Scott Mercer talks redesigning Zul'Gurub and Zul'Aman

In patch 4.1: Rise of the Zandalari, the devastation wrought by the Cataclysm drives the troll tribes of Zul'Aman and Zul'Gurub into a renewed frenzy that threatens to escalate into outright war.
To learn more about this troll onslaught, the Blizzard Insider recently sat down with World of Warcraft Lead Encounter Designer Scott Mercer. Read on to get the behind-the-scenes details of the upcoming content patch, which will bring back the legendary raid dungeons of Zul'Aman and Zul'Gurub as 5-player Heroic instances.
To learn more about this troll onslaught, the Blizzard Insider recently sat down with World of Warcraft Lead Encounter Designer Scott Mercer. Read on to get the behind-the-scenes details of the upcoming content patch, which will bring back the legendary raid dungeons of Zul'Aman and Zul'Gurub as 5-player Heroic instances.
Quote:
How did Rise of the Zandalari come about?
How did Rise of the Zandalari come about?
Scott Mercer: Well, it's always a good time for trolls! No, just kidding, there's more to it than that. The idea first came up after the launch of 4.0 when we reintroduced 5-player versions of Shadowfang Keep and Deadmines. The classic dungeons ended up being a big hit with players, so we knew we wanted keep the momentum going by remaking more dungeons. Zul'Gurub was an obvious choice as it was a long-time player favorite, and many people were sad to see it go when Cataclysm launched. We started revamping it as soon as we could. Much later, when work on Zul'Gurub was nearing completion, we decided to add Zul'Aman to the lineup as well. The team felt Zul'Aman was one of our best raid dungeons of all time, but that it launched late in the Burning Crusade expansion cycle, so not that many players got a chance to experience it when it first came out. It was really the "hidden jewel" of Burning Crusade raiding. We're hopeful that bringing it back as a 5-player Heroic will open it up and allow a much larger portion of the player base to try out the encounters.
Quote:
Can you give us any indication of the how the major bosses and features of Zul'Aman and Zul'Gurub will be updated for the patch?
Can you give us any indication of the how the major bosses and features of Zul'Aman and Zul'Gurub will be updated for the patch?
Scott Mercer: Zul'Aman was ahead of its times in a lot of ways, and it actually adheres pretty closely to the encounter design philosophies we use today. For that reason, we didn't feel the need to change the encounter mechanics too much aside from a few tweaks here and there needed to retune it for 5 players instead of 10 or 20. On the other hand, Zul'Gurub needed to change a lot to bring it in line with our current thinking on encounter design. For starters, we simplified the dungeon layout by closing off some of the wings with doors or fallen debris. This should make progression through the dungeon more streamlined and obvious. We're also completely redoing the non-boss NPCs in the dungeon to make them easier to clear with a 5-player group. A lot of the Zul'Gurub boss lineup is changing as well, and players can even expect to see some new faces in the crowd.
Quote:
Were there any specific challenges in taking a 10 or 20-player raid instance and revamping it for 5 players?
Were there any specific challenges in taking a 10 or 20-player raid instance and revamping it for 5 players?
Scott Mercer: Knowing that there will only be five players at an encounter introduces some constraints that aren't there for larger raid encounters. For example, you can't use tank switching mechanics when you know that most 5-player groups are only going to have one tank. In the same vein, events that require a lot of crowd control aren't going to work either; there just aren't as many players available for crowd control as you would have in a 20-player raid. We also had to be careful to limit encounter mechanics that could potentially disrupt or lock down the healer. These kinds of mechanics tend to be much more devastating in 5-player groups, mostly because there are no other healers available to pick up the slack. Of course, I'm not saying players aren't going to see any disruptive mechanics at all, I'm just saying we had to use them much more carefully than we would with larger raid encounters.
Quote:
You discussed how several of the encounter mechanics are changing for the revamp. Can you give us any specific examples?
You discussed how several of the encounter mechanics are changing for the revamp. Can you give us any specific examples?
Scott Mercer: Sure, take Akil'Zon, the eagle boss in Zul'Aman. He used to interrupt players by launching them straight into the air, which could be devastating in a 5-player encounter if he chooses the healer or the tank, so we changed this mechanic slightly. Now his summoned eagles pick players up and try to fly off with them instead. The player that gets picked up can still act and cast normally, even while being carried away. So the group just has to make sure the eagle dies before it carries the player away. This works better, because the eagle mechanic still creates a sense of urgency without completely disrupting the targeted player.
Quote:
Let's talk phat loot! What kinds of rewards can players expect from the new versions of Zul'Gurub and Zul'Aman?
Let's talk phat loot! What kinds of rewards can players expect from the new versions of Zul'Gurub and Zul'Aman?
Scott Mercer: The bosses drop epic quality item level 353 loot, which we hope will help players gear up for Cataclysm raiding. We also reworked the Edge of Madness event as an optional boss encounter which requires the archaeology profession to activate. At a certain point, an archaeologist can release one of four randomly chosen troll spirits, each with unique loot. We're also releasing new versions of the special mounts that used to be found in Zul'Aman and Zul'Gurub. Players who successfully complete a timed run of Zul'Aman can get the new version of the war bear. Anyone who has the old version of a mount can still get the new version. Also -- though this isn't really part of the dungeon itself -- we're adding a new mini-raptor pet for people who do the Stranglethorn Vale lead-in quests. Oh, and of course, Mojo the toad can still be found in Zul'Aman.
Quote:
Going forward, can we expect more raid dungeons from past expansions and patches to be revamped as 5-player Heroic dungeons?
Going forward, can we expect more raid dungeons from past expansions and patches to be revamped as 5-player Heroic dungeons?
Scott Mercer: We definitely want to, but there are a few technical limitations we will have to solve first, especially with some of the older dungeons. That said, we know players like the classic dungeons and we're open to updating just about any instance that has memorable encounters, especially if the dungeon as a whole meshes well with our current philosophy of encounter design. Several dungeons in particular keep coming up as potential candidates for 5-player Heroics. I've heard Scarlet Monastery and Scholomance discussed a few times. We also think it would be cool to revamp Blackrock Spire and Blackrock Depths given their obvious tie-ins for the storyline of Cataclysm. Nothing's been ruled out yet, so I guess we'll have to wait and see which ideas rise to the surface and we move further into Cataclysm.
WoW Patch 4.1 is on the PTR, and WoW Insider has all the latest news for you -- from previews of the revamped Zul'Aman and Zul'Gurub to new valor point mechanics and new archaeology items.
Filed under: Interviews, Cataclysm






Reader Comments (Page 1 of 2)
Saeadame Apr 26th 2011 4:38PM
"I've heard Scarlet Monastery and Scholomance discussed a few times. We also think it would be cool to revamp Blackrock Spire and Blackrock Depths..."
Any of those would be pretty cool, but Scarlet Monastery sounds coolest imo. The BR dungeons are just a little too long, I think, but at the same time it would really gut the feel of them to make them shorter.
loop_not_defined Apr 26th 2011 4:54PM
I think BRD would be a good candidate, just because it's the most obvious "Old Lore is Old Lore" dungeon of all of them, what with Moira Bronzebear and the Dark Irons hanging out in Ironforge and all.
Then again...Scarlet Monastery tie-ins with what's-her-name, the new crazy Forsaken lady? That's got some potential.
Ilmyrn Apr 26th 2011 4:57PM
Blackrock Depths/Spire and Scholomance would both be pretty good candidates for refreshing as heroics, especially since as leveling instances they're in rather crowded level ranges, at least as far as how many other instances there are int he range.
SM would be interesting, but I'm not sure what story there really is left there. The Crusade is dead, dead, dead. Scarlet Monastery still being held by remnants of the Crusade barely made sense when they were a power in the Plaguelands and doesn't make any sense at all right now.
Xantenise Apr 26th 2011 6:10PM
I'd back up SM except that I'm very sick of it after getting it for 12 levels in the LFD tool. *Eyetwitch*
As for BRD... I love BRD the way it is, and I'd love it enough to see a new version, but I'd miss the old version terribly. It's a great dungeon - horrible to run, but that's what makes it great. It's a huge fricken city, like raiding a capital, and I'd hate to see that ruined.
Blayze Apr 26th 2011 7:11PM
Dire Maul. This game needs more ogres.
beanbaggers Apr 26th 2011 4:42PM
inb4 "recycled" or "rehashed" remarks.
kaminari Apr 26th 2011 8:34PM
the problem is not that they are recycling content, it's that they are not recycling enough, if every instance was brought to level cap. the end game content would be incredibly vast and varied
Trixt Apr 26th 2011 4:50PM
What is that Archy skill needed to unlock the optional bosses?
kyradragonis Apr 26th 2011 5:21PM
425
Darky Apr 26th 2011 5:07PM
Redesign kara!
Randomize Apr 27th 2011 12:28AM
You know, I think this would be cool, but then I think again and question that. While I'd love to see more of Karazhan (Kara Crypts maybe?), I don't think I'd want to see a raid as epic as Kara gutted due to the time restraints of a 5 man.
Darky Apr 27th 2011 4:23AM
Time restraints? Have you played the new heroics?
Twill Apr 27th 2011 4:48AM
yea. with the speed of new heroics, kara would take 10 hours
ToyChristopher Apr 26th 2011 5:14PM
"The classic dungeons ended up being a big hit with players, so we knew we wanted keep the momentum going by remaking more dungeons. "
They are popular with some players but I don't know if describing them as a "big hit" is very accurate. I know they are my least favorite of the new dungeons and I've seen that sentiment echoed a lot on the forums.
Zasziden Apr 26th 2011 5:26PM
Eh, honestly I dig the new Shadowfang, and I am okay with Deadmines. I like that they updated the stories in each. I suspect a fair bit of why they are not forum favorites is because on initial release, they were both brutal instances, particularly when compared to some of the other heroics (VP, HoO, ToT)... They had taken Deadmines, in particular, already a lengthy run and dragged it out to be probably the longest heroic I ever ran.
After they thinned out some of the trash and fixed a few bugs, it wasn't bad, but man did I hate that stupid zone still. Still doesn't replace the Lost City of Tol'vir or Grim Batol as my least favorites though. It's just something about troggs or pygmies that I hate. I blame Gnomeregan and Ulduman for that.
Rob Apr 27th 2011 7:24AM
I wonder who they are listening to. Most people dislike hSFK and hDM because they are simply too long. SFK has all the issues with small confining spaces, and DM just goes on forever. I am not saying the redesign has been bad or anything, but they just dont fit in the current model of dungeons (since BC). ZA/ZG are also quite long. Maybe the solution is to have LFD give you reward at halfway point like it does for DM and maru and others (BRD, etc).
For myself personally, i can't play with my best friend because we simply do not have time. He gets on at 10 at night and plays for an hour. We can't do a heroic in that time period (we don't raid, so we will not outgear the content any time soon).
I am feeling like if we want to do heroics again, wait until 4.3 when everyone outgears it and an hour can finish it on the typical pug. I miss wraith; for all its easy mode at least we could play together.
Iirdan Apr 26th 2011 5:14PM
I would love to see Scholomance redone. That has long been my favorite classic dungeon.
Aris Apr 26th 2011 6:24PM
I agree 100%! Still love it when guildies ask for help with a Scholo run.
Kaesth Apr 26th 2011 5:17PM
"The team felt Zul'Aman was one of our best raid dungeons of all time, but that it launched late in the Burning Crusade expansion cycle, so not that many players got a chance to experience it when it first came out. It was really the "hidden jewel" of Burning Crusade raiding. "
Unlike Naxx, which truly was the pinnacle of vanilla raid design and which virtually no one ever saw, ZA was potentially the worst of the BC raids, and I'm shocked that the devs either honestly thought otherwise or felt it was good PR to say so. Everything about ZA was a conceptual recycle of ZG. It may have had a few entertaining mechanics and it may have had some fun gimmicks, but to say it was a "hidden jewel" or "best raid dungeon of all time" is just silly. It's even dumber when you remember its primary competitor in its own expansion was Karazhan, which, while far from hidden, was and still is easily one of the top five raids blizzard has ever designed.
I think the love for ZG is well noted and a lot of people are happy to see it come back. At least as far as the people I've played with, ZA was useful only because we could sell bears to rich pubbies for thousands of gold. Otherwise, it was an annoying, often painful experience with no coherent grounding in lore. As far as I can tell, the design of ZA was, take ZG, cross off bat, tiger, panther, spider and Jin'do, write in eagle, lynx, bear, dragonhawk and Malacrass and add a timer. The color and architecture is even almost the same!
Seriously Mercer, try again.
Kenny Apr 26th 2011 5:34PM
Agree with Kaethsh 100%. Zul Aman was nowhere near the level Karazhan was. The only thing that kept my guild going back there was the lure of the warbear. Once it was removed, the whole thing was dropped like a hot potato.