However, if another question is asked, the world's most successful online games are what, the answer is, no doubt, none other than the non-WoW. While in the Chinese market on the legendary, fantastic and counted on the journey are representatives of the three most successful, but if extended to the global, then they are far from being enough to ban, only WoW is only popular on the world, the world takes all . 4 years, WoW, with its rigorous scientific design was countless game developers by reference, study, however, although it has been imitated, has never been exceeded; 4 years, WoW users not only failed to reduce, but at increasing 08 is the end of Blizzard released WoW has broken the world's 11.5 million users a major piece of good news to people. Why is WoW so far only be able to become a truly popular in the world of online games?
This article will attempt to from a designer's point of view to solve this puzzle.
The full text as a series of articles, we will gradually explore their start.
Guide
In order to more easily analyze, or to increase the number of WoW users based on the historical timeline to start chronology data from two parts, one of the earlier data from the web MMOGData statistics, after the data comes from storms.
WoW subscribers increased Events
According to Blizzard Entertainment:
December 23, 2008 11,500,000 people
October 28, 2008 11,000,000 people
January 22, 2008 10,000,000 people
July 24, 2007 9,000,000 people
January 24, 2007 8,000,000 people
September 6, 2006 7 million people
March 2006 6,000,000 people
According to statistics MMOGData:
December 2005 5,500,000 people
January 2005 750,000 people
Part.1
Starting in January of 2005, when the WoW has been nearly a year of various tests, and formal operations in North America and Korea, the final testing in Europe. Benefit from the reputation of Blizzard, WoW's success has opened up simultaneously in North America, Korea and European markets, at the same time because of the benefits-driven, many domestic studio serving the influx of outside, it has just been launched at the world of WoW soon, there will be a 750,000 users. In 2004 the whole WoW are constantly carried out on their own patch of the year, when measured from the first letters of the very integrity of the content to the official release of more complete, Blizzard to WoW in a lot of filler content, to early 2005 in North America, South Korea and All three major markets in Europe, when fully operational, as a complete network of WoW Game has been forming, which includes the basic content of WoW: 1 ~ 60 of the upgrade process, the vast majority of small copies of the two RAID Heilonggang and MC a copy of the complete 27 grades 9 major occupational talent, as well as the integrity of professional skills.
Although the integrity of WoW at this time, but the defect is very clear: one, bad server state; 2, as the core content of WoW's PVE system also did not form their own personality, to imitate EQ is very obvious traces, MC is simply a replica of EQ ; 3, as online games, one of the core content of PVP has no depth and incentives.
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Part.2
In order to solve these three problems, in 2005 Blizzard announced a long list of patches, WoW started a long self-improvement process, because of Blizzard's efforts, therefore, the whole in 2005 are almost all belong to WoW's, WoW at 2005 Medium made a brilliant score, the number of users from the beginning of the year soared to 750,000 at the end of 5,500,000 - of course, which also benefited from the Chinese mainland and Taiwan markets have been opened, but first and foremost hero WoW is still the self-improvement. During the year, WoW what happened change?
- For the server problem, Blizzard conduct a large-scale hardware upgrades and the purchase, open more services to meet the needs of avid gamers, but this is not the main contents of this article, so an over;
- PVE system for the lack of personality, Blizzard had a drastic improvement, gradually opening up the BWL, ZUG, RAQ / TAQ, as well as several outdoor BOSS, and also add a number of copy restrictions, unified the refresh time. From the beginning of BWL, Blizzard began out a its own way, and successfully so that RAID has become the whole WoW the most charismatic players the most attractive game content.
- There is no appeal and meaning for the PVP, Blizzard embarked on the building, added a PVP honor system, add a song Okuyama and battlefield tactics, and finally add in the basin so that the whole battle system when the basic shape, the three distinct personality Construction of the battlefield by the PVP system in WoW has become an important supplement to PVE outside.
Games for defects such rapid speed to make up for the WoW set up a good user reputation, making it in this year to bear abundant fruits.
