Another key pillar is "Approachable and familiar" (1 Viewer)

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"[...] However as wow tbc classic gold we continue to release these expansions, we discover that the design pillar #NoChanges isn't enough in the present. As part of World of Warcraft's expansions came design changes to the game and some of those changes didn't align with how World of Warcraft tbc felt [...] Where should the evolution of the game cease, in order to preserve the Classic feeling even as we release the latest content?"

Thus, World of Warcraft tbc now has 'design pillars' for #SomeChanges. It's true that the hashtag is annoying. The primary reason is to "Nurture and safeguard social interactions" This is something the blog post takes a long time to get on. "Repeat encounters that happen by chance" are critical, meaning that it is ideal to run into the same person several times, but in different ways and in a positive way. The game's social features are going to be focused on making it feel more like a community and not as an airport.

Another key pillar is "Approachable and familiar" which boils down to keeping things running as they did but streamlining systems that are too complex. One example is WotLK's Emblem system "which has become incredibly complicated and complicated" even if it was adored by a lot of. The way raid loot functions is now basically simpler: "We're hoping a few tiny changes will simplify the system for all players, yet serve the purpose it did in the first Wrath of the Lich King.

The third and last cheap wow tbc classic gold principle Blizzard describes in its third and final principle is "The universe is our main Character" This is an excuse to take off on a topic about exploring the player and telling your own stories. Which is completely fine, because it's a fact, but what the studio has to speak about it is mostly unclear.
 

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