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 4 of 5)
Avan Mar 2nd 2011 9:39PM
I would much rather move from the green-ish zone of Desolace into the green zone of Feralas, than to move from the orange wasteland zone of Blasted Lands into the orange wasteland zone of Hellfire Peninsula. People only hate seeing more of the same when what they're looking at now is just utterly repulsive; again, see Blasted Lands and Hellfire Peninsula.
Also, if there is a problem with green Desolace into green Feralas, then why isn't there a problem with bleak Tirisfal into bleak Silverpine into bleak Hillsbrad? I'll bet there isn't one because all three zones are interesting. The problem with new Desolace isn't that it's green, it's that both old and new Desolace are just so awful. I mean granted, new Desolace is much better than old Desolace, but that's like preferring Diet Coke over Coke Zero; You're only choosing between the lesser of two evils.
Sagretti Mar 3rd 2011 8:18AM
Hey hey hey.... I LIKE diet coke.
I still don't like Desolace.
Macross Mar 3rd 2011 3:39PM
What a load of rubbish.
They butchered the talent tree.
If they removed all the rubbish from them, and brougth back the class differances instead of the puddle of puss they call wow cata.
I belive that made a huge mistake im making people pay for cata when the refresh was for new old rehashed content.
The pitufll high end content is rubbish.
What they need to do is bring fresh blood and offload this guy and ghostcrawler
Croe Mar 2nd 2011 11:46PM
That was one excellent summary. Thank you. :-)
N-train Mar 2nd 2011 11:18PM
The fact of the matter is that game design, much like many things in life, is simply a very large game of trade offs and hoping one finds the fight balance in things.
On the one hand, vanilla WoW was quite monotonous, bland, and never told much of a story (with some exceptions) that wasn't kill 10 orc peons, then 10 orc grunts, then collect 10 orc axes, then kill the orc leader. While this kind of thing was pretty boring, it did allow for a fair amount of flexibility.
On the other hand, 90% of Cata questing is one giant chain that one can easily get tired of or miss out on, with almost no deviation or real freedom of choice. However, linear questlines lead to closure and greater storytelling, as well as chances to put in cinematics and phasing. Cata leveling reminded me a lot of FFXIII in that the levels, battles, and stories themselves were interesting and well-written, but it was so damn linear and restrictive I often was pushing forward simply in the hopes of finding a town or zone I could just wander around aimlessly in.
Bapo Mar 2nd 2011 11:30PM
On the other hand, 90% of Cata questing is one giant chain that one can easily get tired of or miss out on, with almost no deviation or real freedom of choice.
Oh, there was deviation for me, unfortunately.
Somehow, I don't even know, for alliance where you have to kill horde troops in Highbank, I managed to phase past that quest, and now I can't get the achieve, the quest is there, but no forces to kill. : /
Idk, I'm extremely tired and rambling : /
Aidong Wong Mar 3rd 2011 1:25AM
I actually feel like I can relate to Chilton on the Desolace issue.
Before anyone give me the dirty look, while I'm a vanilla alpha player, I am not trying to play the nostalgia card. The old Desolace was indeed awful in many ways: all the running, the lack of exciting quests, the bleak scenery, the disconnection with other parts of the world, etc. Yet all these, however annoying and inconvenient, did combined together to form, for lack of better word, the "heart" of the zone that is Desolace. And with the revamp, that heart, that feeling, that atmosphere, is indeed lost.
It's like if they revamped Duskwood, no matter how much more epic (heck they could make it DW's last stand for that matter), the zone would have lost its essence and "personality".
Omegan01 Mar 3rd 2011 3:29AM
"Chilton feels that the Westfall approach was the better one. A more streamlined experience retaining the soul of the original was a huge feat."
A shame that it ends on such an abrupt downer.
*spoilers for new Westfall inc*
The Defias throw subtlety to the wind and make their big play, attacking Sentinel Hill. Gyran Stoutmantle understandably shits a brick and sends you back to Stormwind to get Varian's ear so he'll send the army.
You fly off to Stormwind with your heart thudding in your chest, wondering if Sentinel Hill will even BE there when you get back. You go tearing up to Varian and he also shits the proverbial brick, promsing the the Stormwind army and teilling you to get the hell back there to help Gryan.
You fly back to Westfall to find Sentinel intact, but still a war zone. You inform Gryan that the troops are on their way, and he thanks you and tells you it's time to head on to Redridge.
....man WHAT?
Seriously, Sentinel Hill is awash in Defias attackers, the Brotherhood is back in force, and he's telling you to go to Redridge?
I said the hell with that and queued for Deadmines. Got in and what do I find? Varian, maybe? General Marcus Jonathan? No. I get the same damn CSI character who's been dogging me through the whole zone, (look, one CSI pun? funny. Six or seven? Now it's getting annoying) and a phone call to Mathias Shaw.
Wow. I mean, wow. A phone call to Mathias. Way to show the Alliance swinging into action, Blizzard.
You don't even get to throw down with Vanessa. Nope! Come back in 70 levels.
Yeah, I may be raging a bit, but 90% of Westfall was so freaking great, and then it ends on such an abrupt, befuddled mess that rips out the last chapter of your mystery novel and tells you to come back when you're done with your chores.
deepred Mar 3rd 2011 3:55AM
Many of the classic quests that are no more, have still left behind sombre reminders of what used to be. The cage that once held Arko'narin is now empty, and various campfires around Azeroth continue to burn long after they've been deserted.
Bossy Mar 3rd 2011 4:17AM
Opinions differ of course, but most old WOW quests were not well developped really.
The new WOW has a lot of problems too btw, but for a new player I think they are awesome if you compare them with the VERY DULL standards seen in even the newest hyped weekly WOW killers.
The so called "liniair" questing in 1- 60 is simply not there. You have so MANY zones, you can easely drop 3, 4, 10 quest lines and simply go to complete different zones. The liniair quest lines from 80-85 are a breath of fresh air, since ULDUM is to me a fantastic example of how new quest designs should be done:
Lots of humour, lots of unexpected twists, some in game video (but not overdone) etc.
For those saying that quests can not be repeated for their multiple alts. Well they can, but if it bothers you: level through PvP, by doing dunegons or just pick flowers...
And there - at the end - is the only problem I see with modern CATA "WOW". The player simply has TOO MANY leveling choices.
The problem is there when you WANT to see all those quest lines, but you also WANT to do all leveling dungeons and you WANT to have great fun in the BG's (brackets of 5 even these days) and you WANT to up professions while leveling.
The problem is: you can't combine all the fun without out leveling everything too fast !!!
---
Simple solution: put on each character a SCALABLE button to gain experience in PVE. So going from 25% - to 50% - to 75% to 100%
In that way you can experience ALL content at your own pace and pleasure. Only in PVE though to avoid twinking in the BG's.
I would also leave out the 0% experience. It is demotivating, but I can surely see me play the content I really really like with a 25% Experience gain and then put up 100% gains on the zones or levels I simply don't like much.
I think Blizzard did a fantastic job with CATA. they even fixed Tol Barad and it no longer is LOL BARAD. The only thing is ... they have to work within the constraints and LIMITS of an older MMORPG.
You can feel it when they communicate, they rather play with new developper toys.
I bet you their new MMO will blast the competition away a second time.
RetPallyJil Mar 3rd 2011 4:22AM
You killed Old Blanchy. For that, there is no atonement!
Leviathon Mar 3rd 2011 5:06AM
I still find it funny when they say the old talent trees gave us a illusion of choice while the current trees give you no just about no choices at all still since there really are no 'fun' talents. I preferred my 'fake' choices.
Rolly Mar 3rd 2011 1:30PM
Agreed, as with the linear questing, it was linear before but at least you had CHOICES. You no longer have choices. After the second time through Cata zones I just gave up on my alts.
Blayze Mar 3rd 2011 5:26AM
Not enough destruction. With all the grass and flowers, Deathwing might as well be the Aspect of Life. Where's the massive tectonic upheaval?
Joakim Mar 3rd 2011 6:11AM
Welll, the way I see it is - we already have a place with "massive tectonic upheaval".
Outland.
A whole planet has been shattered and if it weren't for magical energies and gravity (or something), there would be a hard time breathing.
Guess the Doctor swung around and sonic'ed it just a tiny bit :)
themightysven Mar 3rd 2011 8:48AM
I actually liked old desolace. I haven't been through the revamp yet but my lazerchicken is halfway through Stonetalon and heading that way. Now I'm skeptical. On the other hand, if GC thinks Westfall is "one of the best" makeovers then maybe I don't trust his judgment.
Ruana Mar 3rd 2011 9:57AM
Tom Chilton is not Ghostcrawler.
styopa Mar 3rd 2011 9:45AM
Actually, I think the top-down approach to zone consistency was a mistake.
Part of the charm of Vanilla Azeroth (to me only, perhaps) was that many of the zones FELT different. They felt like different parts of the same story, but DIFFERENT. It's like the shared-universe anthologies.
The approach to questing, the rhythm of the zone, the pace, the distribution of horde/alliance, all these things set the tenor, and were quite distinct from one zone to the next. Arathi was significantly different from Stranglethorn, which itself was significantly different than Tanaris. Now even Vash and Hyjal and TH all 'feel' similar despite their gross apparent differences.
Certainly, there needs to be someone at the top making sure things dovetail together, and follow lore with minimal retconning required, but IMO Cataclysm Azeroth would have been better served with a lighter hand on the tiller.
AFR Mar 3rd 2011 10:28AM
I have never understood the argument that the old talent design offered an "illusion" of choice. It must be my thick skull, because I've had it explained to me by a lot of very smart people whose knowledge and opinions about the game I respect, but I still don't get it.
I used to have a mixed holy/discipline healing priest, with talents scattered halfway down both trees. I spent many happy weeks tweaking and readjusting those talents, perfectly customizing my talents to my play style, the capabilities of my gear, and the content I was up against in raiding. Those choices were not illusory. The time and effort I put into figuring out exactly what perks and improvements I wanted gave me a real feeling of connection to the character and a very clear understanding of exactly what he was capable of and how he worked. I don't feel that any more, now that most of those choices are made for me by the system.
"But," say my friends, "by spreading out your talents, you didn't have access to any of the deep-level abilities that the specs were designed around."
True, but I never missed them. I was able to make the choice-- a real, non-illusory choice-- to give up on some big cool-downs and talents that procced off spells I don't use as often in order to improve my versatility with the spells I did use regularly. I don't care if Blizzard's designers were expecting me to have X, Y, and Z when they designed encounters; I figured out how to do things with just A, B, P and Q, and I'm proud of it.
"But," they say, "you could have been more effective if you had followed standard cookie-cutter spec #14, like most people did."
Maybe so, but I had more fun choosing talents for myself than just copying somebody else or (with the new system) following the only path open to me. And because I made those choices myself, with lots of thought and experimentation, I had a very good intuitive sense of what my character could do. I could have copied someone else's spec, but I can't copy their experience and play style, so I doubt I would have actually been any more effective in practice.
There will always be hypothetical optimal specs worked out by smarter people than me with spreadsheets and slide rules, and those players who want that will always spec them. Letting me choose me own talents freely doesn't stop anyone from doing that, so why take away my fun?
"But many of those talents were transparently good or bad, so there was no real choice there anyway."
It's true that individual talents badly needed a redesign, and I think Blizzard has done a fantastic job in making individual talents much cleaner and more interesting. But even in the old system, there was still a lot to choose from when you could range across all three trees at your leisure. Some talents were poorly designed, but that still left lots of real, non-illusory choices to make.
"But people who didn't have the standard cookie-cutter optimal specs couldn't get into raids because no one would take them."
Well, you guys took me, and I healed your asses through Icecrown hardmodes. And in any case, there's more to the game than raiding. If someone doesn't want to be part of a bleeding edge hardcore progression raiding group, what's wrong with letting them experiment with whatever crazy spec tickles their fancy? Raiding has always been something of a different beast than the rest of the game and it has its particular demands. "What high-end raiding guilds will accept" is not the standard by which to measure what is possible in the game.
When talking about the "illusion" of choice in the old talent system, it seems that most people only end up talking about how little variation there was among the elite of high-end raiding characters. That may well be true, but it doesn't mean that the choices I made in speccing my character weren't real, meaningful, and fun. I would love the chance to take the brilliantly redesigned new talent trees and play around in them as freely as I used to, and I just can't see how it would harm the game to let me do that.
Tayacan Mar 3rd 2011 11:02AM
I agree. In the last few weeks before patch 4.0.1, I finally finished my mixed resto/boomkin PvP spec, and just had a chance to play it for a bit in its finished form. Now that spec is gone :'(
However, I do enjoy the new talent trees, too. I very much like that you get something nice for your spec in lvl 10 - I've made a couple of new characters since Cata came out, all classes that I never really liked before, and this motivated me to stick with them for a few more levels just to try out these interesting new abilities. I have a paladin now! In lvl 62! That would never have happened if not for the promise of Avengers Shield at lvl 10.