If we placed the players of World of Warcraft in a row, give a complete return to our planet by Ecuador and fill 143 Santiago Bernabeu stadium . Such is the magnitude and power of attraction of this phenomenon of online game.
The elf who promoted the launch of the original Wow
Today marks five years since the publication of the original Wow on November 23, 2004 (the European release was in 2005). Gradually, Blizzard was hogging more and more countries with launches in Europe, Asia (mainland China is currently suffering a controversial ban ), Latin America and Russia, which were incorporated 8 translations into languages that are available today.
Inspired by a medieval epic fantasy universe, the California company Blizzard Enterntaintment , located in the California city of Irvine, developed the title from narrative background created in its popular PC strategy game Warcraft .
The story that Blizzard artists have been developed in previous games in Wow and its successive expansions has captivated many more fans, thanks also to the regular series of American comic books that expand their universe, sleeves, action figures, merchandise , massive conventions like Blizzcon and future movie that Sam Raimi will direct (avowed fan of the game) with a screenplay by Oscar nominee Robert Rodat, author of the libretto of, among others, Saving Private Ryan.
The role of the masses
Wow is what we call a MMORPG , stands for Role Playing Game Massively Multiplayer Online, a game which represents a character created entirely by self selecting items such as race, gender and class (which would be the specialization of avatar). With the character, the player enters the game universe to complete missions created by the tireless Blizzard employees to improve or 'level up' (to exit the game, the most was to have an avatar with level 60, but today already level 80 characters) ... All this, within one massive universe where he shares the stage with thousands of real players. This provides the possibility of overcoming certain missions and challenges for its difficulty would be impossible to solve alone. Dungeons for groups of 5-25, battlefields facing two enemy factions Game Horde and Alliance conflict zones, ... The possibilities are endless, always looking for fun and socialization Player.
Before phenomena such as Facebook or MySpace masificaran, WoW players (like many other games 'online') already had their profiles and stable groups or guilds formed with the same goals.
A moment of the interview with Diddlina, Gaia leading light in the tavern a Hero's Welcome, Dalaran
Diddlina is the nick behind which is a player regular 19, student of 2nd degree in journalism at the Universidad Rey Juan Carlos de Madrid and leader of the brotherhood Light Gaia. "Wow is endless" - says - "even at level 80, there are always new things and challenges to entertain " . On the brotherhoods, Diddlina is clear: "A brotherhood is a group of people who want to grow together in the game, do dungeons and events that can not be done alone, they also serve to make like-minded friends."
Paul Sams.
Paul W. Sams is Chief Operating Officer of Blizzard and takes about 15 years at the company, - "Not exactly, since its founding," says, "but since the release of Warcraft: Orcs & Humans", the original title which laid the foundation for saga. For Paul, the launch of World of Warcraft was not without some controversy: "During the development of the game" - he tells us "in the company had a diversity of opinion , from those who believed that it was something big and it would be a success until those who distrusted and said it was a type of game too 'hardcore'. But when we saw the launch title queues that formed in the malls and how quickly we got to a million subscribers, we looked and said: God mine ".
In Blizzard were playing Ultima and Everquest
The truth is that Wow is inspired by the classic roleplaying games like Everquest or Ultima Online , which Blizzard developers themselves were hooked, "I think our guys lost a lot of time playing these other games," jokes Paul, "Our team wanted to make the ultimate MMORPG in the Warcraft universe and aimed at taking advantage successes of those titles that we loved so much. was trying to figure out what worked and what could enhance ".
And it seems that Blizzard found the key, because after two expansions, "Burning Crusade", published in January 2007 and sold 3.5 million copies in its first month, and "Wrath of the Lich King", in November 2008 and with four million copies in the first 30 days, the Warcraft universe receive before the end of the year free patch more playable content and the expected launch of its third expansion, "Cataclysm" , scheduled for sometime in 2010, the Players have secured adventures of magic and sword for a while.
Congratulations, Wow.
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