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 3 of 5)
Twowolves Mar 3rd 2011 8:59AM
The irony is, from just playing Rift for a day, it seems like they spent a lot of time studying how WoW does things. I won't say Rift is better than WoW. I've been playing WoW for 5 years and will continue, but Rift has little things that I wish WoW had.
Mask Mar 2nd 2011 8:42PM
As someone who played the original wow and loved just about everything with it (except the bugs/technical issues of course), I feel kind of sad seeing developers talk about how everything they did originally was wrong and it all has to change for this reason or that because their original design sucked. Its no wonder I don't like the game as much anymore...
loreaddict Mar 2nd 2011 8:59PM
It's like being an artist and looking at a painting you did when you where beginning to paint .
You can't help feeling that you could have done better with the experience you have today.
Eldoron Mar 2nd 2011 9:07PM
Nostalgia snobs, you gotta love them
Hollow Leviathan Mar 2nd 2011 9:19PM
Some things age better than others. I loved Civilization II and Rage of Mages when they came out. Civ II is still one of the greatest games of all time, but Rage of Mages has aged about as well as milk under the sofa.
Also, as an MMO, I started playing in 05 expecting the story of WoW to advance and zones to change, because I entered the game actively wanting a dynamic world. I like seeing the unfolding saga of Hogger, Vanessa, the Red Ridge bridge as much as the fate of Illidan and his demonic legion. Static lore is stagnant lore.
MikeLive Mar 2nd 2011 10:11PM
When the developers don't like it and 90% of the playerbase don't like it, you can't blame them for changing it.
AutumnBringer Mar 2nd 2011 10:49PM
As someone who has been playing since a week after initial retail launch, I am exceedingly glad they made the changes they did. I leveled a few different classes during vanilla and a few recently. I can't even begin to say how much better the leveling experience is.
Also, in general the game is much better at presenting important information to you in the actual game. I go to other sites to research stuff about a class, but newer people or more casual players should not *have* to refer to sites like that just to find out some of the basic information about the specs/gear they need to have. Hit rating, and defense rating (RIP) are a couple of examples.
Scott Mar 2nd 2011 8:44PM
Desolace has always suffered from having NO POINT -- there's simply no story there. It was spun off from the Warcraft 3 Tauren plotlines, giving a home of sorts to the Centaur, but other than a pointless rep grind there was really no reason to go there (other than Maraudan).
I dont think its really changed that much in Cata - i stopped by briefly while leveling an alt, but i couldnt shake the feeling of just wanting to get PAST all of it and on to the next zone.
In contrast, i felt a complete sense of amazement when i got down into the new Feralas - I didnt think the zone had changed much, but i rode up to the gates of the new Night Elf Garrison and literally said "Holy *&$#" at how large and interesting it was - even if there wasnt really much to do there (yet, i hope).
hicks Mar 2nd 2011 9:31PM
When Maraudon is the best thing in the zone you've got some issues.
matt Mar 3rd 2011 8:41AM
the reason to go to old desolace was great glorious gobs of XP. If you did it right it was 3 (huge) quest circuits and a couple of dings. I leveled every toon I have through old desolace because it was the fastest way to get through the "boring 40s". Was the zone fun? thats a tough question. I think there were some places in there that were pretty fun. the mob density in that orc stronghold kept you on your toes for sure.
On the other hand the place was just depressing and heading out to an island of nagas was exciting because there would be a tree!
Lillitha Mar 3rd 2011 8:08PM
There actually is a point to Desolace--if you're aiming for the Guardian of Cenarius title. The Cenarion Circle has a huge hub there, leading to lots of xp, lots of rep, and quests that, most importantly, are not in Silithus.
Scott Mar 2nd 2011 8:48PM
"Beware of doing talents the WoW way"... LOL, or you can just go ahead and multiply the WoW system by 100 like RIFT has.
Holy hell, that game is intimidating in its talent choices!
Harvoc Mar 2nd 2011 9:12PM
Yea, I tried out their soul calculator to compare it to WoW's and to see if WoW could take anything from it and the sheer number of talents blew my mind. It reminds me of WoW talents pre-4.0.1. All these talents of "Increases your Fire damage by 1%/2%/3%/4%/5%" and the like.
Mr. Tastix Mar 2nd 2011 9:22PM
It really is like that with the whole "increases Y damage by X". The biggest upside is the sheer choice that each class has, that's nice. I actually play the game but ever since I was in the beta I -always- questioned how they're going to balance around it.
They were actually asked this, their response? They think because of the amount of options, they won't need to balance around it as much.
Yes, that explains why certain classes are already OP and why nerfs and buffs have already been made? Because they're not needed?
Jack Mynock Mar 2nd 2011 11:22PM
@ Mr. Tastix
Apparently, the designers of RIFT are unaware of min/maxing.
N-train Mar 2nd 2011 11:29PM
Like I mentioned below, everything comes with a trade-off.
WoW has enough trouble balancing 3 specs per class, I can't imagine RIFT is going to have it easy with 8. But more options means more balancing, that's just the name of the game.
Especially when looking at the RIFT trees I muse what it would be like if WoW had more options in terms of abilities, say 4 talent trees or fewer classes but more specs, but I think once the "wow" factor wears off, I'd rather stick with the 3 familiar specs and have them at least pretty balanced.
ubergrendle Mar 15th 2011 2:22PM
People are missing the design elegance of rift. They know balancing trees is a PITA, so they've done away with most of the role paradigm. Pick one of 4 archetypes, you have 8 souls to pick from and you can pick any 3 -- they're letting the community balance and police themselves. Wow's paternalistic attempts to get it 'perfect' have resulted in worst gameplay over the years, and 6 years later they can't get it right. The talent trees now are so limited as to make me wonder why there's ANY choice at all. In rift you can have 4 soul builds available to you instantly. you can mage heal, cleric or rogue tank, rogue heal, rogue ranged... the combinations are limitless.
WoW is suffering from horrible tunnel vision. Rift whole design philosophy is 'what is most fun?' Why penalise characters w/ xp caps from grouping? Why limit how many builds they have? Picking talents is fun, options are fun. Moar talents, not less.
I can't help but see Chilton's comment as anything but a veiled dig at Rift -- the timing is suspect, and I think they realised that Rift went the opposite direction and the community is embracing it more.
Hollow Leviathan Mar 2nd 2011 9:00PM
I love long walks on the beach, with rejuvenating sequelsand between my toes. Don't take this as criticism, I love that typo!
GrumblyStuff Mar 3rd 2011 2:41PM
Replying to one of your other comments but doing it here so you read it.
"Also, as an MMO, I started playing in 05 expecting the story of WoW to advance and zones to change, because I entered the game actively wanting a dynamic world. I like seeing the unfolding saga of Hogger, Vanessa, the Red Ridge bridge as much as the fate of Illidan and his demonic legion. Static lore is stagnant lore."
IMO, there doesn't seem to be a good way to tell a story in a MMO.
If the players can change the world, other players may never get to experience the world before and during the change. You could create an event that counters your actions (Redridge bridge is rebuilt by players then destroyed by Deathwing) but that to me makes my actions feel even more meaningless than if I merely collected some nuts and bolts from nearby gnolls.
You could phase it but then you have the issues with resource nodes, being out of phase with friends and guildies, splitting the player base (making the world seem emptier), and setting up an attunement like process with questing. If phasing is temporary, you run into the issue of actions not being meaningful. If phasing is locational, it breaks immersion by having arbitrary boundaries where reality changes depending which side you're on.
Static lore is stagnant? In a way, yes, but Cata still lets me revisit dungeons to kill bosses over and over. Players still respawn in BGs. Ore just pops up out of the ground. NPCs never tell me they don't want to buy anymore useless grays. What makes quests so special?
Hollow Leviathan Mar 3rd 2011 4:51PM
That's the way of living breathing worlds - you miss things. Do I deeply regret not being there for the 11 hour way against the Silithid? Yeah, but it happened and was great. Things that happen without you make the game more real, not less. Quests that happen in the distant past, like leading up to discovering Edwin Van Cleef, were not great to do on a Kingslayer, but learning of Vanessa on one is great - it's an advancing story.
I know single player games tell the same story each time you play it, and that's what sets MMOs apart- they tell a living world, instead of a story. I want to get a story from single player games, and a planet that turns and changes and goes on, with or without me. Yes, you can still go to Molten Core and kill Ragnaros, but the players don't care anymore, they won't respect you like they would if you had done it in 04 - they know the story has advanced, why can't the game itself acknowledge that?