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Chapter 626 - Chapter 626: A World Awaits

While the outside world discussed World of Warcraft.

Lucas was also busy, working with his team on the content design for World of Warcraft.

The related class systems and such were mostly decided during the creation of related content in the Nebula World.

However, compared to the Nebula World, the full version would definitely be different.

The various races were no longer just pretty to look at; each had unique racial talents and skills.

This included the design of dungeons, all of which needed to be created.

Besides these, there was another important point for Lucas: adapting the brainwave technology.

On CosmosVR, World of Warcraft would have two control modes.

One would be full brainwave control, like in Detroit: Become Human and other current games.

The other would be a combination of brainwave control and a controller.

From a convenience standpoint, brainwave control was indeed easier. But even though World of Warcraft is an MMORPG, skill usage and movement in the game require skill.

It can be said that there is still a gap in skill between expert players and ordinary players in World of Warcraft.

And for true experts, the brainwave control mode, with current technology, still has subtle differences compared to pure neural-driven muscle memory reactions.

It might be those few frames of detail that determine the outcome of a battle.

In addition to these, Lucas was focused more on filling in the details of World of Warcraft's world exploration.

The World of Warcraft of his past life was a great game, ushering in a new era.

It could even be said that the rise of MMORPGs was due to the appearance of World of Warcraft.

The templates for MMORPGs, such as PvE dungeons and PvP, were basically born from World of Warcraft, showing its classic status.

But one thing must also be said: due to the limitations of the era and technical issues, World of Warcraft lacked many features.

At the same time, in the design of some detailed concepts, the early World of Warcraft was not so perfect.

For example, while Mists of Pandaria brought wonderful panda elements, the reputation quests in that version could make people sick.

But at that time, World of Warcraft was still World of Warcraft. It wasn't until later that the core Blizzard team left, and the parent company started to slack off and act shamefully, such as deleting terms like "greenies," fully showing how a god turned into an insect. Later, harassment scandals even broke out, directly shoving it into the sewer.

Unlike Warcraft's fall from grace, another game did the opposite: Final Fantasy XIV.

In its 1.0 version, calling this MMORPG the worst in history might be too harsh, but it was definitely very bad.

It wasn't until Naoki Yoshida took over the mess that Final Fantasy XIV began to make a comeback. With the 2.0 version, the world and story were restarted, and finally, in the 5.0 expansion, 'Shadowbringers,' it surpassed the continuously slacking Warcraft for the first time, becoming the MMORPG expansion with the highest media scores and player subscription numbers.

In addition, there were many other aspects in the game that needed changes.

For example, the game's camera, compared to his past life, needed some adjustments.

After all, the experience in VR is completely different from on a PC.

In addition, new technologies could also bring more content.

While dungeons were Warcraft's biggest highlight, it didn't mean other aspects weren't outstanding.

For example, the quest lines in World of Warcraft were responsible for many classic quests in the early versions, such as the moving "Love and Family," the battle for Darrowshire, and Princess Lulubelle, who ran us ragged and was tricked...

Lucas would recreate these quests. As for ordinary quests, they would be handled by the regular team.

People familiar with the lore and world-building of Azeroth would generally have no major problems here.

At the same time, leveling and questing are also essential parts of World of Warcraft. But considering that there might be many players who prefer grinding monsters.

Lucas would also repeatedly test the game's numbers with his team to ensure players received fair rewards for completing quests.

This included equipment with special appearances and good stats.

It would encourage players to explore and complete quests. These pieces of equipment would also have some collectible value, and when full sets and dungeon gear were not yet available, these quest-rewarded items could serve as good stepping stones.

In addition, there were related daily activities. For these, Lucas planned to hand them over to some of the younger, newly hired teams at Nebula Games.

On the world of Azeroth, it wasn't just a war of heroes.

There were also stories of ordinary people and common soldiers.

For example, on a weekly basis, players would receive a prompt.

An NPC would appear in a certain area. The stories of these NPCs would be standalone quest stories.

They would reward some passable equipment for the current version.

But these NPCs wouldn't always be around; they would have their own dynamic situations, and if you missed them, you missed them.

The main purpose was to create a better Azeroth atmosphere for the players.

In addition, it would also provide a way for players who had logged off to return to the game and obtain current, transitional equipment.

Of course, in the early stages, the focus would still be on the story experience.

Another aspect was the server mechanism for World of Warcraft. Hundreds of thousands or millions of players on the same server sounded very cool and wonderful.

However, not to mention whether the technology and hardware could achieve this, the game's maps and scenes couldn't accommodate it.

So, the game would still use a mode with different servers. According to Lucas's plan, each server would support a maximum of 30,000 players.

Also, in the early stages of the game, sharding would be enabled to prevent situations where too many players in the same area meant not enough monsters to go around.

Although fighting for monsters is a feature, it also depends on the situation.

Ten or a dozen people fighting for one monster is very atmospheric.

But if hundreds of people were fighting over one kobold, it would be quite frustrating.

All these settings were made to ensure players could have the most immersive experience in the game.

Just like the slogan for World of Warcraft's release in his past life: 'A World Awaits.'

Of course, even though much of the content had been planned long in advance.

Even with Nebula Games today, developing World of Warcraft was still a significant undertaking.

So, to help excited players get through this difficult waiting period.

Lucas had made many preparations.

That was making CGs.

The game couldn't be made quickly, but couldn't the CGs be made?

Don't worry, there's plenty!

And so, under the excited gaze of countless players unaware of the development progress.

The second promotional CG for World of Warcraft has arrived.

And it featured one of the most familiar characters to countless Warcraft players.

(End of this chapter)

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