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 5 of 5)
Variatas Mar 3rd 2011 10:53AM
It's too bad that they ran out of time to update all the zones like it sounded like they were going to. That's actually one of my biggest complaints about Cataclysm, that there are parts of the world that are just disconnected, like Arathi and Theramore. Those would have been great areas to actually give the Alliance some storyline too, but other than the causeway in Dustwallow (which is never even mentioned by any NPCs) neither of them is changed at all.
Arathi is understandable, since it's always been one of the most isolated areas in the game, but it feels like Dustwallow should have been the lead-in to Southern Barrens, which just kinda comes out of nowhere. I mean, it feels like the breadcrumbs to Southern Barrens should really mention the whole "Major Alliance offensive campaign" but you just walk into the fighting with no prep at all.
Wolfshanze Mar 3rd 2011 11:28AM
Give Theramore a Bank for the love of all things holy.
With Darnassus as the only major alliance city in all of Kalimdor (and tucked away on a remote island to the Northwest), it would be NICE, if while lvling an alt in Sourthern Kalimdor that you have access to a few of the niceties of a city (as big as Theramore is), that would have something handy... LIKE A BANK.
Would that be too much to ask? Would that break the game if Theramore had a freakin' bank?
Verine Mar 3rd 2011 12:37PM
Wolf:
There are banks in Gadgetzan and Booty Bay.
Verine Mar 3rd 2011 12:37PM
Oops Ratchet. BB isn't too convenient
Drakkenfyre Mar 3rd 2011 1:26PM
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.
Drakkenfyre Mar 3rd 2011 1:30PM
Awesome. Replying directly from an email notification sucks.
laurenbhiigel Mar 3rd 2011 3:00PM
Hi Matt! I'm the Conference Associate that chatted with you after Tom Chilton's session. It was awesome meeting you, and I'm glad you enjoyed the talk as much as I did. :-D
Sephram Mar 3rd 2011 4:18PM
Matt McCurley gets all the bids.
ashkaryo Mar 3rd 2011 4:31PM
"WoW's content was aging, and by the time Wrath rolled around, the game was four years old and it was showing."
Since when has 4 years become old?!?!
Eirik Mar 3rd 2011 5:25PM
Hmm... I'd have to say maybe 1983, with the invention of the Apple IIe. Lifecycle for computers was just getting rolling then. Consider any four year period since then and you'll see large changes in computing. Which are then reflected in society.
Twitter was created in 2006. Youtube in 2005. Facebook in 2003. Wikipedia in 2001. Google in 1998. Broadband connections in 1996. The World Wide Web itself in 1993.
Think of what the world will be like in another 5 or 10 years.
Bethontheharbor Mar 13th 2011 3:34PM
1985 home use modems were at best 1200 baud , 1987 , 2400 baud.
Rob Mar 10th 2011 1:09PM
Yeah questing now is both fun and a pain. It is *far* better than it used to be, for sure. But still we have issues; when my wife and i were playing goblins she could not get past the zone boss. I was trying to help her out but some guy ran up and killed the boss while she was dead, and i was alive. Boom, now we are phased. I couldn't do shit until i flew back to her (IRL - we're separated), and did the quest on her PC for her. After that it pretty much killed the joy of playing goblins together.
Matthew W. Mar 12th 2011 10:01PM
Westfall has certainly gotten better, and Tom Chilton might *love* it, but I don't. The storyline for the zone, especially in the beginning, sucks. The CSI stuff wasn't clever, it was just stupid, and killing bums if they don't give you information doesn't feel very heroic to me.
Bethontheharbor Mar 13th 2011 3:31PM
I agree things are Too linear, but in some cases it also has been a good thing. One you get to watch lore unfold and you are a part of it, much like caverns of time but in real time. But secondly keeping you moving through the zone quest by quest is one of the things both BC and Wrath really needed.
I used to really hate being in say Hellfire or Howling Fjord and going.. "Did I get all the quests here? Where do I go now? Ok time to hit WoWwiki, and wowhead and find out where I should be going."
That was a pain in the ass, because you never knew if you were going to cross over an area where everything was 2 levels above you or not.
Northrend and Outland needed spoon feeding to make them more viable. Especially Outland.
Did I tell you I despise Outland?
fernando Mar 14th 2011 5:27AM
why don't upgrade the graphics as well (type rift) as an option to users that can run the game in those... that would be great
Deadalon Mar 21st 2011 7:34AM
I think Blizzard should not be preaching about Cata - cause they got so much of it wrong. Current guild system is killing the game. Very little content other than overtuned raids that are killing most guilds that are aiming for fun. PPl are quitting all over the place and even the hardcore guilds are struggling to get ppl online.
WOW is so dated now and the devs soo dont care about it that they are stuck with what worked before - instead of thinking ahead. Insted they are putting the money ppl are paying for WOW into another project. Thats a disgrace and shows a total lack of respect for the playerbase.
pedge Mar 22nd 2011 6:19AM
That picture at the top menu is Tom Chilton? I thought at first it was Jim Norton.