The tenth annual
Game Developers Conference is in full swing in San Francisco, CA -- and yesterday included a panel by Rob Pardo, Executive Vice President of Game Design at Blizzard Entertainment. Pardo spoke about design philosophy and how Blizzard approaches it, sharing not only Blizzard's success stories, but where they failed along the way, and what they did to fix it. Blizzard's design philosophy follows some key elements:
Gameplay First: Before anything else, you want to concentrate the game on the fun. All aspects of the game -- the design, the mechanics of encounters, the quests and story are focused on making the game fun to play. Not only fun to play -- but fun to play for players, not developers. The challenge is to keep players jumping through the correct hoops, while making those hoops fun. Sometimes this involves making some changes -- for example, only night elf males could be druids in
Warcraft III, but for the sake of making the druid class, something that sounded like all kinds of fun, they had to be made accessible to both genders, and both sides. So the lore was adjusted so that females and tauren could both be druids -- otherwise they couldn't have introduced the class at all. And that wouldn't be any fun.
Easy to Learn, Difficult to Master: The concept here is to keep game play simple in terms of mechanics and objectives, but design the game in a way that the challenges scale with the ability of play. Pardo stated that Blizzard is focusing more on designing for multiplayer games first now, rather than single player, so they design for the multiplayer aspects, giving games a lot of depth so that players won't get bored with it. He also said that
WoW is a pretty hardcore game, but the key is that it's accessible to a lot more gamers -- endgame content like raiding and arenas are a lot more hardcore than leveling itself.
He cited the Diablo II death penalty as a failure in this aspect -- the death penalty was simply 'you die, you lose half your gold', but this was easily circumvented by dropping your gold off in town and not accessing it unless you wanted to buy something, which inflated the economy to the point that gold was meaningless, leading to players bartering and trading items rather than just using gold. They took those failures into account with WoW, not only designing the death penalty as a 'tax' of sorts where you'd have to pay to repair your gear, but by introducing money sinks that would make you want to spend your hard-earned gold like fancy mounts. The auction house was developed so that the player economy would revolve around gold, rather than simple bartering.
What is the Fantasy? In other words, what should the game look like -- Pardo talked a little bit about the UI system, and how they intended for it to be simple to use and intuitive. He said the UI system was something that he considered a failure -- not because it was bad necessarily. But from a development standpoint, if the majority of your player base is using addons to modify the existing UI, that's a clue that something wasn't quite right with the way the UI was originally designed.
Make Everything Overpowered: Every unit, every class should feel unstoppable, overpowered and epic -- because it's just more fun that way. Pardo told a short story about Designer Island, an area that used to exist in game for designers to play with landscapes and NPCs. He said he was given two abilities on his bar that you don't see in game – a grow button, and a shrink button that would either grow or shrink the target by 10%. After bringing in Nefarian, he said he must have hit the grow button about twenty times before he finally stopped and said "That's the size we want him." Afterward he noted "I don't even know why they gave me the shrink spell, I've never used it to this day!"
Concentrated Coolness: Less is more when 'less' is concentrated into one simple, overpowered and fun class to play. Rather than having 27 different classes in
WoW, they took the best elements from units in
Warcraft III (Thunderclap from the Mountain King, Critical Strikes from the Blademaster, Shockwave from the Tauren Chieftain) and combined those into one 'super-concentrated cool class' with many fun abilities -- the warrior. Other classes were approached with this 'concentrating' concept in mind.
The interesting part was that he cited vehicles in
Wrath as a failure -- he said it was a fantastic concept originally designed for Wintergrasp only, but the concept was so cool that the designers went overboard with it. Soon they had quests, zones, and even instances that revolved around the concept of vehicular combat, and it caused the vehicle system to lose the wow factor that made it so unique and entertaining in the first place.
Play, Don't Tell: Players should be playing as much of the story as possible, and text, voiceovers and movies should be used to enhance the story as it moves along. He cited the death knight starting area as a success, the introduction of phasing allowing the zone itself to change around the player as the story was played out, with players having a very 'real' impact on the world around them. What was interesting was that he spoke about the tendency of players to simply skip over or skim quest text. He asks quest designers, "If you make a quest, and players don't read any of the quest text, would they have a basic understanding of the storyline?" and tells them to keep that in mind, adding quest text after the quest has been developed. Quest text shouldn't be necessary to understand the story -- it should be there to enhance the story that's already obviously playing out.
Make it a Bonus: Players respond better to incentives than to punishment. That's a no-brainer, but Pardo had a couple of funny stories from the
WoW beta to back it up. He said that originally the Rest System in
WoW worked like this: You started out gaining 100% xp, but the longer you played, the more that percentage dropped, eventually falling to 50%. This was to discourage players from playing more than a few hours at a time. Beta players
hated this system -- so Pardo changed it by doubling the amount of xp required to reach maximum level in the game, starting players out with 200% xp gained, and slowly dropping it to 100% xp as they played. Same effect, same numbers, the only difference was the way the numbers were presented -- and people applauded the 'change'.
He also said you don't want to fight player psychology. In the original beta, when a player was inspecting you, you'd receive a notice about it. The thought of being inspected creeped players out, and they said they didn't want people to do that. So rather than remove the inspect system, they simply removed the message, and everyone was happy.

Control is King: Controls should be as responsive as possible. While players have clamored for different animations and effects, Pardo gave some very specific examples of why they simply wouldn't work. As it stands, when you summon a mount it simply appears beneath you in a puff of smoke -- the animation department suggested that it would be really cool if you'd actually call your mount and have it run to you so you could hop on it, going so far as to mock up the animation for it. But there was a downside to this -- it took several seconds for that animation to play out, and if say, a rogue jumped out to stun lock you, you probably didn't want to be stuck stunned and rapidly dying while watching your horse gallop up to meet you. So they settled with the puff of smoke we're all familiar with.
Tuning It Up: Pardo noted that tuning is easy to do, but hard to do well -- that you have to keep in mind who you're tuning your game for. With
World of Warcraft, they succeeded in matching the level curve to the level of content, making it so that every player can solo all the way to max level if they want to, adding enough quests that it didn't feel necessary to grind along the way. Pardo also noted that there was a myth about reaching max level -- that players would simply quit the game once they reached the level cap. Blizzard took the stance of 'if the game is enough fun for someone to get to level 60, they'll want to play the game again' -- a stance that seems to be working remarkably well for them so far.
Avoid the Grand Reveal: Blizzard encourages designers and developers to show their work to everyone else often and avoid the 'I can't show this to anyone until it's perfect' mentality, creating an environment where feedback is encouraged and it feels 'safe to fail.' He cited Silvermoon City as a failure in this aspect -- the city itself was designed in parts, and so difficult to weld together in game that they didn't really do it more than once or twice while developing it. This resulted in a really beautiful city that didn't feel like it was very well put together. Arathi Basin was noted as a success -- the original map was very simple, and the designers simply built up from there, resulting in a battleground map that was playable from day one.
Culture of Polish: With Blizzard, polish isn't something that happens at the end, it's something that happens all the way through development. Pardo mentioned that it's an atmosphere of a team that is making their favorite game even better -- that people love the game they are working on. Once the game gets far enough along, 'strike teams' are brought in -- a cross section of developers from other teams, artists, programmer, designers, both new and experienced players, and they play test for feedback and a fresh perspective.
He pointed out that every voice matters -- and that when dealing with player feedback, it's a matter of keeping in mind that the more passionate your player base is about your game, the more you're doing something right. He said if players are complaining about the game, they try to look at it from the perspective of 'this person is just trying to make the game better.'
Pardo followed up with a short note -- don't ship your game until it's ready. Self-explanatory, but refreshing to see that Blizzard is the sort of company that would rather a game be complete than push it out the door half finished.
With over 11.5 million players in
WoW alone, it's clear Blizzard is doing
something right -- and the panel did an excellent job of shedding a little light on what that something is. Game developers take note -- this is the way you want to start. Check out the rest of the slides from the panel in the gallery below.
Tags: blizzard, game-design, game-designers, game-developers-conference, GDC, gdc-2010, lecture, lectures, World of Warcraft, world-of-warcraft, world-of-warcraft-discussion, WorldOfWarcraft
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Reader Comments (Page 1 of 3)
Saelorn Mar 12th 2010 5:03PM
I really enjoy that (first) picture, back from Ultima Online. I think it really covers the excitement of a game that's not all about quests, and it was my wallpaper for several years.
Saelorn Mar 12th 2010 5:05PM
Apparently I need to get my eyes checked, because that's not the picture I thought it was. I'm still going to find that old picture and update my desktop, though.
Sanitycrusher Mar 12th 2010 7:33PM
You were thinking of the Hildebrandt.
http://static.evansims.com/images/uo_hildebrandt.jpg
makani Mar 13th 2010 12:43AM
Useless Trivia: That picture was actually the box cover for the DinoRiders toys from the early '90s. The toys were frickin' cool and generally well scaled. The brontosaurus was about 3.5 feet long and the tiny little human figures were only about 1.5 inches high -- EPIC!
Boocat Mar 12th 2010 5:05PM
"There is a limit to the amount of complexity that a player can process"
I disagree with this period, the mind of a player is complex.
Eli Mar 12th 2010 5:19PM
Your answer would make sense if every gamer was a physicist, brain surgeon, doctor, engineer, philosopher, or any other mentally taxing profession. As they clearly are not, I disagree with you.
Yes, minds are obviously complex, but that's not what as being said. He said that there's a limit to what we can process. i.e. It'd be kind of hard if you had to watch out for 150 different actions a boss could do, not to mention how those actions would interact with each other, how players could interrupt them (or not) or get rid of the effects etc.
Sunaseni Mar 12th 2010 5:25PM
You'd be wrong. If the game was so complex that new players wouldn't be able to get into it or grasp the required ideas to do well, the game would have died. In all forms of games, complexity is a key issue. It was this way for Magic: The Gathering as well. There is only so much data a person can hold about a game before it starts to overwhelm them and become unfun.
As an example, players already have to balance their endgame melee character's stats around hit rating, expertise, strength, etc. Imagine if expertise didn't cover parries as well, and they had a separate stat for that. (And also for the sake of argument, you want in this hypothetical world to become dodge and parry-immune.) And how about if abilities can critically fail and kill the character, and we have another stat that reduces how often your character can critically fail. All of a sudden, gearing is a nightmare, as we have 4 separate caps to worry about keeping up at all times.
Complexity is always an issue, and no matter how intelligent the player base is (or thinks it is), keeping things simple is always the way to go. Complexity for the sake of complexity isn't a good idea; complexity is only good if it contributes to fun.
Wugan Mar 12th 2010 5:33PM
Your mind may be very complex Boocat. God knows that is not the case for everyone.
Not to mention that you are arguing that a player's mind is complex, which is not something that Pardo disagreed with. That's what we call a straw man. He just said there is a limit to the amount of complexity that can be reasonably handled. I don't think that's very debatable, even if you think that limit should be a little higher.
(cutaia) Mar 12th 2010 5:36PM
Ironically, you can't even seem to grasp the simple concept that even complex minds have limits.
Lissanna Mar 12th 2010 5:46PM
There are natural limits on visual/auditory processing, reaction times, working memory, long term memory, language abilities, attentional resources, map reading abilities, etc.
You can handle a lot of complexity, but there are still reasonable processing limits for any human being.
gatheringsin Mar 13th 2010 8:17AM
Our mind may be complex, but myself at least, rather not be running on full capacity when playing a GAME.
Catacomb Kid Mar 12th 2010 5:17PM
Enjoyable read. Thanks.
Saint Mar 12th 2010 5:56PM
Agreed. Nothing mind blowing contained here, but a good bit of affirmation of why we love this game.
Nate Mar 12th 2010 5:22PM
I love Dino Riders! I still have the first 2 episodes on VHS and some toys. Brain Boxes ftw! That just gave me a thought.... Maybe when Arthas put on the Lich's crown, he was actually putting on a brain box and he's being controlled by Krulos, the ruler of the Rulon Empire!
busuan Mar 12th 2010 5:31PM
Me totally agrees with 'UI failure'. The default UI is easily mastered and modifiable IF there's a person, who knows the game ALOT, sitting beside you and show you how to arrange things and what/when/how buttons to push. But the problem is, so many people play it alone (from the beginning until they quit) and probably never have a chance to watch a 'good' player playing the game, which is actually the best way in real life for most people to learn new skills.
Same can be said about the macro system too, because WoW demands macros. It's NOT an option, but they don't say that.
ash Mar 12th 2010 6:15PM
I'm glad they recognize their mistakes and limitations, especially with the UI. Hopefully this means they will add more options for configuration in the future instead of us having to depend on third party publishers. They know their code the best, so I figure it would be solid and I wouldn't have to worry about getting conflicts and errors.
Artificial Mar 12th 2010 9:43PM
@ash: They most certainly do. Over just the year I've been playing, I've seen them make vast improvements in the base UI, frequently by observing what kinds of addons people are using and why, and getting this functionality and configuration options moved into the base UI.
traptinacivicsi Mar 14th 2010 12:42PM
Yes but they broke the map.. sure I used two addons (QuestGuru and Cartographer) but it made it so much more comfortable to play, now you have full screen or tiny, no scaling, and the log takes up half the map if you want to use it.
I'm left with a map that bugs half the time with cartographer, just so i can have it at a decent scale and still be able to move while viewing it :(
Shelly Mar 15th 2010 12:17AM
Blizzard may have failed in the default UI but allowing for user coding was a definate plus. I enjoy the ability to change my UI with different addons and the staggering ways I can change just the unitframes makes me glad there isn't only a second default UI that I have to use. I LOVE the arson arsenal we have. Now, getting the knowledge of addons and their awesomeness to the unaddoned masses is the goal.
Bat Masterson Mar 12th 2010 5:36PM
Man, I really wish that they had implemented the animation of the mount running up to you. There's already a cast time - why didn't they just implement the animation as part of the cast?