And to clarify, our exterior zones have static borders, roads, and town placements. Most of the area in-between is static too, but there are these chunks of the map in various shapes that are essentially cut out. We then create pieces to fit those shapes and sizes, a bunch of them for each, and the game randomly picks which ones to use. They could have quests, little events, mini-bosses, just different scenery, or whatever else we want to cook up in them. It keeps the exterior locations static, while still having some random bits in there to keep them fresh. We refer to it as the adventure system. And to clarify on THAT in case anyone hasn't been following along much, we keep our exteriors static for the most part because following the edges of the cheapest wow gold map to find exits and find where the town/questgivers are just wasn't a fun use of randomization. You also couldn't easily or quickly meet a friend anywhere outside of town because nothing was ever in the same place. And lastly it helps us create a sense of a world that actually exists, the towns and cities and at least the important points of interest exist in cheap wow gold stationary locations. The dungeons, in addition to being random in design and flow, also use the adventure system to bring in random events and quests. On the game's RPG mechanics: Well I think it's kind of easy to look at changes and advancements in the RPG genre as a whole and narrow them down to any number of cheapest wow gold sources to fit each use. To make a car analogy (my favorite!) it would be like having issues with the cheap wow gold newest version of the mustang because its body styling takes into account things like passenger safety and aerodynamics, and being upset by this because these are features also found in the ford focus. A clearly inferior car in the eyes of the mustang enthusiast. These types of ideas could never have been thought of or would ever be included in the mustang, of course, had not both cars been manufactured by ford.
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