After talking with the X-Men group for a few more minutes, Alex said goodbye to them and logged out of Oasis.
As Anna had really liked the Night Elves, Alex promised that he would also make a Night Elf with her so that they could level up together.
Different from his previous world where there were several WoW servers, where in each server 90% of the population was only from a single faction, making that in some servers 90% of the players were from the Horde, or in other servers 90% of the players were from the Alliance, in Elder Scrolls: Warcraft Alex did not intend to do this.
To balance this problem, he decided that the game would only have a single server, and that the difference in population between the two factions could be a maximum of 10%.
Thus, when a faction reached 60% of the players in the game, that faction would be temporarily unavailable for players to create an account there, only allowing the player to create a character in the other faction until that balance was balanced again.
He knew this could be a little off-putting for players who really wanted to create a character to play with friends in a faction, but found that faction was temporarily unavailable.
So, to make everything more organically balanced, Alex used a system of collecting player data in Oasis to understand which faction they had the most affinity for, and was surprised to find that among players interested in Elder Scrolls: Warcraft, 55% of players had more interest in the Horde and 45% were more interested in the alliance, so initially he didn't even need to limit players to a faction.
But fearing that players would suddenly change their minds at some point, Alex developed some faction-focused advertisements to trick players into the faction with the fewest players at the moment.
Thus, when a faction had 56% or more of the players after the game's launch, these advertisements for the opposing faction appeared in Oasis, inducing new players to join that faction.
Of course, this would all be done very discreetly and subliminally, so that players wouldn't realize that Mojang was trying to trick them into choosing one of the factions, otherwise players from the other faction might think there was favoritism towards the game developer.
Looking at the player interest data, Alex was quite satisfied.
Of the more than 3 billion Oasis users, at least 1 billion have already shown a great deal of interest in the new game, while another 1 billion were mildly curious and the remaining 1 billion were not as interested but were still a little curious to see how the game would be before defining an opinion.
Only a small portion of the remaining players felt that they didn't like the game at all and had no interest at all, but that was normal, as it would be impossible to please all players, especially seeing people of all ages, of all ethnicities and with completely different lifestyles.
It would be hard to believe that an 80 year old woman from India who had downloaded Oasis to meet her distant relatives would show interest in a game of something so out of her depth.
But looking at the interest of that country's population, Alex found this a little surprising, as older people there had a high rate of research about the game after the trailer was released, especially about the Tauren race, which considering the culture of that place, Alex felt it was somewhat understandable.
Even if young Indians were not as interested in their parents' culture and religion, older people still had customs and precepts that attracted them to a race like the Tauren.
Curious, Alex looked at survey data from players in other countries and saw very different patterns from different places.
Russians showed a lot of interest in Dwarves, while Japanese and Koreans were very interested in Gnomes, North Americans did not surprise Alex with an interest in Humans and Orcs, while South Americans were very enthusiastic about Night Elves, Eastern Europe was interested in trolls while the west was interested in Undeads, with Africa and China leaning towards trolls.
Different regions had different interests, which Alex found quite interesting, as this was data he didn't have access to in his previous life.
Of course, the difference in this statistic wasn't that big, just the interest of each region's preferred races being 2 or 3% higher than that of the second ranking race.
In total the races that players were most interested in were Human and Night Elf for the Alliance and Orcs and Taurens for the Horde.
Alex knew that if Blood Elves were available to the Horde, that race would likely rise to the top or second spot on the roster for that faction, as the appeal to that race in his previous world was second only to humans in the game.
Initially for Elder Scrolls: Warcraft races, Alex intended to release only the 8 starter races of Wow Classic and then release other races for players to be able to use in the traditional way, but when he saw some comments, another idea came to Alex.
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'Maybe I can make some secret races... just like the Murlocs that became an April Fool's joke in my previous world, maybe I can use the system that WoW implemented in Legion so that players can meet other races in the game and unlock that race for them in an unobtrusive way, like an Easter Egg that players would have to play and gain reputation with the race before they could become one of them.' Alex began to come up with this plan.
His idea for Elder Scrolls: Warcraft was different from the idea of WoW, where a player needed to create several characters to get the most out of the game, in this world Alex intended to use a mixture of Skyrim ideas with Final Fantasy XIV, where the player only would need a single character.
To change classes, players would only have to change weapons after learning this other class with some instructors around the world, so, after unlocking another class, the player could switch between his classes freely, of course, having to level up the class. another class again, but still with the same character.
That way the player would have much more affinity for his character, since he wouldn't need to have several.
But that would have the problem of limiting the player to experience other races, so Alex was thinking of some way to let players switch races and experience the story of the other race the player chose to become, but this without lessening the attachment that the player has. player had for the character and the starting race he chose.
"Maybe I could put something like a cooldown on it... the player could switch races through some in-game ritual and experience the leveling of that race in the starting zone as memories of that body, but that could only be done X number of times in a game. certain time limit…" Alex kept looking at the list of possible races he would add in the future and trying to plan how he was going to develop it.
Since he wanted to decrease the player's desire to create another character as much as possible, he would have to think of a fun and balanced way to bring the stories of the other races to the players.
Especially thinking about the new races in the game that would come in the future, it would be unfair not to allow early gamers to not experience that just because they didn't join the game later.
Alex's mind was working at high intensity as gamers around the world were buzzing about the game and fueling the Hype the trailer provided.
In just the 24 hours the trailer was released, it already had over 4 billion views, and that number is only increasing with players watching the trailer multiple times.
With the event that Mojang held at company stores across all Hubs, other player stores around Oasis also understood that this was a great idea and were also changing the decorations to match Elder Scrolls: Warcraft without Mojang asking anything.
Bars that only Horde players could enter were becoming quite common, as were places that only Alliance players could enter as well.
That way, players met new people much more easily, now because they had something in common, just like football, and the interaction for players was getting more and more fun.
Even the most perceptive people noticed from the story in the book that there was something called Guilds in that world and soon understood that it could be quite useful.
This information from Guilds has even reached the government of several countries and some countries have already started to contact Streamers from their country to try to partner to develop a government guild, to attract young people from the country to participate and thus also help with patriotism and the government's interaction with the population.
Oasis has already left a clear message for the government and the world's big companies: I am inevitable.
So with that in mind, people with ingenious minds already saw the opportunity that this could have and soon started thinking about the best way to make the most of it.
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