Game Development: Starting with Healing Players
Chapter 650

Little Sister Pamela (Request Subscriptions and Monthly Tickets)

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For many players, World of Warcraft offered a way to play that suited them.

Exploration, casual play, or grinding gear like mad and challenging dungeon first clears—major guilds both at home and abroad studied the game's dungeons day and night, hoping to claim the first clear of instances no one had yet completed.

As for dungeons that had already been cleared, those guilds challenged the corresponding level's speedrun times.

Meanwhile, battlegrounds and arenas in PvP attracted plenty of players who valued fair competition.

Of course, there were also the great battles in the open world. Stranglethorn Vale, Southshore... and other lands where the Horde and Alliance met could be called the hardest-hit areas for warfare.

As the core experiences of World of Warcraft, both PvP and PVE were deliberately maintained by Chen Xu and Nebula Games.

The official Azeroth Hall of Fame website was dedicated to updating the various achievements of domestic and overseas World of Warcraft players, fostering a healthy community environment.

And it was not just the player community—the impact Warcraft had on the gaming industry was also far-reaching.

Active player counts and registered users continued to rise.

But Chen Xu knew very well that this was only the beginning.

At present, players had probably experienced only around one-third of the game's content.

Although many hardcore grinders had already reached max level, one saying had long circulated among Warcraft players.

That was: max level was where the real game began. There were related quests across every map, and as players leveled up, the quests they encountered became richer and more exciting.

There were level 60 dungeons such as Stratholme and Blackrock Depths, the gear sets they produced, and the demand for Gold Coins.

After all, even at level 60, a 1000 Gold Mount remained an extravagant dream for

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