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
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Reader Comments (Page 2 of 2)
Smurk Jun 30th 2008 3:45AM
You mean like, "We want the ball, and we're gonna score"?
Zach Jun 30th 2008 3:48AM
You wanna talk NFL? How about yardage that lengthens or compresses? How about a goal that moves from left to right? Please.
Melenor Jun 30th 2008 1:22AM
I've made better arena maps the first time I ever opened 3DS Max. Blizzard needs to fire its designers.
twist Jun 30th 2008 1:45AM
4/3 years after AV was released and still there is no replacement for an "epic" 40 man pvp experience. Blizzard needs to scrap the joke that is arena and focus more on the bg's that were supposed to be there at release for a reason.
or, they could keep focusing on the arena which are nothing more then a cheap death match for kids with a.d.d. with maps that I'd hope took no more than 8 hours to design (which i doubt given the 8 months it take for blizz to release even the simplist crap)
Freehugz Jun 30th 2008 3:23AM
yup things were pretty epic in the peace cave
Michel Jun 30th 2008 8:02AM
they never said it will be random.
I understand that as on intervals. So people can learn to use it.
-
and yes, I think a plain empty arena is just ugly and boring.
Markymark Jun 30th 2008 10:27AM
Arena a cheap death match for kids with A.D.D.? You sir are mistaken. It's Av is where all the a.d.d. kids go to be AFK and farm honor.
Alaw Jun 30th 2008 5:21PM
@22
There's tons of variability in a professional sports match, just none like the kind you mentioned with your very poor analogy.
Ever watch a football game in the rain or the snow? Ever see someone go down with an injury? Ever see the quarterback get something in his eyes at the last second? Ever see the referees make a bad call?
It caused "excitement" on the part of the fans to see the players follow the rules but still improvise to get around environmental issue (or injuries or bogus penalties, etc) making it "not boring".
"Not boring" is what Blizz is trying to make PvP in general and arenas in particular.
By the way, everything in quotes above describes something I wish WoW PvP had but currently doesn't IMO.
Warpfiend Jul 1st 2008 7:52AM
Oh great, Blizzard decided that instead of balancing classes for PVP they would instead make it "look" cool with simple gimmicks. Putting in enviromental damage and random LOS takes away from the skill and planning. They basically took a car with a flat tire and put chrome rims on it.
Westpusher Jul 1st 2008 10:39AM
on the issue of "randomness" within the arenas. seriously, having a part of of the arena change at specific intervals isn't random...the fact that it occurs at a specific time time every time means it is something you can depend on happening. this sort of thing is a lot more common in first person shooters. then again, so are games like capture the flag and assault(or warsong gulch and arathi basin); which alliance have a horrible time grasping the concept of(at least on the rampage battle group) arenas and battlegrounds are both supposed to be about strategy, and creating barriers or environmental obstacles that change periodically does in fact force players to use strategy more than push the advantages of their class on the opposing team. honestly, give me a fiery pit in the middle of an arena, i would die laughing every time i got someone to chase me over it just before it popped open and know that they're kicking themselves for falling in
Kafkasian Jul 9th 2008 2:15AM
Wow, that news post was a lot of whining and complaining. Let's look at another Blizzard game with a thriving e-sport community. Oh, I dunno...Starcraft? Every season there's a new batch of maps to use, along with some old standbys. New maps force new strategies, give the pro gamers a reason to practice, and are all around good for the health of the "e-sport". What blizz really needs to do is release an arena map editor and let the community cook up new maps for each new season. Content that doesn't cost anything to make!
Maarick Aug 5th 2008 1:15PM
i dont understand their obcession with ruining the arena with LOS
knowing how to play your class doesnt matter
knowing how to run around poles and coffins while breaking others casts, matters
i dont get how running around in a circle around a pole and not getting killed makes you worthy of brutal gear
i used to love the arena
as long as this LOS is there, its going to be abused by cheap people
i mean i know its not cheating if its able to be done the game
but it so stupid that people can manipulate it to where they can beat someone of far superior skill
someone shouldnt be rated in the game for their skillz of running around in a circle and not getting causght
if you want to succeed at arenas, dont waste your time getting good at your class, just practice LOSing for a few months
Nasgoul Aug 5th 2008 1:58PM
Dear the ridiculous people that run the arena system,
You have made the arena so important... not only the 6 or 7 direct brutal arena pieces are on the line.. but a bunch of the guardian gear as well... being that you decided that all classes must compete in arena your first priority should be equal opportunity for all to succeed
The entire phrase "dynamic points of interest" is something you should serious forget as soon as possible... no one is interested in the place where we battle to effect the battle at all... in fact the best arena would just be a big empty circle....
The line of sight issue unbalances the fight so greatly that it just seems that you like the designing of the "cool" looking arenas more than you like designing good gameplay...
The stupid points of interest only effect certain people... the melee dont care where u are standing.. they are chasing u just the same.. the healers dont use it offensively as they need to cast to heal.. lol well unless your a druid...so the only people it really effects are ranged dps casters (this def includes hunters though)
You already limit the casters with range and unlimited push back with no resistance.. The line of sight is simply unnecessary...
The arena should be about the fight.. it should be about the battle.. it should be can you counter and defeat your opponent.. can you outwit and out strategize your opponent... can you, through know how, gear, and teamwork come together to defeat your foe.....
It shouldnt be... oooo watch me run in a circle around this pillar for literally the entire fight... watch me duct behind this bridge support beam... or I know your 2 inches from me on top of the casket but there is this little spire between us that your cast cant get through...
The arena should not be about who can avoid combat.. but who can win the combat... its shouldnt be about who can hide.. but who can fight... it shouldnt be about using a "cheap" part of the game it should be about using being an expert of the game.. it shouldnt be about knowing the knowing the easy way out.. it should be about knowing your class....
But it boils down to this.... the arena should not be a place in which classes that are forced to cast are also forced to chase a target.. that if he knows the maps well enough literally cannot be casted upon... if u get a competetent line of sighter in the casket arena u can be within 3 yards of the guy for the entire fight without being able to cast upon him.... its simply not the way it should be...it disrespects the game we all enjoy so much
step ur game up blizzard
jerzz80 Aug 5th 2008 10:33PM
lol......LOS is weak.
But some form of it should still be there. PVP isnt about stand still and cast. So being good at movement should reward you. But not like the current LOS is today.
maarick Aug 5th 2008 3:31PM
we forgot to mention shamans who drop earthbind totems and just do figure 8's in ghostwolf up and down and around the coffin
real cool blizzard
you should at least let us destroy the LOS garbage,
i mean a shadowbolt can kill kil'jaeden, god of the world, but cant go threw a little stone?
just fix LOS