Dave Kosak talks quest design in Cataclysm

Of note is that Blizzard felt spread too thin with the ambitious revamping of the entire old world. That lead to less-than-ideal elements in the current endgame experience, which in turn is a key component of many player's dislike of Cataclysm.
Say what you will about people's complaints, but it's a good thing that Blizzard is able to look at itself with such a critical eye and fine tune its future processes to make things even better.
Some of the key points:
- The primary goal of Cataclysm was to remake the 1-to-60 experience, keep it relevant to new players.
- Blizzard is happy with the old world revamp.
- Blizzard felt spread too thin, which resulted from the total revamp of the old world.
- The 80-to-85 zones don't feel as connected to each other as Blizzard would have liked.
- "Phasing is like a story sledgehammer."
- They want future phasing to not split players up but to provide visual changes only you can see (like in the 4.2 dailies).
- "Cataclysm was in many ways Thrall's story."
- Future legendary quest lines will be a lot like the Fangs of the Father quests that rogues are experiencing right now.
- Blizzard is refocusing on core gameplay mechanics.
You can also take a look at our own post-mortem of Cataclysm's zones we did in late 2011.
Dave Kosak
To kick-off our World of Warcraft: Cataclysm post mortem series, we sat down with World of Warcraft Lead Quest Designer Dave "Fargo" Kosak to discuss his thoughts on questing in Cataclysm.
Q: What were your main goals going into Cataclysm?
Certainly from a quest design standpoint our primary goal with Cataclysm was to remake the old world, specifically the 1-60 questing experience. World of Warcraft was released in 2004, and we've learned so much in the years since about what constitutes good MMO gameplay. We wanted to make sure that the game was relevant to new players coming in, and walking up and down the length of the Barrens on foot over and over just didn't do it for us anymore.
Remaking the entire old world -- 46 zones! -- was ambitious. Actually, it was ludicrous. It was like re-releasing a whole game in the course of an expansion cycle. Then we added a couple new races and their starting zones on top of that. I'm not sure how we convinced ourselves we could make it happen, but somehow we pulled it together.
Q: Are you happy with how the old world re-vamp turned out?
I am. Leveling up a new character to 60 nowadays is a great deal of fun. Every zone has stories to play out, with interesting nooks and crannies and plenty of hidden gems or references for players who remember the pre-Cataclysm world. Zones like Ashenvale now live up to their premise (intense Horde-vs.-Alliance combat), and previously empty zones now have a lot of character (see: Azshara). The content just flows. It's still World of Warcraft, but the quests have a modern feel, with lots of action and storytelling.
Q: But what didn't work out so well?
We really spread ourselves thin and taxed the team. The original plan was to totally re-do a handful of high-priority zones, but to leave a lot of the zones that worked mostly alone. We categorized them into "red," "yellow," and "green" zones. The idea behind the green zones (for example, Loch Modan) was just to tweak the quest flow to be a little smoother, but not to make any major changes.
The reality is that even the green zones really needed a lot of love. Once we got in there, it was all or nothing: we ended up completely re-doing a lot of green zones so that they met our new quest design standards. We came up with a nickname: "watermelon" zones. They were green on the outside, until you got in there and started poking around. . . .
Where that hurt us was when it came time to do the max-level content, the 80-85 zones. The content there turned out well, but the experience is inconsistent across the board -- Uldum feels totally different from Hyjal, which in turn feels different from Vashj'ir. The design decisions and efforts we made didn't always yield the desired results.
Q: Tell us more about the level 80-85 zones -- what worked and didn't?
We were aiming for a really global feel with Cataclysm, so we set the max-level zones in varied environments all over the world (underwater, across deserts, in the elemental plane of earth, etc). However, as a result, they ended up not feeling as connected as we'd like. You get widely different experiences in zones that aren't geographically related to one another. That's something important that we're keeping in mind moving forward – World of Warcraft works best when there's a sense of place. A connected world to explore.
We feel the storytelling in Cataclysm was strong. Whether assembling the ancients in Hyjal, rescuing your drowned crew in Vashj'ir, or reassembling the world pillar in Deepholm, there's a strong sense of plot in every zone. Players participated in stirring stories, like bringing the Dragonmaw into the Horde via a violent coup or reuniting the Wildhammer Dwarves with a crazy wedding. These were memorable moments and shared experiences.
The downside to creating these stories is that the zones on the whole ended up being way too linear. For example, because we wanted to show your character re-growing the burning devastation of Mount Hyjal, there was really only one way to play that zone: you started at point A, and you worked your way through to point Z. Pretty glorious the first time, but frustrating on your second or third character because there's only one way to do it, and no way to skip around. That's a lesson we're going to carry forward for sure. We want big sweeping stories, but we want to give players the freedom to explore those stories on their own terms.
Q: Places like Hyjal also used a lot of phasing to show the world changing.
We have a massive phase shift halfway through the story that changes the terrain for nearly a third of the zone. It's epic, right? But it can be a real pain for players when so much of the world changes like that. Phasing is like a story sledgehammer: it gets the job done, but at best it splits up players and at worst it totally confuses them.
We're going to be a lot more careful going forward. The Firelands dailies in patch 4.2 gives you a much better idea of our future direction. There were sweeping visual changes to the world as you progressed, but there's very little actual phasing. For the most part, everyone is playing together on the same map. That's important to us. Looking ahead, we're going to be a lot smarter about how we show changes to the world, and we're going to do everything we can to avoid splitting players up.
Q: Talk more about the 4.2 patch. Were the Firelands dailies a hint of what's to come?
Definitely. With those dailies we were able to engage a lot of players, myself included. (I was the first quest designer on the team to get the mount and all the achievements on the live servers -- suck it up, slackers!) Previously, "doing dailies" meant hitting the same quest givers for the same three quests, usually in a static place. Here we were able to deliver a sense of progression and a story that unfurled over the course of a few weeks, all as you did a constantly changing set of quest objectives in a dynamic environment. We think that worked out well.
Moving forward, we're going to look for more opportunities like this -- ways to keep people engaged and cool things to do solo with your max-level character. We've got ambitious plans.
Q: Patch 4.2 also had the Aggra and Thrall questline, "Elemental Bonds." Did that meet your expectations? How do you feel about Thrall's character development?
That's a tricky one -- we've got mixed feelings. The essential story is a good one, and we really wanted to portray all the inner struggles Thrall is going through. Here's a guy that stepped down as Warchief and had to rediscover himself as a shaman in order to save the world. And he's haunted by his decisions: he's afraid of what's to come, paralyzed by doubt, angry at what Garrosh did to Cairne . . . the guy's a mess. We figured out a way to show all that internal tension, and we wrapped it up in a story that demonstrates how his mate, Aggra, will literally go to the ends of the world to pull him through this. It's a powerful love story, and a story about finding one's inner focus.
But we had to do a lot of things to make it work in the game. We needed to make a quest that 500 people could do simultaneously without getting in each other's way. We wanted a quest that players could do solo, no matter what their skill level. We didn't know if the player was decked out in raid gear or level 85 greens, so we had to keep it simple. We somehow made all of it work under those restrictions, and we filled the screen with some killer imagery (I love the vision of Thrall immersed in the Abyssal Maw). But ultimately the quests themselves ended up not being as compelling from a gameplay perspective as we would have liked. Many players blew through them once and never looked back.
I really think we can do better. Cataclysm was in many ways Thrall's story, but it was hard for players to follow his development over the course of the expansion. Going forward we want to convey a clearer narrative, delivered in the context of solid gameplay. We have some ideas on how to do that, and we're also going to keep experimenting. This is important to us -- we talk about ways to tackle this problem all the time.
Q: The Cataclysm patches also saw the debut of some legendary weapons: Dragonwrath and the Fangs of the Father. Will future legendaries be this, uh, legendary?
Good question. We love class-specific content, but quest lines like those are very resource-intensive. Each sequence involves weeks of development focus that takes content away from dungeons, dailies, or outdoor zones.
The feedback from players (and from our own team) has been overwhelmingly positive. Dragonwrath proved to be extremely popular, and allowed caster classes to get a front-row seat for major lore moments otherwise reserved only for dragons. Meanwhile, Fangs of the Father was pure rogue, from the theme to the mechanics. It was super-targeted and extremely fun -- it proved to us the value of focusing in on a specific class and tailoring the content to their abilities. Given that the audience for these weapons consists of badass raiders, we didn't hold back on the difficulty either, so these quests were great for people who wanted a real challenge.
The short answer is yes, we'll definitely continue doing these moving forward. Most likely future legendary quest lines will be built similar to the rogue experience: a couple key story moments, a lot of flavor, and some very specific challenges. But I wouldn't expect very many quest lines like these. Like legendary weapons themselves, they're going to be rare and special.
Q: We haven't even talked about goblins and worgen yet. What lessons did you take away from the new racial starting zones?
In both cases, the starting areas really sold the character and tone of the new races. The worgen area is so marvelously gothic, and Kezan is unmistakably unique and gobliny. The art and the quests all work together to establish a racial character. So that's a big win.
As for the mechanics themselves, I'm glad we were so experimental, but our general feeling now that all is said and done is that we went a little too 'gimmicky' with the player's initial experiences. Everyone can agree that the goblin experience gets pretty wild in places.
That's a big lesson we're carrying away from the expansion as a whole.
Q: Can you elaborate?
Overwhelmingly, players have told us that they want more quests where you have to flap a giant bird around a cave while targeting creatures in a 3D space.
Q: Seriously?
Maybe not . . . But moving forward, we're re-focusing on core gameplay mechanics. World of Warcraft works best when you've got your boots on the ground and you get to play your class. To that end, we're concentrating on giving players lots of fun combat challenges in continually changing environments, wrapped up in a terrific story that's propelled forward by the quests. Whenever we do special mechanics, we want them to feel special, and they'll never tear you away from combat for very long. Our goal is to load up the world with lots of interactive spaces, cool encounters, great characters, and neat spaces to explore. That's part of the reason we're keeping you grounded (literally) in Pandaria, and why we're focusing on a single continent. But I'm getting ahead of myself. We'll talk more about Pandaria soon enough.
Q: Looking forward to it. Thanks for your time!
Not a problem!
Q: What were your main goals going into Cataclysm?
Certainly from a quest design standpoint our primary goal with Cataclysm was to remake the old world, specifically the 1-60 questing experience. World of Warcraft was released in 2004, and we've learned so much in the years since about what constitutes good MMO gameplay. We wanted to make sure that the game was relevant to new players coming in, and walking up and down the length of the Barrens on foot over and over just didn't do it for us anymore.
Remaking the entire old world -- 46 zones! -- was ambitious. Actually, it was ludicrous. It was like re-releasing a whole game in the course of an expansion cycle. Then we added a couple new races and their starting zones on top of that. I'm not sure how we convinced ourselves we could make it happen, but somehow we pulled it together.
Q: Are you happy with how the old world re-vamp turned out?
I am. Leveling up a new character to 60 nowadays is a great deal of fun. Every zone has stories to play out, with interesting nooks and crannies and plenty of hidden gems or references for players who remember the pre-Cataclysm world. Zones like Ashenvale now live up to their premise (intense Horde-vs.-Alliance combat), and previously empty zones now have a lot of character (see: Azshara). The content just flows. It's still World of Warcraft, but the quests have a modern feel, with lots of action and storytelling.
Q: But what didn't work out so well?
We really spread ourselves thin and taxed the team. The original plan was to totally re-do a handful of high-priority zones, but to leave a lot of the zones that worked mostly alone. We categorized them into "red," "yellow," and "green" zones. The idea behind the green zones (for example, Loch Modan) was just to tweak the quest flow to be a little smoother, but not to make any major changes.
The reality is that even the green zones really needed a lot of love. Once we got in there, it was all or nothing: we ended up completely re-doing a lot of green zones so that they met our new quest design standards. We came up with a nickname: "watermelon" zones. They were green on the outside, until you got in there and started poking around. . . .
Where that hurt us was when it came time to do the max-level content, the 80-85 zones. The content there turned out well, but the experience is inconsistent across the board -- Uldum feels totally different from Hyjal, which in turn feels different from Vashj'ir. The design decisions and efforts we made didn't always yield the desired results.
Q: Tell us more about the level 80-85 zones -- what worked and didn't?
We were aiming for a really global feel with Cataclysm, so we set the max-level zones in varied environments all over the world (underwater, across deserts, in the elemental plane of earth, etc). However, as a result, they ended up not feeling as connected as we'd like. You get widely different experiences in zones that aren't geographically related to one another. That's something important that we're keeping in mind moving forward – World of Warcraft works best when there's a sense of place. A connected world to explore.
We feel the storytelling in Cataclysm was strong. Whether assembling the ancients in Hyjal, rescuing your drowned crew in Vashj'ir, or reassembling the world pillar in Deepholm, there's a strong sense of plot in every zone. Players participated in stirring stories, like bringing the Dragonmaw into the Horde via a violent coup or reuniting the Wildhammer Dwarves with a crazy wedding. These were memorable moments and shared experiences.
The downside to creating these stories is that the zones on the whole ended up being way too linear. For example, because we wanted to show your character re-growing the burning devastation of Mount Hyjal, there was really only one way to play that zone: you started at point A, and you worked your way through to point Z. Pretty glorious the first time, but frustrating on your second or third character because there's only one way to do it, and no way to skip around. That's a lesson we're going to carry forward for sure. We want big sweeping stories, but we want to give players the freedom to explore those stories on their own terms.
Q: Places like Hyjal also used a lot of phasing to show the world changing.
We have a massive phase shift halfway through the story that changes the terrain for nearly a third of the zone. It's epic, right? But it can be a real pain for players when so much of the world changes like that. Phasing is like a story sledgehammer: it gets the job done, but at best it splits up players and at worst it totally confuses them.
We're going to be a lot more careful going forward. The Firelands dailies in patch 4.2 gives you a much better idea of our future direction. There were sweeping visual changes to the world as you progressed, but there's very little actual phasing. For the most part, everyone is playing together on the same map. That's important to us. Looking ahead, we're going to be a lot smarter about how we show changes to the world, and we're going to do everything we can to avoid splitting players up.
Q: Talk more about the 4.2 patch. Were the Firelands dailies a hint of what's to come?
Definitely. With those dailies we were able to engage a lot of players, myself included. (I was the first quest designer on the team to get the mount and all the achievements on the live servers -- suck it up, slackers!) Previously, "doing dailies" meant hitting the same quest givers for the same three quests, usually in a static place. Here we were able to deliver a sense of progression and a story that unfurled over the course of a few weeks, all as you did a constantly changing set of quest objectives in a dynamic environment. We think that worked out well.
Moving forward, we're going to look for more opportunities like this -- ways to keep people engaged and cool things to do solo with your max-level character. We've got ambitious plans.
Q: Patch 4.2 also had the Aggra and Thrall questline, "Elemental Bonds." Did that meet your expectations? How do you feel about Thrall's character development?
That's a tricky one -- we've got mixed feelings. The essential story is a good one, and we really wanted to portray all the inner struggles Thrall is going through. Here's a guy that stepped down as Warchief and had to rediscover himself as a shaman in order to save the world. And he's haunted by his decisions: he's afraid of what's to come, paralyzed by doubt, angry at what Garrosh did to Cairne . . . the guy's a mess. We figured out a way to show all that internal tension, and we wrapped it up in a story that demonstrates how his mate, Aggra, will literally go to the ends of the world to pull him through this. It's a powerful love story, and a story about finding one's inner focus.
But we had to do a lot of things to make it work in the game. We needed to make a quest that 500 people could do simultaneously without getting in each other's way. We wanted a quest that players could do solo, no matter what their skill level. We didn't know if the player was decked out in raid gear or level 85 greens, so we had to keep it simple. We somehow made all of it work under those restrictions, and we filled the screen with some killer imagery (I love the vision of Thrall immersed in the Abyssal Maw). But ultimately the quests themselves ended up not being as compelling from a gameplay perspective as we would have liked. Many players blew through them once and never looked back.
I really think we can do better. Cataclysm was in many ways Thrall's story, but it was hard for players to follow his development over the course of the expansion. Going forward we want to convey a clearer narrative, delivered in the context of solid gameplay. We have some ideas on how to do that, and we're also going to keep experimenting. This is important to us -- we talk about ways to tackle this problem all the time.
Q: The Cataclysm patches also saw the debut of some legendary weapons: Dragonwrath and the Fangs of the Father. Will future legendaries be this, uh, legendary?
Good question. We love class-specific content, but quest lines like those are very resource-intensive. Each sequence involves weeks of development focus that takes content away from dungeons, dailies, or outdoor zones.
The feedback from players (and from our own team) has been overwhelmingly positive. Dragonwrath proved to be extremely popular, and allowed caster classes to get a front-row seat for major lore moments otherwise reserved only for dragons. Meanwhile, Fangs of the Father was pure rogue, from the theme to the mechanics. It was super-targeted and extremely fun -- it proved to us the value of focusing in on a specific class and tailoring the content to their abilities. Given that the audience for these weapons consists of badass raiders, we didn't hold back on the difficulty either, so these quests were great for people who wanted a real challenge.
The short answer is yes, we'll definitely continue doing these moving forward. Most likely future legendary quest lines will be built similar to the rogue experience: a couple key story moments, a lot of flavor, and some very specific challenges. But I wouldn't expect very many quest lines like these. Like legendary weapons themselves, they're going to be rare and special.
Q: We haven't even talked about goblins and worgen yet. What lessons did you take away from the new racial starting zones?
In both cases, the starting areas really sold the character and tone of the new races. The worgen area is so marvelously gothic, and Kezan is unmistakably unique and gobliny. The art and the quests all work together to establish a racial character. So that's a big win.
As for the mechanics themselves, I'm glad we were so experimental, but our general feeling now that all is said and done is that we went a little too 'gimmicky' with the player's initial experiences. Everyone can agree that the goblin experience gets pretty wild in places.
That's a big lesson we're carrying away from the expansion as a whole.
Q: Can you elaborate?
Overwhelmingly, players have told us that they want more quests where you have to flap a giant bird around a cave while targeting creatures in a 3D space.
Q: Seriously?
Maybe not . . . But moving forward, we're re-focusing on core gameplay mechanics. World of Warcraft works best when you've got your boots on the ground and you get to play your class. To that end, we're concentrating on giving players lots of fun combat challenges in continually changing environments, wrapped up in a terrific story that's propelled forward by the quests. Whenever we do special mechanics, we want them to feel special, and they'll never tear you away from combat for very long. Our goal is to load up the world with lots of interactive spaces, cool encounters, great characters, and neat spaces to explore. That's part of the reason we're keeping you grounded (literally) in Pandaria, and why we're focusing on a single continent. But I'm getting ahead of myself. We'll talk more about Pandaria soon enough.
Q: Looking forward to it. Thanks for your time!
Not a problem!
Filed under: News items, Cataclysm
Patch 5.2 interview with Dave Kosak
Inside an old alt's vault
The latest patch 5.2 news
All of the latest Mists of Pandaria news





Reader Comments (Page 4 of 5)
Kuro Feb 28th 2012 6:07PM
Whut? The fire stuff was annoying but it was equally annoying to the intro to the spiderside.
I hated the spider side.. I avoided it except when I was doing the achievements. Hell I even dualboxed the Fireside... prot/holy shadow/disc
The platforms were the easiest -- jump off and go afk while the druid flew you back up.
(cutaia) Feb 28th 2012 6:59PM
Interesting. I did the fire side first and continued doing it until I had all those achievements. After that, I moved over to the spider side, but a few days later, realized I hated it and went back.
Nina Katarina Feb 28th 2012 1:15PM
Oh, and I just checked on the Wowinsider post-mortems link... did you ever talk about Twilight Highlands, or was it just not linked?
Philster043 Feb 28th 2012 2:00PM
I think they haven't gotten to that one yet. I'm pretty sure Uldum was their last one.
vocenoctum Feb 28th 2012 1:15PM
The old-world changes are an old discussion, the good part is for new players they get a new world updated and interesting for the most part. The downside of course is that Cataclysm paid for it and the actual "expansion" was very light because of it. The Shattering is available to anyone that buys the Core game, no expansion needed.
From a story standpoint, the three big problems with The Shattering were:
1) None of it was aimed at level 80 players that had adventured through the old world. The changes are all for new level 1's to see. The nostalgia you get from leveling an alt is okay, but lacks compared to your guy that defeated the Defias the first time, returning to Westfall.
2) The zones were all very linear in story at times and breaking out of the mold was an issue.
3) Leveling XP is just totally wonky. I understand they want to get you to max level to play with your friends, but the difference between a no-heirloom guy with no gathering skill vs heirloomed up with mining and herbalism xp, it can be jarring. The questlines didn't even seemed properly paced against the first guy and comparing that with problem 2 above, you're following a linear storyline that you quickly outpace.
Grovinofdarkhour Feb 28th 2012 1:15PM
"Say what you will about people's complaints, but it's a good thing that Blizzard is able to look at itself with such a critical eye and fine tune its future processes to make things even better."
And I must also add: it's still astounding that they are so open and honest with their audience about their self-examination, before, during and after. It makes the entire thing feel incredibly collaborative.
Al Feb 28th 2012 5:02PM
"Overwhelmingly, players have told us that they want more quests where you have to flap a giant bird around a cave while targeting creatures in a 3D space."
Plus they can be humourous about it.
Shinae Feb 28th 2012 1:16PM
Personally, I like vehicle quests, as long as we don't have to do them often ot repetively. It's nice to take a break from our usual rotations to do things that our characters can't normally do.
Noyou Feb 28th 2012 2:15PM
Yeah. I think they were pretty well done. I love the gunner ones like in Uldum and Ashenvale.
Bumblebee Feb 28th 2012 1:21PM
Questing as an Alliance player... there was just so many gimmicks and jokes, that the story often got lost.
As you were leveling you got the Rambo-experience, which kinda worked, but kinda also broke immersion. Swamp of Sorrows was pretty good, just to see the faction actually take the initiative for once. Joanna Blueheart is a character I'd like to see kicking some butt in Mists. I kinda liked Westfall too, it felt solid.
A lot of the leveling zones were not only about dealing with the Cataclysm and rebuilding after it, but about fighting a losing battle against the Horde. You didn't often get the feeling of being a hero (there's a few exceptions), but instead, of trying to cut your losses. Overall, a lot of the 1-60 experience was either losing ground, or dealing with pop culture references.
80-85 felt like everything that I didn't like about 1-60 was emphasized. There was more pop culture jokes, more sillyness. The Dwarf Wedding took way too much time and room. I'd have rather seen more of the Blue vs. Red conflict, especially as I've understood that zone is pretty epic for the Horde. Mathias Shaw could've been used more, as he's kinda like the Alliance Jason Bourne.
From a story PoV, Vashj'ir was probably my favorite. I'm still hoping we'll get some closure to what happened to Neptulon. A water themed raid would be great. I'm thinking underwater caverns and such.
Edymnion Feb 28th 2012 4:56PM
There was originally supposed to be a raid in each of the four elemental realms, but due to time restraints that got cut down to just the ones we have now.
Kind of like if you go back to Northrend and head into Gundrak, there's a spot where if you look over the edge of the platform you will see a *HUGE* snake tail. There was originally supposed to be troll raid there. They had the loot art done already (which is why you got obviously troll themed weapons from very non-troll places, they just shoved what they had in wherever they had room in the loot tables), but it just plain didn't make the final cut.
Rumors are this is what happened to the Kara Krypts as well.
Paul Feb 28th 2012 5:12PM
Likewise, Azjol'nerub was meant to be a zone, not an instance. As well as Hyjal in Vanilla, it was something they always wanted to get in, but never succeeded before TBC, never sure if it was originally planned as a zone, got chopped to be a raid (hence the portal that used to be in Winterspring) then got left entirely.
Sometimes I feel that Blizzard tries to do too much, and forces themselves to compromise (if they opted to release StormPeaks in 3.1 and Icecrown Glacier in 3.3, then there was a good chance Azjol'nerub could've made it as a zone), or newer projects end up putting other plans on hold.
Ata Feb 28th 2012 5:18PM
I hated Westfall with a passion. The CSI jokes were painful, I hate that show, and it completely ruined what could have been a compelling story about Vanessa and her problems with the world. The utter stupidity of the humans who live within the zone was an overplay on the hobo thing and didn't really treat the fact that war refugees and people who've lost everything thanks to war are having a hard time...no, everyone's stupid or gone insane in an adorable overthetop way and eating dirt instead of killing the pigs wandering around right outside the door, asking for coyote tails as if you just pluck those off and don't kill said coyote to get it and have plenty of meat left. And then there's Stoutmantle, who you'd think would have learned his lesson about doubting things that the adventurers are showing him about what's really going on somewhere.
It was just another example of the humans being turned into a joke in the expansion, with a few bastions of awesome like SoS and Darkshire.
Swifteye Feb 28th 2012 1:33PM
I'm sure I had a long and thoughtful response to this cooked up, but I'm afraid that-
"Overwhelmingly, players have told us that they want more quests where you have to flap a giant bird around a cave while targeting creatures in a 3D space."
-made my mental process as a whole devolve into useless rage-induced gibberish.
(I know he was kidding; I mean just mere mention of the quest that I *thought* I had successfully blocked out, heh)
Esau Feb 28th 2012 1:43PM
"Overwhelmingly, players have told us that they want more quests where you have to flap a giant bird around a cave while targeting creatures in a 3D space."
....at least they recognize what they did after the fact. Now, let's see if they can avoid making the same mistakes again.
I still insist that somewhere in Blizzard HQ is a door labeled "Department of Awkward and Frustrating Game Mechanics". Let's hope its been locked up for MoP development.
Paul Feb 28th 2012 5:13PM
I always felt compelled to continue pressing 4 when on my flying mount after I left that quest area.
Xantenise Feb 28th 2012 6:17PM
I must be the only person who loved that quest.
Rimar Feb 29th 2012 10:05AM
I hate all the vehicle quests.. So when I got to the jousting cave, I dreaded it with a passion. (during Wrath, I failed the various vehicle quests over and over and over and teh buggy ones certainly didn't help either).
I only had a little trouble with the flying joust at first.. So eventually I ran several alts thru there for the pet reward. While I'm not saying I "loved" it, I think blizzard finally created a vehicle quest you actually could grasp on the fly, at least enough to get it done and move on.
evoxpisces Feb 28th 2012 2:01PM
A lot of people complain about Cataclysm but everyone knows, especially Blizzard, that the 1-60 game absolutely needed a revamp and the 1-60 game is phenomenal now. 80-85 isn't as bad as everyone makes it out to be, but yes I agree it could all be more cohesive. But Cataclysm was made for people like me, who love the 1-60 game and love starting new toons, and don't care as much about the end game.
Aaron Feb 28th 2012 4:36PM
I started in late TBC, and by the time my first character hit level 50, I was growing really bored with the leveling process. I was about about nine and a half /days into it, and I increasingly felt like I didn't know where I was supposed to go or what I was supposed to be doing. An open sandbox is great, but there needs to be something like the Warchief's Command Board to allow people to find their way back to the main storyline (or in the case of an MMO, direct them toward level-appropriate content).
I can see how single-toon folks might be upset that time was used on the 1-60 experience, but it needed work. Remember how Hyjal and Twilight Highlads ended? You beat Ragnaros/Skullcrusher and there's much rejoicing, and then... everybody just stands there. There's nothing to tell you "This is the end of the zone, go back to Orgrimar and start the next episode." Vanilla zones had a lot of those "okay, now what?" moments, and where you did get pointer quests, they were sometimes obsolete by the time you were ready to move on.