This complexity increase isn't only used for WoTLK Gold MMO games, however, with Chilton affirming that this is relevant to "separated" game titles that function as separate sequels. After a certain period the complex systems required some trimming. In deciding on the improvements they'd like to make in Cataclysm Chilton stated that the team used the one-third method, which is, keep one-third of the game unaltered, and add a third completely new, and make improvements to just one third in the game. Chilton said this Chilton explained, is an effective way to maintain the attention of players without losing the aspects which made them become enthralled by the game.
Small or large, making changes to Azeroth's different zones was as per Chilton as one of the most terrifying aspects of the process, as the "world" component of WOW was, in fact, its most powerful feature. Chilton stated it was because Azeroth was a delightful location to be within, attracting players even before the first zones that players played. The world's riches was what inspired people to explore. As it was so essential in the gameplay, it was among the top hazardous items to tweak in the event of Cataclysm. Making adjustments to zones wasn't always the only aspect Blizzard was looking to do in the most recent expansion. While certain zones were showing the signs of old age, WOW's content and mechanics were showing signs of age too. WOW's content was increasingly simple to categorize into three kinds of missions: killing mobs find items or "FedEx missions." Cataclysm, Chilton said, was their method of introducing greater diversity.
Chilton's critique of the game he played didn't end there. Chilton said that the original, "vanilla" WOW did not flow very well and that individual members of the design team simply creating amazing ideas for quests, without any thought of how to make them flow. The result was that players were scattered across the world, sometimes having to complete quests in one location and then having to find others. Chilton said that storytelling was not exceptional as the team was frequently telling stories in old texts WoTLK Classic Gold rather than presenting it to players.
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