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
Filed under: News items
Reader Comments (Page 3 of 3)
Anne Stickney Mar 12th 2010 6:16PM
It was because with Diablo 2, getting a quest involved listening to a character drone on, sometimes for a full two minutes, before you could actually get the quest and go kill x amount of whatever or go find out the princess is in another castle. They realized it slowed down the actual gameplay itself, and made for awkward pauses in gameplay, so they streamlined it.
Bossy Mar 12th 2010 6:10PM
The more I read upon Rob Pardo, the more I think he is the real man behind very fundamental ideas of WOW.
Even more so than Jeff Kaplan.
Pardo has so much original ideas .... it is always refreshing to read what he has to say.
It is known he was the man behind the "if it is not fun ... leave it out of the game" principle.
Without guys like him we were stranded with old concepts of terrible time sinks of dull game play mechanics. Those old feautures look "cool" on paper, but they have nothing to do with a video MMO.
Where did he surprise me this time?
With the "overpowered statement". Make YOUR hero overpowered. YOU need to feel overpowered. Bham !. Spot on.
How silly it is to think it is a "challenge" by knocking for 50 seconds on wood to down a mere mob. Or by killing 50.000 of them to "gain" one level.
The world needs more intelligent designers like Pardo.
Calebe Mar 12th 2010 8:02PM
I agree it would be nice but unfortunately you aren't always in the situation were publisher and developer is the same and you have the full backing.
Like with football you have the owner (publisher(the person with lots of money but not so good at making games)) overriding the manager (developer(people who know how to make games)) and as we all know this can lead to problems. And then there is nothing worse than being right - so in most situations the conversation goes like this:
Dev: X is cool and would work really well in the game
Pub: Nah we dont want.
Dev: How about Y?
Pub: Erm............maybe
1-3 years later
Critic: Would have been cool if the game had x and y.
And trust me this happens A LOT in game development.
Hëx Mar 12th 2010 7:55PM
Looking through the attached Gallery (hi res) I noticed two shots of what appears to be the internal tool used for creating NPCs, this one showing The Lich King for Phase 1. I believe this is one of the few screenshots of internal WoW tools ever released.
http://www.wow.com/photos/rob-pardo-gdc-making-a-standard-and-sticking-to-it/full/#2793590
RogueJedi86 Mar 12th 2010 8:22PM
"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. "
I know this is a dead horse, but Blizzard launched WotLK with dance studios half-finished(or rather, never-started), so Blizzard doesn't always stick to that creed of "a complete game rather than half-finished". It's a bit tacky to promise a feature, no matter how minor and unnecessary y'all may consider it, in the WotLK announcement trailer, then go the entire WotLK life cycle without adding it. It's just about consistency. If you announce a feature for a product, you put that feature into said product.
Artificial Mar 12th 2010 9:56PM
Pardo: "...don't ship your game until it's ready. "
RogueJedi86: "Blizzard launched WotLK with dance studios half-finished(or rather, never-started)"
So, WotLK wasn't "ready" without dance studios? Are you thick, or just trying to completely twist what was said into something entirely different in order to make a silly point?
RogueJedi86 Mar 12th 2010 10:17PM
Didn't you read the rest of what I said? There were features promised in the WotLK announcement trailer, features that haven't shown up in the year and a half of WotLK. If those features were big enough to mention in the announcement trailer, but were incomplete when WotLK launched, then WotLK launched unfinished, with at least one feature missing that was important enough to be mentioned in said trailer. It's not specifically about the dances, it's about launching a game without features promised in the trailer. If you launch with promised content missing, you're launching incomplete.
Zhiva Mar 13th 2010 8:38AM
Pardo says: "don't ship game until it's ready".
Kotick says: "ship it as soon as possible, charge for it as much as you can".
Kotick mutters: "and don't expect to get any money for the game you made".
http://kotaku.com/5491675/rumor-why-call-of-duty-developers-are-sticking-around
Wayward Prawn Mar 13th 2010 8:47AM
Actually, if you think about it, not including dance studios was actually somewhat inline with their philosophy of don't ship it until its ready. Instead of rushing out something that isn't core to the expansion, they instead decided to hold off on it while still being able to give us a pretty good expansion.
Maybe I was just the only one that was meh about the dance studio?
Lorne Mar 13th 2010 8:43AM
And you would have rather had them leave something else unfinished instead? Or perhaps launch Wrath 3 or 4 months later? Dance studio more than likely would require an extensive re-code of the game to allow players to choose their dances. They probably realised that when they started coding it. And also, I believe that the dance studio was later rescinded from the list of Wrath features after the 3.0.2 content patch went live. Im not sure if there was a blue post about it or not (there probably was, and if someone could find it that would be cool)
ScorchHellfire Mar 14th 2010 12:05AM
HOLY SHIT
That is awesome.
ScorchHellfire Mar 14th 2010 12:06AM
HOLY SHIT
That is awesome.
ScorchHellfire Mar 14th 2010 12:07AM
Gah... sorry for double post... damn wow.com post system not being able to delete...
Vrykerion Mar 14th 2010 1:14PM
While I can see a lot of problems with the general design of Silvermoon (Personally I think the Bazaar could have used a northern exit that would wind it's way back up to the Court of the Sun. Maybe a store themed lane like a fancy version of the Drag in Orgrimmar, that way the left and the right side would both have an inn, an AH, and access to the Portal without having to go from one side to the other) but the city is still my hands down favorite in terms of atmosphere.
The abundance of "flavor" in that city is amazing. With the secret passageways and NPCs that actually feel like they have a life in the city that doesn't involve waiting for the players to show up and interact with them, Silvermoon never feels completely empty, even with its utter lack of players on most servers.
No city gives you a better feel for their race than Silvermoon in my opinion. Nice to look at, but with Leper gnome slaves and the protesters in the Bazaar being forcefully silenced - there's definitely something else going on with the Blood Elves.
rooster251 Jun 5th 2010 10:07AM
i wish you could acces every platform in silvermoon then that would be a great place for a guild meeting. that and there was more than one exotic mounts sealer because i cant go to dalaran so it sucks for me.