WWI '08 Panel Analysis: PvP part II, New Arena Maps

During the panel on "PvP Game Systems", however, lead designers Tom Chilton and Corey Stockton devoted most of their Arena discussion to the new maps rather than the hairy, and probably inconclusive, issue of class balance and representation. The new Arena maps follow Blizzard's philosophy of keeping things simple yet have room for innovation; having dynamic points of interest; having conceptually different starting areas; and leave allowance to make adjustments during development.
Design philosophy
The design principles that Blizzard used in designing the new Arenas have been tempered with experience gained from the current maps and how they affect the dynamics of matches. Keeping the map simple is important to keeping matches short. Large, sprawling mazes would have extended matches unnecessarily, so the idea behind the current and new maps is to have players find their opponents quickly, get into battle, and finish it.
The curious thing about the other design principle -- "dynamic points of interest" -- seems counter to the idea of keeping things simple. In previous interviews, Blizzard admitted that map gimmicks such as a random Cyclone that used to spawn in Nagrand Arena about 1 minute into the match, detracted from the fight itself, removing the feature in Patch 2.1. On the other hand, the proposed features in the two new maps of Dalaran and Orgrimmar seem to me very much like gimmicks. Moving objects add more randomness to fights, and even the idea of damaging environments seem counter-intuitive to a balanced eSport map.
Throwing up the starting areas could either be a stroke of genius or a boneheaded move on the part of Blizzard. With only 10 meters separating players at the beginning of a match, a Frost Nova rush seems like an obvious strategy to start the encounter. This immediate proximity might tip the scales in favor of players with AoE snares. Or it could result in an untimely death due to overextension. On the other hand, the mechanic of forcing players -- or spitting them out -- into the Arena was met by cheers from the audience. Anyone who has played Arenas know the annoying instances of turtling in the starting area, particularly in the Ruins of Lordaeron. The concepts were all pretty rough when they showed them, so there're bound to be changes to the maps and how they work before the expansion actually goes live.

When Dalaran flew off to Northrend, it took a chunk of the ground with it. Dalaran Arena is set in the sewer system of Dalaran, with a fairly simple equilateral lay-out and a sewage pipe jutting from the ceiling in the middle. The twist is that the sewage pipe expels a stream of line-of-sight-breaking sludge into grates on the floor at (random?) periodic intervals. There's a raised platform in the center of the room and small, permanent crates where people can stand and hide to abuse LOS. Opposing teams start on opposite sides of the map nested in sewage pipes and getting spewed onto the Arena floor by a stream of... sewage, presumably.
The size of the Arena looks to be small, judging from the presentation, which creates some apprehension for kite-dependent classes such as Hunters and Mages. The dynamic line of sight is an interesting, if questionable, mechanic. It adds more randomness to maps, allowing for strategy, yes, but also introduces a luck factor that might not be welcome in competitive play. The Arena is fairly small, with specific entry points that enable access to the central platform. Although I haven't examined the map in detail, it seems to me like a Line of Sight nightmare, with two separate levels and a random pillar of LOS-breaking sludge in the middle.

There's a curious area in the Valley of Honor called the Ring of Valor, which is an empty arena that players cannot enter -- there's an invisible wall that prevents jumping in. The new Orgrimmar Arena is theoretically this arena, but Blizzard's description of elevators and rising pillars and spikes is a novel concept. Similar to the Dalaran Arena, the Stockton explains that the starting areas will provide a new dynamic to each match by having both teams start very near one another, atop elevators rising from beneath the ground.
The rising pillars will work off a specific timer, signified by moving gears prior to its descent or ascent. A wall of spikes may or may not be tied in to the pillar rotation, and players will be able to get across the obstacle but will take some damage. Chilton explained how this could lead to some interesting choices in strategy, like getting a HoT before moving across the spikes. The rising pillar can create interesting strategies for players who would like to get out of melee range, positioning themselves atop the pillar just as it rises, enabling presumably unmitigated sniping. It is also interesting to note that Orgrimmar Arena is proposed to have NPC spectators who are reactive to the players, cheering bloodthirstily, for example, if a player's health becomes dangerously low.
The verdict
The new Arena maps are a long ways off. There's no way to tell how much of what was presented will actually make it to the release. However, a quick glance at the maps for me indicate too many random factors to make for a reliable match area. An ideal Arena would be one where the better team will win each time. A map with mobile structures or, worse, deals environmental damage, can create situations of luck. In a balanced map, you try to eliminate randomness as much as you can. On the other hand, Blizzard has admitted to liking a bit of randomness in PvE encounters (e.g. Prince Malchezaar) and perhaps wanted to apply a similar philosophy to Arena PvP.
From what we've seen so far, the new maps employ the very gimmicks that Blizzard felt didn't contribute to the match. It's just as random as a cyclone in the middle of the map. Worse than having a killing blow dodged or resisted is having a pillar pop up to break LOS just as you're about to deliver the strike. With map design like this, it almost feels like Blizzard is taking the fight away from the players and giving the environment a hand in dictating the match. In my mind, an Arena map should be simple (they said that) and allow the most straightforward encounters while still allowing for creative -- and not random -- movement in kiting and counter-kiting.
While the size of the Dalaran map causes concern for some ranged classes at first glance, what struck me was Blizzard's audacity to actually create such a close quarters map. To me, this indicates a possible mindset -- that Blizzard understands the difficulty that some classes, Hunters in particular, have in small format PvP. Instead of fixing the map, however, they will be making changes to the class to allow it to be viable within strict confines. We may yet see it happen, given their close attention and responsiveness to making underrepresented specs more Arena-viable (Dire Cat Form, perhaps?).
The Arena maps are clearly a work in progress, and it's far too soon to make any worthwhile analysis. My fears about the randomness of maps remain, however. LOS issues plague the current maps, but dynamic LOS might not be the right answer. On the other hand, pillars moving up and down and damaging spikes make me a bit nostalgic. To heck with balance. Let's have some fun!
[Ed. note: Check out Zach's analysis of Lake Wintergrasp, the Wrath outdoor PvP zone, as well!]
WoW Insider is on the ground in Paris at the Blizzard Invitational bringing you the big announcements and latest Wrath news as it happens. Check out our latest coverage!Filed under: Analysis / Opinion, Events, Blizzard, PvP, Arena, Worldwide Invitational






Reader Comments (Page 1 of 2)
Poit Jun 29th 2008 9:20PM
Hmmm. Blizzard said they'd never do this, didn't they?
Seajay Jun 29th 2008 7:15PM
I believe that you're being overly critical with regards to the addition of 'luck' to the proposed arena maps. While it's supposedly random in generating some of these events the exploitation of those events is somthing which will add a much needed dynamic to arena competition.
Not all of us simply want a hack and slash open field between cookie cutter match ups using strategies copied from the latest PvP website. Arena's are foremost about fun, not about epeen, please try to remember that.
Den Jun 29th 2008 7:49PM
Random is bad and not fun. Losing to someone you have controlled all match because some slime fell from the roof and put them LoS during a kill window is not fun.
Seajay Jun 29th 2008 7:53PM
Mage beats Warrior Beats Priest Beats Paladin beats....
^^^Is less fun.
What they're trying to do is make the Arena's more dynamic. More interesting. It's not as though a waterfall comes cascading down and makes all healers immune for 15 seconds or kills all warriros or somthing, it's just another mechanic you'll have to find a way to turn to your advantage.
This is entertainment.
Den Jun 29th 2008 8:14PM
More dynamic (the way it is being planed it looks like pot luck) removes skill and hinders class balance. Imagine if every arena was open, no LoS - can you think of how much hunters would cry when their damage output and control is nerfed to re-balance them for an open space?
There is no point comparing the classes 1v1 so... meh.
Even the current maps being static and "dull" as they are can swing the balance between teams. Combos that we will beat in BE/Nargrand can win against us in RoL.
A Perfect example is Druid/Lock vs Druid/Lock (omg no counter comp here) - There are a number of teams we've lost to in Blades Edge since it makes it so easy for bad druids to run off and drink (I get bored and fail at it, personality fault I guess). Yet when we play them in RoL/Nagrand we win every time. Add random LoS that could save a bad player and win the game based on luck ...... sorry that isn't entertaining.
Kaphik Jun 30th 2008 2:19AM
I love the idea of these dynamic points. It appears to me from the story that these events aren't random, but on intervals. Having to factor in theterrain just adds to the strategy, and in no way affects skill, as some people are claiming. The skilled players will use the dynamic terrain to their advantage, at least until enough people start crying about imbalance and they get nerfed.
SpaceDog Jun 30th 2008 8:03AM
Surely adapting to these random elements and learning to use them to your advantage will become a part of the "skill" required to win.
I don't think there's anything wrong with having few wild cards in there, and it should make things more varied.
uncaringbear Jun 29th 2008 7:37PM
It sounds to me that Zach prefers the static simple arenas that emphasis class imbalance for easy and quick wins. If these new dynamic elements help to address the issue of class imbalance, not to mention make arenas a bit more interesting than simply fighting inside a small box, I'm all for it. For those players who will be QQing about not being able to exploit their class OP'ness, tough bananas.
Zach Jun 29th 2008 9:18PM
Exactly what about maps with moving elements addresses class imbalance? What it does is add luck to the equation. It still doesn't address class balance. I don't understand how putting moving pillars balances the format for classes. Please.
my2cents Jun 29th 2008 7:51PM
I for one really like the ideas presented for the new arenas. I always thought having something like a firey pit would be a lot more interesting to kite melee around than a pillar and that moveable objects would make los kiting require more attention, making it more difficult to successfully stay out of los while healing yourself/shape-shifting, etc. I would say though that if part of the environment will deal damage, it should probably be something that is either stationary or somewhat out of the way. Having a cyclone sneak up behind you is not so fun. What would be fun (I think) is having slightly damaging objects that you could strategically trick your opponent into running into, without it being obnoxious or necissary for success.
The only thing I'm a bit apprehensive about is the idea of having both starting points so close together. I think they're close enough in the Nagrand arena (or would be if the pillars were further from the starting points), but who knows? It could turn out to be a lot of fun.
Threecubed Jun 29th 2008 7:52PM
I highly doubt that any team that just pew-pews and heals without thought of their position and whether a pillar will pop in front of their line of sight could really be considered the "better" team.
Now at the outset of the new arena maps, I'm sure there will be a learning curve (just like trying to figure out how to play arenas in general) and that may continue to pose an obstacle to those unwilling to try and adapt; akin to the people that acted like NPCs when confronted with pillars in the current arena maps.
I also feel saying "random" is not the right word at all, the pillars in the Orgrimmar arena will have spinning wheels to alert players when they go up (a blindness/alertness check), and adding a lot of line of sight in Dalaran will just make people have to think before and while they're shooting maybe? Hardly random.
Short version: Might be new at first, take responsibility and learn to take advantage of the new dynamics.
Den Jun 29th 2008 8:17PM
Yeah the cogs sound like a good idea, the slime??? No.
Threecubed Jun 29th 2008 8:41PM
I didn't catch the slime part the first read-through, but you don't *have* to position yourself on the opposite side of it as your prey.
I would imagine there'd be a clue to that as well, maybe a gurgling sound.
If there isn't one, then there ought to be one in place.
Yeng Jun 29th 2008 7:54PM
I think these arena concepts are quite promising. Being able to use and adapt to a possibly changing environment makes a player prove their worth more than a static never-changing arena. In your 'balanced' world, why not just stick the players in an open circle with no obstacles. Wouldn't need to design different arenas at all, could just have one 'fight ring'. No, I like where they are going with this, it will prove to be challenging. I think if a player has the skill to use the environment to their advantage they should be able to beat the 'better' (more geared) opponent. I think your idea of a 'better team' differs from mine. I think a 'better team' would be the one that can work with what is thrown at them and still come out on top.
Justus Jun 29th 2008 10:13PM
How about removing all the OLD and TIRED arenas and battlegrounds and starting out with all new ones?
Do people really want to be at level 80 doing the same BG they did at 60? How about when we get to go to 90? 100? 110? Warsong anyone? pfft.
If instances were like BGs, we would all still be running MC but getting level 70 gear. MC at level 80 anyone? BORING!
We want NEW BGs! Thank you :)
Eternalpayn Jun 29th 2008 10:14PM
To everyone bitching about the slime: Stay on the same side of it as your opponent. Ta-da?
Taytayflan Jun 29th 2008 11:06PM
As long as I can watch and laugh, I don't care if it's a fair fight.
ENgine Jun 29th 2008 11:36PM
I dont really like where these is going,all the arenas seem to be the same thing.
They are also too random.
An arena with a plain simple layout like the gurubashi would be a nice adittion and would stand out as unique and superior,maybe neutral NPCs in there that you can atack or use to an advantage,idk but just more annoying LOS and moving things feels meh.
Its also weird,using that Orgrimmar arena.How would alliance get there(besides lolmagic) if its in clear horde territory.
I was really expecting that arena to be opend,like the gurubashi one,just for people to enter there and have some random masacre for fun.Something to just enjoy,its all about arenas latly and they feel to forced.
They are too forced,and not that cool.
Guild VS Guild rated BG with epic rewards,thats the direction that would kick ass ,it would even beat WARs RvR real PVP.
Matthew Rossi Jun 30th 2008 12:27AM
Lordaeron Arena is directly above Undercity. So the Orgrimmar Arena is no harder to access. And the horde like fighters, and fighting. I can imagine them having matches there, and letting Alliance members in under flag of truce just for the fights.
I'd like to see an Arena of some kind in Dun Baldar, actually.
epsilon343 Jun 30th 2008 12:54AM
The complaints about randomness remind me of the MLG people who play Halo. All they talk about are how things are imbalanced and are supposedly "random."
Maps that all run the same without any difference just shows who can stick to a strategy the best. True skill would be improvising and thinking on your feet. Just think...what are the NFL highlights that you remember most? The perfectly executed play or the play that looks like it's about to fail but somehow manages to work and leads to a touchdown...?