After this meeting, we can affirm that these guys WANT to have legacy WoW servers, that is for sure. We did everything we could to make this presentation & discussion as professional as possible, which was something that clearly was a pleasant unexpected surprise for the whole Blizzard team, Mike Morhaime included.

這次會議之后,我們可以肯定,這些家伙想要官方的WOW服務器這是肯定的。

我們所做的一切,我們可以做出這樣的演講與討論盡可能的專業,這一點顯然是整個暴雪團隊愉快的意外驚喜,Mike Morhaime包括。


4. Why didn’t they give us a definitive answer?
他們為什么不給我們一個明確的答案嗎?



First of all, don’t forget that, in a big company, nothing can be decided in one meeting and they have the right to announce any official yes or no themselves.
首先,別忘了,在一家大公司,都可以在一個會議上決定,他們有權宣布任何官方是不是自己。


As they shared with us technical details, we would like to give you some information on that topic, as you deserve to know what the “tremendous work” is.

他們與我們共享的技術細節,我們想給你一些關于這一主題的信息,你應該知道什么是“大量的工作”。


First, they DO have the source code for Vanilla WoW. Code version control systems are not something new, as it has been a standard in the industry for a long time. With these systems, they can retrieve the code at any given previous backup date.
首先,他們有沒有源代碼的WOW。代碼版本控制系統是不是新的東西,因為它已經在一個行業標準,很長一段時間。有了這些系統,他們可以在任何以前的備份數據檢索代碼。




However, in order to generate the server (and the client), a complex build system is being used. It is not just about generating the “WoW.exe” and “Server.exe” files. The build process takes data, models, maps, etc. created by Blizzard and also generates client and server specific files. The client only has the information it needs and the server only has the information that it needs.
然而,為了生成服務器(Client),一個復雜的構建系統的應用。這不僅僅是產生“wow.exe”和“服務器.exe”文件。構建過程中需要的數據、模型、地圖、等由暴雪并生成客戶端和服務器的特定文件。客戶端只需信息和服務器只需要的信息。


This means that before re-launching vanilla realms, all of the data needed for the build processes has to be gathered in one place with the code. Not all of this information was under a version control system. In the end, whichever of these parts were lost at any point, they will have to be recreated: this is likely to take a lot of resources through a long development process.
這意味著之前重新啟動懷舊服的工作,所有的建設過程中所需的數據被聚集在一個地方的代碼。不是所有的這些信息是一個版本控制系統。


In addition to the technical aspects of releasing a legacy server Blizzard also needs to provide a very polished game that will be available to their millions of players, something existing unofficial legacy servers cannot provide.

最后,這些地區無論在任何點丟失,他們將重現:這可能需要大量的資源通過一個漫長的發展過程。 除了釋放遺留服務器暴雪的技術方面也需要提供一個非常優美的游戲,將提供給他們的數以百萬計的玩家,一些現有的非官方的傳統服務器不能提供。

5. Conclusion

To sum up, the good surprise of the meeting was the level of engagement of all these Blizzard people toward making legacy servers a reality. The down side is the technical difficulty it will take to reach our objective. Blizzard is now well aware of the amount of players willing to play legacy servers, something which wasn’t the case until Nostalrius shutdown.

綜上所述,本次會議的驚喜的是這些人對傳統服務器暴雪的投入水平。一邊是要達到我們的目的,技術難度。現在暴雪知道玩家愿意扮演傳統的服務器的數量,而不是之前nostalrius關服。