
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