As time slowly went on, more and more new players entered "World of Warcraft".
They started experiencing the unique charm of Azeroth.
And for everyone, it could be said that they all had their own unique fun and feelings on the land of Azeroth.
In the newbie area, they fought over monsters with other players, and waited in line to fight quest bosses together.
Or on the streets, they asked mages for some food and drinks.
Or when they were in the wild, about to be killed by monsters with low health, a passing player offered a helping hand.
And there were the poor days in the game, when they packed up everything they could sell to the shop to learn a skill.
At the same time, there were also incredibly moving stories in the game.
'Love and Family' 'The Battle of Dala County' 'The Black Dragon Gate' 'Forever Unwavering' …
One side quest after another also made many players feel sad.
Online, whether on major forums or websites, everything was filled with discussions and evaluations of "World of Warcraft", and everyone was full of praise for this era-defining game.
Exquisite CG animation, a grand world view, diverse and unique classes and races, complex and story-rich plots, as well as rich and varied dungeon designs, and faction-opposing PVP arenas and battlegrounds, all immersed players in it.
At the same time, the popularity of "World of Warcraft" showed no signs of cooling down.
In the end, the main reason was that "World of Warcraft" was an online game.
It was very different from single-player games, after all, the content of single-player games was limited.
But the content of online games could be said to be infinite. Even if the content of the version allowed many players to finish everything.
There was still something to play, in the end, part of the gameplay of online games also came from social interaction.
The team dungeons, guilds, and opposing faction PVP gameplay of "World of Warcraft" were all part of the social aspect.
And it was precisely because of this that, with the popularity of "World of Warcraft", even some players who were not interested in games were attracted.
After all, when something becomes a trend, it is really difficult for people to resist this temptation.
Of course, these players were still considered blue ocean users, belonging to the light and casual type.
But it was certain that many of these users would be converted into core Warcraft users.
.........
Online, there were also many game designers discussing the impact of "World of Warcraft" and the direction of game development.
These had always been things that the game circle discussed a lot.
But the shock brought by "World of Warcraft" this time was too strong.
It was no exaggeration to say that it was popular all over the world.
Any video website, any community forum, any live streaming platform, or even chat groups on social platforms, could see content related to Warcraft. There was no doubt that this was a phenomenal performance.
And as an MMORPG, compared to Lucas's previous games such as "Red Dead Redemption: Redemption", "The Witcher: Wild Hunt" and "The Last of Us".
"World of Warcraft" was obviously more special because it was an online game.
Many industry designers and game companies were also discussing whether this kind of socialized MMORPG game would become mainstream in the future.
After all, players' need for social interaction was always very important.
Previously, these kinds of social games had actually been concentrated on mobile platforms.
Why?
Because it could better allow players to use their fragmented time.
But with the development of VR technology becoming stronger and stronger, many users would relax in the VR world during their leisure time.
And the success of "World of Warcraft" this time also proved a point, that the MMORPG market has always been a promising one.
It's just that there hadn't been a game like "World of Warcraft" before.
"The biggest drawback of single-player games is that the playable content is limited, and it is difficult to generate continuous revenue, while 'World of Warcraft' as an online game is different, it can continuously generate profits."
"The future development of VR will definitely focus more on social elements, and MMORPG type multiplayer games will become the main core in the future."
Many designers discussed on relevant professional forums, and of course there were many oppositions.
"Online games are not so easy to make either. Not to mention the complex gameplay, dungeons, and plot world view design of 'World of Warcraft', you can also take a look at the scale of Azeroth. How many AAA games can the investment in this game make?"
"That's right! Compared with normal single-player games, the scale of games like 'World of Warcraft' requires massive amounts of manpower and resources."
"The current 'World of Warcraft' is indeed popular all over the world, but single-player type games will also never be replaced, just like TV series and movies."
With the soaring data of "World of Warcraft", the related debates in the gaming industry were also very fierce.
But for Lucas, these directions of debate in the gaming industry could not affect him.
Now, he was more preparing to bring players a game that he himself felt was interesting.
"Boss Lucas, we're going to get killed!"
In the conference room, looking at Lucas's script outline introduction, Anna's expression was very complicated, and after a pause, she squeezed out a sentence.
Rachel, Hector, Marcus, and others around her also wanted to say something but stopped.
Lucas had already given them a sneak peek of the new project after "World of Warcraft".
But now that they had received the latest proposal, after briefly scanning the relevant characters and plots, everyone was silent.
Because this was a classic reappearance!
If they were to say what game they had made that could hurt players' hearts the most, then Anna and the others felt that the script in their hands could definitely rank in the top three.
"How could it be? Isn't the ending very perfect? The family is reunited and finally passes away peacefully." Lucas coughed lightly.
"But Boss Lucas, this isn't a main character!" Anna couldn't help but complain.
"Good endings always have some twists and turns, how can everything always go smoothly?" Lucas coughed lightly.
Listening to Lucas's words, everyone was speechless.
However, Rachel was very interested in the content of the materials at hand.
"But Boss Lucas, this time, what kind of art style should we use for the new work? There are too many elements, right?" Rachel asked curiously.
'Religion, race, capital companies, utopia, steampunk, and exceptionalism, and even simple discussions about quantum mechanics and Einstein's theory of special relativity in the plot.'
It could be said that in terms of theme, this was definitely the most complex game they had ever faced.
(End of this chapter)
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