GDC 2011: Tom Chilton discusses Cataclysm design, talent and zone revamps

Tom Chilton gave a comprehensive and enlightening talk today at the Game Developers Conference, discussing remaking the World of Warcraft through Cataclysm's systems and content revamps. Chilton talked about some very interesting topics, including WoW's talent tree revamp, how he feels that the revamp of Desolace fell incredibly short of its potential, and a warning about the illusion of choice.
Chilton started off the talk discussing the philosophies behind rejuvenating sequels and updating MMOs, saying that it is relevant to look back at an existing IP and freshen it up. As this was a GDC talk and aimed more towards learning from and understanding game developer's trial and error, Chilton wanted to use World of Warcraft examples of reintroducing and updating content in a broader way -- help developers understand how to keep the heart of the original while successfully iterating on the franchise.
There were three different spotlights during the talk -- the Desolace redesign that Chilton didn't particularly enjoy, the Westfall redesign that Chilton loved, and a mechanics discussion about revamping the talent system. The philosophy behind creating Cataclysm began during Wrath of the Lich King development and aimed to move the product forward with the same team of people. Multiple teams was not something Blizzard wanted to employ, as a single team ensures consistency from product to product.
WoW's content was aging, and by the time Wrath rolled around, the game was four years old and it was showing. The content from The Burning Crusade was better than the vanilla content, and the Wrath content was better than The Burning Crusade, but the old stuff still remained in full force. Chilton discussed the donut theory, in that you have to capture the hardcore demographic while still catering to the broader audience outside. (There was a picture of a donut on the screen.)
Blizzard holds true that leveling content is important -- you can't just create a new expansion for the highest level players and expect a great result. Leveling content affects and benefits most players regardless of their play patterns, and Chilton said that if you played casual or hardcore, the leveling is still part of the experience, just at a different pace. The game becomes inherently replayable, then, as many players re-roll new characters, making leveling content meaningful for even max-level characters.
The core WoW systems were becoming bloated and too complex over time and needed to be pruned. The trend in sequels is to be more complex and "up" the last iteration. Chilton wanted to move away from this idea. He discussed the "one-third" rule, where you have one-third old content, one-third improved content, and one-third new content -- of course, these are hard numbers, but he's speaking in terms of the design philosophy. You have to capture the original's special feeling and improve and add on intelligently.
Changes and updates to zones
The world aspect of World of Warcraft is, in Chilton's mind, WoW's greatest and strongest asset because Azeroth is a charming place that draws people in. The greatest area of dangers to Blizzard were that it had to retain the soul of the original game and that when players came back to Azeroth after the Cataclysm, it had to feel like fundamentally the same world with changes. Cataclysm could not make Azeroth feel like Azeroth 2.
Zone content and mechanics were showing their age. Chilton copped to the fact that the genre was new and, in the beginning, all the quests were a little dreary and fell into one of three categories -- kill, collect, or Fed Ex. Breadcrumb stuff was important to get you from place to place, but the quest hub dynamic just wasn't there. Blizzard wanted to mix in the Lich King stuff, with cutscenes, vehicle mechanics, and more fun things to do.
The flow of the original game was also lacking. Quests would send you on immense journeys all across the world only because it sounded good on paper or a good idea at the time. Within each zone, the designer was just exploring whatever he wanted to add in, in a fairly haphazard way. This was the beginning, after all. Quests ping-ponged you around the world because quest design was missing that crucial top-down design approach.
The philosophy, then, had to be revamped. We all remember the now infamous shot from BlizzCon of the zone revamp progression and how Blizzard was going to make changes to zones based on priority. Some zones would get more changes than others. Eventually, Blizzard realized that development issues continued to cascade, as one thing changed, everything came with it. Also, redesigned zones had to be handled by people who remembered what made the original zone so memorable. You couldn't just hire a designer off the street to revamp something so important and have it retain the heart and soul of the original place.
Quest and zone flow design changed dramatically for Cataclysm. New flowcharts and design storyboards were created before pen was put to paper. This top-down approach found inconsistencies more quickly and more efficiently and allowed parallel teams work in concert. Chilton said it was difficult for an item team to come in during a design phase or the creature team to deal with a zone that didn't yet have its flow set up. There were many new advantages to a visual depiction of the flow.
Chilton was also worried about how to represent the Cataclysm best in the revamped zones. He told an amusing anecdote about how Blizzard wanted to avoid the "volcano in every zone" issue -- no one wants to wander into a new zone and say, "Look, there's the volcano and there's the big crack in the ground."

Chilton's first zone example was Desolace, once a monotonous, boring, and barely accessible run-fest that needed a huge revamp to be cool, fun, and relevant. The idea originally was to have a Burning Legion presence and have the Cenarion druids begin Desolace's healing in the center of the zone.
The problem was that Desolace lost its heart. The place was supposed to be a barren wasteland, obliterated by the first Sundering and never healing. The centaur war in the zone felt shallow, and the landscape's settlements were oppressive. Also, the demons were there, with portals that they had emerged from, but just sort of stood around doing nothing. Chilton said that the demons came out of the portals, stood around, and would remark, "Maybe I should just go back through?"
The new version of Desolace fixed the questing issues and travel but killed the Desolace charm. But Chilton lamented that the redesign to Desolace wasn't the best thing. Rather, he now would have wanted a more extreme Desolace, one that had its terrible aspects accentuated by the Cataclysm, rather than a regrowth. The soul of Desolace was gone, and now the zone was green and happy, just like Feralas to the south. The transition from one green zone to another was not the best choice, he mused.
Changes in Westfall
Westfall, on the other hand, was one of Chilton's favorite redesigns because the heart of the zone was intact while changing the flow of the story and the zone for the better. Cataclysm was felt all over the zone, and while the terrain did not change very much, the play-out of the story was perfection. The Defias storyline hearkened old players back to a Westfall of old but engaged new players with a mystery to solve.
As one of the first zones Blizzard designed, Westfall has some of the oldest design flaws and mechanics. Sentinel Hill was an inadequate quest hub, only having a few quests, an inn, and a guy to sell you milk and bread. The monotony of the zone's environment was not as big of a deal, since it was a smaller zone, and you were in and out faster.
Chilton feels that the Westfall approach was the better one. A more streamlined experience retaining the soul of the original was a huge feat.
Bloated talents
Chilton's final example of an issue that Cataclysm had to solve was the talent trees. In the original beta of World of Warcraft, talent points were the #1 concern of players because they wanted more character customization to feel different from other characters of the same class. A rudimentary system of adding attribute points and damage was transformed into the talent system we know today, all 6 months before shipping. Choice was important for players for longevity of play, endgame tinkering and experimenting, and to make you feel different from other characters.
The talent system became bloated over time as expansions added more to the system. Blizzard knew it would happen in BC and Wrath and made the decision to revamp the whole system for Cataclysm.
The problem was an illusion of choice. More talents didn't necessarily mean more options, because cookie-cutter builds became the norm. Rather than have 10 choices, with 7 being suboptimal and 3 being viable, Blizzard pared down the talent system to the viable builds only, giving players the choice of role, rather than the cumbersome fake choice that accompanied the bloated talent system.
New players were scared when they opened their talent trees, and returning players just gave up on them. Chilton showed an amusing slide of the priest ability Shadowform's tooltip, which was over 5 sentences of explanation of what the talent did. Things had to change. The large possibility of space was deceiving to players.
One idea Blizzard had was to let the game choose talents for the player until they were comfortable with the large trees, making their choices manageable. This was nixed, however, when it became less of a choice and more automated, making Blizzard feel like they were creating content for nothing.
One of the most interesting moments of the talk came when Chilton discussed talent systems that do WoW's talents better than WoW. If he had to go back and do it again, the system would look like something resembling Modern Warfare 2. Modern Warfare 2 gives players a constrained set of easily understood choices, yet with a huge range in possibility, playstyle, and customization. The confusion of moving down a skill or talent tree is removed. You select your equipment, gun, and perks -- that's it.
Chilton also warned other MMOs that are doing talents in the WoW-way: You will inherit our problems, so think twice.
A word of caution to developers
Chilton wrapped up his development talk with a word of caution to developers, telling them to have a deep-seated grasp of what was great about the original content and iterate only where you have to. Don't stray too far from the rule of one-third, and pick your battles carefully -- optimal design isn't necessarily the optimal design.
Audience Q&A
Finally, Chilton answered one excellent question afterwards. An audience member asked whether or not Blizzard thought about rolling in every expansion with the retail box of Cataclysm, making the game more accessible to players instead of having them go out and purchase three games to be up to speed. Chilton responded that he was a fan of removing the barrier to entry and rolling in all of the expansions into Cataclysm, but it wasn't his decision to make.
Thank you very much, Tom, for giving such a meaningful talk and intelligent discussion about sequels, iteration, and pitfalls along the way.






Reader Comments (Page 1 of 5)
Drakkenfyre Mar 2nd 2011 8:23PM
"The flow of the original game was also lacking."
I would much rather have several quest hubs in a zone that were interconnected but you could pick up later quests separately than one entire quest chain for the entire zone. Feels entirely too linear.
And I hope they learn from the feedback from that when they revamp Outland. I would hate to have to do an entire zone simply to pick up one item I wanted from a quest.
Mycroft Mar 2nd 2011 9:01PM
Yes, tying all the quests in the zone to one mandatory quest chain felt too railroady. Sure, having a group of druids restoring a corrupted forest, a faction-specific town fending off bandit activity, and some archaeologists investigating some ruins. But don't make go planting flowers before killing masked men makes a difference, or have me defeat the bandit leader before I'm allowed to find tablet fragments (or make me solve a floor tile puzzle before I'm allowed to take pond samples).
Hyjal was a horrible sticking point. Myself and so many others got stuck so easily because we missed the *one quest* that would progress the zone further. I don't want to be forced to helping the evil satyr and setting him free before I can go help the red dragonflight.
Rude Hero Mar 3rd 2011 12:16AM
I have to disagree with you, Drak.
For low-level zones, I didn't mind the linearity of the quest structuring. If you really get bored with a series, you could just go to a different zone of the same level- you'll outlevel both of them soon enough. I think cohesiveness, progression and fun within a zone is worth it.
I can sort of see your point for someplace like Uldum, if you've somehow depleted Stonecore and aren't allowed into the Twilight Highlands, but that's almost impossible. Call me a heathen, but I didn't find the Harrison Jones portion to be very compelling. I saved the kittytaurs and skipped off to the eastern kingdoms. If you don't like questing, you simply don't like questing and should PvP or dungeon your way to 85 instead.
I'd also like to add that if you're questing through a zone just to get a particular item, I personally think that you're "doing it wrong." To be fair, several of my friends did exactly that to gear up after they hit 85, so I suppose you should take that with a grain of salt.
Sean Mar 2nd 2011 10:49PM
IMO, Blizzard over-corrected on this one. In their effort to give the zones a better flow, they are now *too* linear.
As awesome as the Forsaken 1-30 experience has become, everyone goes through it in exactly the same way. Priest or Warrior.....Forsaken, Orc or Blood Elf....once you start the ride it makes no difference.
I understand that there's only so much developer time to go around, but I would love it choosing to play an Enhance Shaman instead of a Rogue meant seeing the world in a different way.
Please, Blizzard, consider reinstating class specific quests (aside from the 20 and 50 "go get some gear from this dungeon" quests.)
Even better would be race specific quests in some zones. Imagine, for example, if a level 15 Orc in Silverpine Forest was given tasks by the Overseer in the zone to keep Sylvanis and the Apothecary Society in check.
Drakkenfyre Mar 2nd 2011 10:50PM
Rude Hero, I think it shows a failing when the answer is "go find another zone".
Before, let's make up an example, going to make up some fake quests, say you are in Westfall, and you want to help the farmers bake a pie. You can go right there and help them. Quest done, no follow up. You find another quest hub, do some quests, you are done, breadcrumb quest to another hub. Hub gives you several quests, you are free to take any that you want, or ignore any that you want. You check WoWhead, see a nice item for another quest, you go to that quest, and do it. You are free to pick and choose any quest in that zone you want to do, or ignore. It may not flow together as smoothly as a story, but it's your pace.
Now, when you enter a zone, you are given a quest, you go from that quest, to another quest, to another quest. You no longer choose which quests you want to do. You either do the ones laid out to you in that order, or you don't. Say you don't want to do a bunch of piddly little quests, but one which used to be by itself offered a nice reward. Now you have to do them all to get to it. What if you can't stand a certain type of quest? Had too many "go collect 30 objects that drop off critters in low amounts", and you would rather just skip that one? Well, you just can't finish the zone now.
And when you add in phasing, it just compounds the problem. When people want to quest with you, you have to make sure they are in the same phase as you. You are 30 quests in in the zone? Good luck to them, they have to do everything up to you to get to you.
It should be a quest chain or a few quest chains, and some individual quests here and there, not one long chain that never stops until you are at the end of the zone. It seems like it goes from being a theme park you walk around yourself, to a guided tour where you aren't allowed to stop, and you have to go exactly where the tour guide takes you.
Synchronizor Mar 2nd 2011 11:44PM
My biggest problem with the strictly linear questing is not that I'm forced to take tedious quests, but that I'm forced to take quests that I just wouldn't take, or that my character would never take.
For example, in Thousand Needles, in order to get to the quest chains involving Magatha and the Grimtotem, I was forced to try and scam a clan of centaurs out of their land with fake gold, and then when that failed, kill them and plant an oil well in their land anyway. This is something my character NEVER would have done, and I (the player) found the actions disgusting. However, in order to progress through the zone, I was forced to do them.
I like the linear questing, but I feel that Blizzard should still have kept the major quest chains separate. The zones would still progress smoothly for the player, but if for whatever reason the player did not want to do a specific questline, they wouldn't have to give up on the zone (and the lead-in quests to the next zone) entirely.
Dantis Mar 3rd 2011 12:39AM
This is the way of cataclysm. Questing is for the solo player. You are a part of an advancing story. If you want to play with your friends then you're better off running dungeons or pvping. I've always found questing in a group to be more trouble than it's worth anyway. You have to find twice as many quest items because you're getting enough for 2 people. Waiting for the other to finish so you can keep going. Sure you kill things twice as fast, but come on, they're world mobs. It's fun taking the story at your own pace and enjoying it. Why hassle yourself by questing in a group?
Drakkenfyre Mar 3rd 2011 1:10AM
Dantis, because some people have friends and don't see taking a little longer to get those seconds drops as a problem.
Hob Mar 3rd 2011 3:08AM
Completely agree with Drakkenfyre. While it is interesting and meaningful in some circumstances to have chained, linear quests (death knight, goblin, worgen starting zones), I feel it was way overdone for Cataclysm.
Multiple hubs, multiple quests makes for player choice. And players can make meaningful choicesas to which quests are important and which are not.
Sorcha Mar 3rd 2011 4:27AM
I agree a lot with Drakkenfyre. I think part of the problem for me is that being on rails makes the world feel smaller and with less depth. I kind of liked not making a difference. I'm only one person, I shouldn't be able to resolve all the problems of every single town I encounter!
Sintraedrien Mar 3rd 2011 4:35AM
Mycroft wrote:
"Hyjal was a horrible sticking point. Myself and so many others got stuck so easily because we missed the *one quest* that would progress the zone further. I don't want to be forced to helping the evil satyr and setting him free before I can go help the red dragonflight."
This, a thousand times this. I tried everyway I knew of, to advance through Hyjal (on my second toon), because I was damned if I would let that scoundrel free.
Sintra E'Drien of the Ebon Blade, né Sindorei (I'm tired of fighting, I'm going to pick flowers)
Noyou Mar 3rd 2011 4:47AM
@Mycroft
That sucked in Hyjal. Epecially because the one quest I tried to get around was the squirrel/rabbit gathering one. I was forced to do it on all 6 80s I ran thru there to advance get to the next set of quests. It was quite frustrating. I didn't run into this problem anywhere else really. I wonder if the horde had any similar quests. It's almost as if the developers said FU to us questers on that one. Well they said FU whether they meant it or not. :(
jrb Mar 3rd 2011 9:26AM
as blues have already pointed out on the forums, the relative linear approach to questing within each zone wasn't the best decision either. We're now spoon-fed a breadcrumb series of quest from the time we enter a zone, to a zone-specific storyline conclusion.
it doesn't feel like WORLD of warcraft any more, rather COUNTY of warcraft. Oh look, there's another county. great. ¬_¬ Personally a balance between this, and questlines that have us travelling the world would have been better. Quests that encompass the world as a whole generally feel more epic, and more worthy of a story that needs to be told, and as such are far more engaging to players. But not every quest.
TonyKP Mar 3rd 2011 9:30AM
It's definitely too linear. There's not much replayability, and I say that as an altoholic who started 4 new toons at Cata launch and got 4 toons to 85 before I got bored and quit.
Rollo Mar 3rd 2011 9:56AM
I don't mind linear questing the first time questing through a zone. But when I come on my alt, which has experience bonuses (rested, guild perks, heirlooms) I would prefer to skip the quests I don't particularly like and only do the favorites.
Wolfshanze Mar 3rd 2011 10:18AM
Quests are DEFINATELY too linear now.
One of the things I always enjoy doing is farming zones for particular items while I lvl or "if I missed something" that I need after the fact.
When leveling through Outland or Northrend, I would go "gee, I have really horrid bracers", I'd then look up quest rewards for level-appropriate bracers, find what I need, go to the proper zone and do the quest(s) that drop the bracers I want. I might be able to go straight to the bracer quest, or I might have to do a few quests before getting the item that I want, but it was okay, cuz if I wanted it, I know I could find it and skip over 80 quests that I may have no interest in to get to what I want.
Now with Cataclysm, it seems near-impossible to get anything you want without doing damn-near the entire zone due to the very linear fashion the quests are given in. Case in point, I had two lvl-85 tanks that had the worst luck with the RNG in getting a proper stamina tanking trink, and both my heroic-geared lvl-85 tanks were still stuck with WotLK Corroded Skeleton Key stamina trinks. Despite countless runs in Stonecore (normal and heroic), the RNG Gods laughed at my attempts to get a stamina trink, so in frustration, I searched the lvling zones and found that Twilight Highlands had a pretty decent 318 stamina trink that blew away my old WotLK stam trinket... I thought "gee, this will be a great replacement, i'll just do a few quests and get that instead, 100% garaunteed drop, no RNG Gods laughing at me".
Much to my surprise, I realized that I had to do damn-near half the zone quests just to unlock the quest hub that dropped my stamina trinket. Quest hubs are nice... I like them... I do NOT like quest hubs that must be unlocked in linear fashion from one hub to the next before you can get from quest hub A to B to C.
To Blizzard... if you redo Outlands and/or Northrend in the future, and want to make sure there are nicely grouped quest hubs... that's fine... just let each quest hub stand independant so I don't have to complete every quest in the zone to unlock the quest I want at quest-hub Zulu.
Paul Mar 3rd 2011 12:12PM
I must admit that whilst I will always understand the concern of something being linear, I don't understand how a more interesting story that is told from a set path is worse than some very random chore-quests which more often than not told no story.
Yes, you must to quest a) to unlock quest b), this was also the case in Vanilla and has only changed by how numerous these quests are now.
Now, here's my issue with the complaint some people are giving. When you guys played vanilla, and you were just grinding an alt, did you honestly give up on quests because they became green? Personally, I didn't. I always attempted every quest in every progression zone, whether it was orange, yellow, green or grey.
Because I always did everything in a zone, the change from running all over the place (often finding your self going back to the same place 3-4 times because the quests were so fragmented *shakes fist at Hillsbrad*), to a controlled, efficient path to be more enjoyable on the initial playthrough and equally as tedius on the second. For me, I lose nothing this way round were previously, I could lose 1-2 hours of my time just running back to west side of a zone to do one quest then run back to the east to do the other 3.
If you only do quests when they're yellow, then hell yeah, it's a pain, but since quests take less time when they're green, I can't see the issue being a grand as some people are making them out to be.
Inahu Mar 3rd 2011 1:19PM
I'm pretty shocked to find out that anybody had problems finding their way through Hyjal. I have some sympathy for those who have a character-based objection to certain quests. I don't play on an RP server (because there are NO oceanic ones) but I do like to think of my characters as having personalities and sometimes do the voices for them, and definitely think that there would be things they would/would not do.
I guess, though, the only person who will know is you. I at some point would like to cobble my various ideas and sketches into yet another WoW comic, and I would definitely throw into flux quests that my characters had done or were yet to do. According to my canon, only my tank went anywhere near Icecrown!
Drakkenfyre Mar 3rd 2011 1:30PM
I do quests when they are green. Before, you had a choice of which quests you wanted to do. If you didn't like a quest, or the quest was objectible to you (some people cannot stand the torture quests, or the dig-thru-poop quests) you could avoid them.
Now, you are forced to do quests in a certain order. You are led thru the zone like a tour guide is guiding you. It makes some of the zones feel like a single player game.
It's not about the efficiency of leveling, it's about the feel of questing, period.
"Hi there, quest-giver, how may I help you?"
"Sorry, you didn't do two quest hubs back, you can't help me yet."
There was always the chance you missed a quest, and stumbled across it later. Now, when you are done with the chain, you are done, and the zone is now worthless.
Paul Mar 3rd 2011 3:26PM
But then you can look at the chains back in vanilla, because they were there and no one can deny that they were piss poor.
Things like turning up in Westfall and;
"Hey friend, kill some defias for us will you?"
15 minutes later
"Thanks for that, oh, it looks like there's some more defias we need you to kill. They're at the farm to the west. Be a darling and kill them too. Thanks"
25 minutes later
"And a moonbrook, thanks. Just go past that field I just sent you to and hang a left."
30 minutes later
"Ah, yes, behind Moonbrook is dagger hill. Duff them up for us too, thanks"
15 minutes later.
"Ok, great, thanks. Ok, now there's a friend of mine in the lumber mill, he wants some defias bandana's. He wanted them from when you got here, but because the questsonyourminimap feature hasn't been implimented yet, you never saw him. Oh well, sucks to be you."
Not only were they frustrating as hell, they didn't tell a story. They were chores. That's what pretty much all of the quests in Vanilla were, but that's why they got away with not being linear. You can't just drop people in the middle of a quest chain when it tells an advanced story, not with a game like WoW, it's not designed that way (yet).
You can either run around however you like, doing random quests that tell little or no story, or you can follow a story from start to finish. If Blizzard could add dynamic quest text to allow the game to write the story based on what you did previously, then great. Fantastic, I'm all for it, but I just don't understand this aversion to quest chains NOW when the only note-worthy stories in Vanilla were ALSO quest chains.
I'm wondering now that I typed all that, is the issue here really about quest chains or is it about quest logisitcs? Because THAT is something that annoys me a little. By quest logisitcs I am referring to how a quest that has NOTHING to do with a questchain only becoming available after completing a step within a quest chain, just because you're going in that general direction, or how all dungeon quests are now at their entrance instead of being a little scattered and giving the world a bit more scope.
Scarlet Monestary, for example, had questgivers in Hillsbrad, Desolace and I think Stormwind, which made it feel that the events in that place had an effect across the world. That has been lost in my eyes.