A different team made Plunderstorm. They were a company absorbed into ActiBlizz that primarily worked on Battle Royale Games. They took WoW assets and made a BR.
It is absolutely not as simple as just taking a department and telling them to join another departments team and expect results. That type of integration takes time.
It would be like taking all of the servers in a restaurant and one day telling them that in order to increase food production they are all moving to the kitchen. They can function there with instruction. They will need training. Eventually get it. But you cannot just take one department and merge them with another and expect equal results.
I am 95% sure I saw a Blue quote that said everyone at WoW worked on this.
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Yep, thanks for the link!
“This wasn’t just one team at Blizzard that worked on this. It was a tremendous amount of effort between all of us here.”
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You’re trying to win an argument using your own personal definitions and opinions on the technical nature of a game. You know this doesn’t work, right?
Plunderstorm isn’t a separate client. Hell, it shares the settings.ini file in the WTF folder with retail.
Also the fact that you equate characters to assets proves you have zero technical knowledge so talking about separate coding and such is hilarious. Lemme break it down real simply for you:
If I draw a picture of a character and use it in a project, and then I draw another picture of that character and use it in another project, that isn’t the same “asset.” That’s two different assets. If I draw a picture of a character and then reuse that exact same drawing in another project, that’s asset reuse. Assets are not limited to “code.” Also protip: People who actually work in technology and software, aka people like me? When we see people throwing “code” around to sound smart, it’s a red flag they know nothing about the subject. To simplify it for you, textures aren’t “code”, Sound files aren’t “code”, model meshes aren’t “code.” You don’t create a game strictly with code. You need assets unless you’re making a text-based game or something that is 100% procedurally generated with no prebuilt assets that generate them on the fly, and there’s only a single experimental game I’m aware of that does that.
So in closing:
Plunderstorm runs in WoW’s engine. It’s not a separate client from WoW. It did not require “building from the ground up” like you claim. I’m sorry you don’t know the technical knowledge to understand any of this but I would suggest refraining from trying to sound like you do in the future to prevent future embarrassment.
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BWAHAHAHAHA! I didn’t see this exchange until after I posted my reply. Them bowing out because they didn’t understand what an install path was? After they try BS’ing about their own technical knowledge and trying to sound like they knew what they were talking about?
Oh that’s going in the screenshot collection.
100%, plunderstorm doesn’t require any balance updates or anything. Very low on development time. This is the most bang for your buck and played more than raids. So yeah, OP doesn’t understand effort versus outcome.