Explain

  My Pandaren in this chapter is not easy.

  I actually created a new race, designing the hero settings, units, and racial characteristics all over.

  In a real game company, it takes several weeks for a planner to complete all the designs independently, as well as repeated discussions and revisions.

  This is equivalent to doing game planning when writing novels.

  It is very exhausting and consumes brain power and energy.

  I just want to increase the realism and tell you what this game is like.

  It’s not because the castles in the sky feel unreal. I don’t like the illusory description, so you can see that unless the games in this book are exactly the same, I will spend a lot of effort to create the other games.

  Really, really, hard.

When we make games, maybe one game will be published in one year. Writing this book is equivalent to three or four games a month. This is undoubtedly a rapid consumption of brain power for a gamer. Intensive creation is uncomfortable.

  So even if everyone thinks of water, they can respect the author’s hard work.

  I didn’t want to talk about hydrology. I set it up carefully one by one and created it well.

  There is another point, which is about the issue of narrative time.

  Because the Pandaren should be on sale in December 2006, but in order to make the previous plot coherent, it was not inserted midway.

  If you go back and explain, it will give readers a sense of time confusion.

  My two chapters use competitions to explain the previous events. It is a relatively clumsy writing technique, but I don’t want to interrupt the coherence in the previous big plot.

   Hope everyone can understand.

  I have already missed a lot of things, so stop spraying me.

  Thank you for your support.

  I will try to update.

  ...

  (End of this chapter)

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