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2002 WoW Gameplay Demo Video with Enhanced Lighting and Spell Effects
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2020/11/05 시간 23:23
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Archimtiros
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Redditor GTXERA unearthed a rare
World of Warcraft gameplay video
from 2002, which shows a glimpse of a design in progress that many players never got to see, including vastly different lighting and spell effects. In this video you can see an early iteration of the Mage class fighting undead in what looks like early Duskwood, as well as several UI elements, including the character equipment screen, inventory, and a much more condensed action bar than what finally made it into the game.
World of Warcraft famously went under a lot of changes from its original inception; much of the games systems were originally inspired by
Everquest
and
Dungeons & Dragons
rules, but as the game evolved much of that was streamlined and made more user friends, but a lot of content was cut as well - some of which later made it into
The Burning Crusade
and following expansions. A 2010
thread on MMO-Champion
went over a veritable
ton
of these changes, some of which were further described on
Barrens Chat
.
Tauren weren't originally intended to have mounts, instead they had a
초원의 질주
ability, which would inspire the Worgen
야생 질주
racial ability.
Inside every goblin shredder there was a portrait of Kerrigan from Starcraft.
This is
what Mount Hyjal looked like
in alpha.
Player housing was experimented with and then scrapped. Here's a picture of a test in progress:
An early alpha dungeon in SW that never got opened (looks like Stockades?):
In the old engine the graphics worked differently, you needed torches to light up darker areas in zones like Duskwood:
Scarlet Monastery
used to be one whole instance (map)
before it was split into four.
Teldrassil is
supposed to look like this
but because of game engine limitations it had to be made as a Baoab.
In the
turn your ambient sounds to max and music to nil and you can hear the dialogue between Arthas and his father before he killed him (from Warcraft III human campaign).
In the alpha there were four trinket slots (and the UI looked very different):
You needed to physically run to a battleground's location on the world map to join it. There were no battlemasters in capital cities!
Deeprun Tram was meant to connect Stormwind and Darnassus originally.
There was only one flight path and graveyard in the whole of the Barrens, LOL.
Ashenvale in alpha with the more 'realistic' graphics":
You could glitch the Deadmines portal by blinking through it as a Mage and access an unfinished tunnel. When you jumped through it using slow fall, you would land in a beta version of Hellfire Peninsula!
One of the early articles for WoW how innovative it was to have NPCs drop items that they actually use, and how ultra rare legendary drops such as Doomhammer would only be obtainable by one player on each server. Of course we now know that idea was scrapped, but it's interesting how much of WoW's early history has been lost, especially considering how effective the original marketing was. This was a time before Youtube, most articles talking about the game were in print media, and a lot of advertisements were made for television rather than online. It really goes to show that things can be eroded on the internet and aren't always permanent as they may seem.
There are still a few avenues of learning though, such as
The WoW Diary
written by WoW's first 3D level designer,
John Staats
. In it, he shares notes taken during development and what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard’s formula for success. We covered the Diary's early development in several articles featuring excerpts from the book, which you can also so check out our previous articles.
WoW Diary Book on Amazon - $39.99
Special Boxed Edition on Amazon - $149.99
Blizzard's First 3D Level DesignerA Solid Foundation
Learning from the Mistakes of NomadThe Games Magazine IndustryStormwind Inside Jokes
Griefing Other DevelopersThe Art of Herding Developers
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