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.

这次会议之后,我们可以肯定,这些家伙想要官方的WOW服务器这是肯定的。

我们所做的一切,我们可以做出这样的演讲与讨论尽可能的专业,这一点显然是整个暴雪团队愉快的意外惊喜,Mike Morhaime包括。


4. Why didn’t they give us a definitive answer?
他们为什么不给我们一个明确的答案吗?



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,别忘了,在一家大公司,都可以在一个会议上决定,他们有权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.

他们与我们共享的技术细节,我们想给你一些关于这一主题的信息,你应该知道什么是“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,他们有没有源代码的WOW。代码版本控制系统是不是新的东西,因为它已经在一个行业标准,很长一段时间。有了这些系统,他们可以在任何以前的备份数据检索代码。




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,为了生成服务器(Client),一个复杂的构建系统的应用。这不仅仅是产生“wow.exe”和“服务器.exe”文件。构建过程中需要的数据、模型、地图、等由暴雪并生成客户端和服务器的特定文件。客户端只需信息和服务器只需要的信息。


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.
这意味着之前重新启动怀旧服的工作,所有的建设过程中所需的数据被聚集在一个地方的代码。不是所有的这些信息是一个版本控制系统。


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,这些地区无论在任何点丢失,他们将重现:这可能需要大量的资源通过一个漫长的发展过程。 除了释放遗留服务器暴雪的技术方面也需要提供一个非常优美的游戏,将提供给他们的数以百万计的玩家,一些现有的非官方的传统服务器不能提供。

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.

综上所述,本次会议的惊喜的是这些人对传统服务器暴雪的投入水平。一边是要达到我们的目的,技术难度。现在暴雪知道玩家愿意扮演传统的服务器的数量,而不是之前nostalrius关服。