wow online
Samstag, Februar 20, 2010
I don't know that we had a vision of the future in that regard. The best vision of the future anyone ever painted before we launched was Allen Adham, one of the founding members of Blizzard. After E3, he got the WoW team together and was talking about how great it had looked on the floor, how great the game was, and wow gold about how we had something special on our hands. And one day, he said, we were going to have a million subscribers.
The team thought it was very nice of him to say, it was very cool that he said that... but we did not believe him in any possible way. We knew that no game could ever have a million subscribers, EQ was the big one and it didn't even have half a million. And he was probably the most optimistic person at Blizzard in terms of how things would go.
Samwise: We knew it'd be a Blizzard game, and so a bunch of players would really love it. But WoW gave us Street Fighter status. And by that, I mean... everyone has all heard of those games, Street Fighter, Mario and Sonic, so when someone finds out I work here, and they go, "Wow, did you make WoW?" I'm all "How did you know about that?" "Oh, my son plays it." It really propelled us into the mainstream.
What do you think WoW's biggest contribution has been to the MMO genre?
J.: I think there's several different things. Everyone has their own personal list. The biggest contribution I think... prior to WoW, whenever MMOs came out, they always had a lot of problems. They were very buggy, very hardcore games - ultra hardcore games, even - and you had to invest a huge amount of time just to understand how to play. When WoW came out... well, certainly the more you put into WoW, the more you'll get out in terms of time, but it's awow gold kaufen game that tries to be much more accessible and forgiving, it doesn't treat itself as an MMO and have a really low quality bar. We wanted WoW to be a Blizzard quality game, with the Blizzard polish, and the Blizzard experience. We wanted to get away from the psychology in the gamer world, which was "Oh, it's an MMO, it's always gonna be buggy and problematic for a while."
Sam: The one thing that WoW had going for it was that it was a very simple UI. It wasn't too complex, and you didn't have to do too many things to get started. You could spend a while thinking of a name, or you could take a random one. You could take 10 minutes creating character and making him look just how you wanted, or just randomize their appearance. We gave very simple choices, and there wasn't any of this "Is my guy five pounds overweight? Are his eyes sea blue or sky blue?" Don't get me wrong, that sort of thing is cool, but we made a very simple UI and character creator, and that's one of the main things that helped people gravitate to the game. And the art is awesome.
Related articles:
http://goitty.explorethat.com/5404/Warcraft+More+Physical+Options+.html
http://www.letstalkweather.com/bskiwx/entry.php?w=poiynn&e_id=4244
http://www.tell-it.net/wow-online/archives/wow-game-preview-event
http://www.letstalkweather.com/bskiwx/entry.php?w=piadel&e_id=4245
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