![]() Martens also says that players have been receptive to the changes made to Island Expeditions. “Dungeons and raiding have a rich experience ,” says Martens. Now, we have a lot more variety, and even if you’re chasing specific goals, there’s typically more than one way to do that.” “There have been times in WoW’s past where raiding was the only thing to do, or self-driven collecting games, or leveling alts. “I think the strengths of the systems, as it is on live, is that there are lots of different activities that are valid for players to do,” says Kevin Martens, lead game designer on World of Warcraft. Warfronts, island expeditions, and daily quests are meant to bring players back to Azeroth every day, but are they succeeding at that goal? What works about the end game? While there’s plenty to talk about around these highlights, player criticism has largely focused on the connective tissue of the game. But a game like World of Warcraft demands constant attention, and must hold up to players logging in daily.īattle for Azeroth’s big moments are more sophisticated than ever, with in-game cinematics, branching player choices, and a steady flow of new player races joining the game. The big moments in the expansion, like raiding through Uldir and Dazar’Alor, or the spectacle of cutscenes and cinematic - have been executed well. Following on the successful Legion expansion, Battle for Azeroth has gone from world shattering threats and demons to a faction war between the Horde and Alliance. World of Warcraft’s latest expansion, Battle for Azeroth, has been a controversial addition to the 14-year-old MMO.
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