For Alex Parker, the previous 1.6GB of resource quota was already quite a lot, more than enough for mobile games. The resource quota serves two purposes: downloading shared art and music resources, and generating game rules and basic frameworks using the editor.
For entry-level designers, these shared resources are helpful, but advanced designers will need to create custom art and music to enhance game quality. The editor's generated programs, however, can consume significant resources, especially for complex strategy, real-time strategy, or MOBA games.
Developing a real-time strategy (RTS) game with 1.6GB was tight, but now with 5GB, Alex felt much more comfortable.
Next, Alex looked at the remaining special items. The memory replay potion was always useful, no matter how many he had. As for the reaction enhancer and speed boost potion, although they seemed less useful, he decided to use them anyway since their effects were permanent. At the very least, they'd help him play games better.
After using all the items, Alex didn't feel any different.
"Alright, let's get started," Alex thought as he sat at his computer to write the design document for the new game.
...
With money and users at his disposal, Alex's next goal was to build a strong reputation. Just as "Plants vs. Zombies" helped him break into the mobile game market, he needed a high-quality, well-received game to enter the PC market.
Previously, Alex was torn between making an RTS game and a MOBA game. Long-term, a MOBA game like "League of Legends" could generate steady income for six to seven years. However, RTS games, based on past experiences, would eventually be overshadowed by MOBA games.
After surveying the PC game market in this parallel world, Alex decided to develop an RTS game, specifically Blizzard's "Warcraft."
First, RTS games are easier to create than MOBA games. MOBA games require extensive balancing and intricate hero mechanics, where a single change can have widespread effects. Although RTS games also need balancing, they are relatively simpler as their mechanics are less complex.
Second, promoting a MOBA game would be challenging in a market familiar with RTS but not with MOBA. Starting with an RTS game would make for an easier entry.
Additionally, Alex needed to quickly utilize the "Azeroth Universe" content. The sooner these settings became games, the higher the players' recognition and cultural spread.
So, Alex decided to develop "Warcraft III" first, bypassing earlier versions like "Warcraft: Orcs & Humans," "Tides of Darkness," and "Beyond the Dark Portal."
"Warcraft III" introduced the revolutionary hero system, balancing team strategy with individual hero dynamics, significantly enhancing both gameplay strategy and entertainment value. The expansion "The Frozen Throne" further refined the game's balance and story, making "Warcraft" a timeless classic.
Alex planned to merge the epic storylines of "Reign of Chaos" and "The Frozen Throne" into one game, including memorable characters like Illidan and Arthas. Earlier storylines could be added as DLCs if players demanded them.
...
In Alex's blueprint, "Warcraft" was divided into six main components: basic rules, combat mechanics, race buildings and units, storyline, map levels, and online features.
There was a lot to cover, and Alex didn't intend to finish it quickly. After drafting the basic design concepts and innovative points of "Warcraft," Alex headed downstairs.
Phoenix had just started his internship the day before and was seated next to Alva Castillo. Alva and Amy Johnson were playing "Legion Conquest" while struggling to write their RTS game research reports.
"Are the reports done?" Alex asked.
Alva replied, "Almost."
Amy, less confident, said, "Yeah... finished."
Alex nodded, "Good, keep them for yourselves. I won't be reading them."
Alva and Amy were puzzled, "??"
Amy protested, "Why make us write them if you won't read them?"
Alex replied, "Would you have taken the game seriously if I hadn't made you write the reports? Besides, I already know they'll be awful, so there's no point in reading them."
Alva and Amy were speechless.
Alex continued, "Alright, I've got a plan for the new game. Let's head to the meeting room, and I'll explain."
In the meeting room, Alex distributed the printed "Warcraft Design Concept Draft."
Alva was excited, "Wow, you're finally working on Azeroth!"
Amy added, "An RTS game! Looks like a big project. But can we pull it off?"
Phoenix, stroking his chin, remarked, "It's not a pay-to-win game, what a shame..."
Alex was exasperated. This kid was always thinking about making pay-to-win games.