Game Development: Starting with Healing Players
Chapter 680

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A month after BioShock launched.

New titles from major game companies also began launching one after another.

However, they were not made in imitation of this game.

The major game companies did not even need to conduct market research.

Because BioShock was simply too unique.

Its distinctive art style, background setting, and in-game narrative presentation—

All of them gave BioShock an exceptionally distinctive identity.

After all, in terms of gameplay, BioShock had not really delivered anything that shocked the industry.

It was different from games such as Dark Souls, Warcraft, and The Legend of Zelda: Breath of the Wild.

BioShock's Core Points lay in its art and story settings.

And those were precisely the most difficult aspects of game development.

Although games similar to BioShock had not drawn much attention from game companies,

World of Warcraft had caught the attention of countless developers.

A number of similar MMORPGs also launched one after another.

They avoided World of Warcraft's peak period of popularity. After all, MMORPGs were games built around long-term Macro Play.

So, after the peak had passed and World of Warcraft entered a stable transitional period between versions, many game companies prepared to take a slice of the pie.

After all, World of Warcraft's popularity was simply too enviable.

Even though it was merely a subscription-based game, its massive player base had practically turned it into a gold mine.

Different themes, buy-to-play models, free entry with paid items, or cheaper time-card subscriptions—

The major game companies pulled out every trick they had. Yet these games failed to shake World of Warcraft's position and did not even create much of a stir.

The reason was simple. They could copy World of Warcraft's gameplay, but it was difficult to replicate its IP or shake the stable player base World of Warcraft

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