Rob Pardo on development at Blizzard

Even if you don't know the name, you're familiar with Rob Pardo's work. He is, after all, the Vice President of Design over at Blizzard, and he's responsible for the game design decisions you see whenever you venture into the World of Warcraft. Next Generation sat down with Rob Pardo to ask some of of everyone's burning questions on the future of World of Warcraft. First up, what exactly does a VP of Design do? Pardo explains:
With the teams as big as they are I don't get as much time to write design documents myself. There's a lot more meetings, a lot more collaborative stuff that happens. Let's take one small component of WoW, let's say quests. We have a team of quest designers and we all sit in a room everyday and jam up ideas. I'll follow up with each individual quest designer. I'll play their quests and iterate through it. But there's some stuff I get to design too. I also try to fill gaps that need filling. I'm trying to provide the big picture vision and philosophy and also helping out where it's needed.
Pardo is happy with the way the Burning Crusade has turned out. But what about the future? Are regular expansions a matter of survival for Blizzard's hit MMO?
Calling it a matter of survival makes it sound grim. It's more a matter of entertainment. Of course we want our gamers to stay in the world for as long as we can. But I look at this from the positive angle of us trying to entertain them. We're trying to give them new experiences. One of my favorite analogies is how much an MMO is like a TV series. We're developing episodes just like Lost or Seinfeld. We're always trying to come up with something that's true to the theory; that's true to the content that people love; but that is new. From the moment that the series starts re-treading the same ground over and over again... well, that's what we're trying to avoid.
Filed under: Blizzard, Interviews






Reader Comments (Page 1 of 1)
Bob Apr 20th 2007 6:54PM
Next time you get a chance to talk to him, ask him about the Paladin class.
Kiros Apr 20th 2007 6:48PM
"We're developing episodes just like Lost..."
So what Blizzard is going to start jumping sharks like Lost?
Bobby Hansen Apr 20th 2007 9:06PM
I disagree with the good gentleman. WoW shouldn't be like an Episodic, because that infers that an episode will be completed.
Just like we discussed earlier today in another post - now that we have new content, we should go back and review how to improve the previous content.
It should be like developing an Automobile. Until it is no longer developed, it is constantly refined, and if needed, retooled. Just because there's a new spoiler, doesn't mean you can ignore the front bumper.
Robert Apr 20th 2007 7:37PM
Fortunately, Rob Pardo knows quite a lot more about the art and business of game design than Bobby Hansen.
What I find very interesting in this article in the discussion of game designers. Frankly, the way Rob qualifies a good designer sounds like it boils down to how much the interviewee agrees with the philosophies of the top designers. Their hiring process is likely what produces both WoW's consistancy as well as its frustrating stubbornness.