Ghostcrawler talks game systems in final Cataclysm post-mortem

The full interview is after the break.
Cataclysm Post Mortem -- Greg "Ghostcrawler" Street
As part of our World of Warcraft: Cataclysm post mortem series, we sat down with World of Warcraft Lead Systems Designer Greg "Ghostcrawler" Street to talk about his thoughts on World of Warcraft: Cataclysm.
Q. What were your main goals going into Cataclysm?
A: Westfall was a seven-year-old zone with seven-year-old trees and seven-year-old quests. It naturally felt old. It felt tired for players going back to level up an alt, and it wasn't inspiring for new players coming to the game. We just felt like it was time to give all of those old 1-60 zones some attention again. Beyond that though, we wanted to update the classes at low level as well. The spell flow, by which we mean the level you get certain spells, just hadn't aged well. You would get some very group-focused buffs at low level and some powerful leveling tools at high level, which would have made more sense reversed. There were some specs that just weren't functional at low level before because they lacked the damage abilities or tools to effectively solo. Similarly, we took a look at all of the quest rewards at 1-60 because some specs just didn't have adequate itemization to support them.
A second goal, from the systems design point of view, was to improve the class talent trees. We thought the trees had become bloated with filler instead of legitimately interesting talents. We also embraced the notion of class specialization to a much greater degree, by letting you choose your spec formally at level 10.
We also knew we needed to provide more content to players focused on maximum level, which meant we couldn't just re-do 1-60, but we had to provide questing zones, class mechanics, and new PvP and PvE content for players who would be at level 85 too.
Finally, we wanted to deliver all of this content more aggressively. We know players can only wait so long for something new to do before they start to get bored. This has been a goal for some time, but it has been a challenging one for us. When you compare the graphic fidelity of a raid like Firelands to an older raid like Molten Core, you can imagine how it takes both more time and more people to make a raid these days. That's exactly the opposite of what we want to be doing though, which is providing players content at faster rates.
Q. What do you think worked best in Cataclysm?
A. We're really happy with the 1-60 revamp. Each zone looks amazing, we improved their quest flow, and they all have a story that has a (hopefully) meaningful climax, often with a blue item reward. Zones that didn't have much going on before have an actual plot now, many of which are related to Deathwing's return. We also did a better job of integrating the dungeons in a zone into the questing experience for that zone, so you feel like you have a good reason to explore them.
We really like how having players choose a spec at level 10 worked out. I'd say nearly every single design decision we make ends up being at least somewhat controversial in that some players agree with them and some players disagree with them -- that's just the reality of having such a large and diverse player base. But choosing a spec at level 10 was as close to universally acclaimed by players as anything we've ever done. It just works. You get a meaningful choice early on, and powerful, useful, and fun abilities to go along with it. It leads to each spec having a stronger sense of identity, even at higher level.
We're pretty happy with the level 80-85 content that we offered. The zones looked great and the stories were good. We offered several new dungeons, raids, and Battlegrounds. Late in the cycle of Cataclysm, we introduced Raid Finder, which provided a new type of content to players who historically weren't raiders. We're at the part of the lifespan of the game where some original features no longer have the cachet they used to -- you can only roll up so many alts, and by this point you might very well be done with achievements or convinced yourself that that type of gameplay isn't for you. When we can offer a whole new way to play the game -- in this case provide raids to non-raiders -- it's a big win.
Transmogrification is another one of those features -- it opened up an entirely new avenue of gameplay. One of the great things it's done, aside from giving players more tools to personalize their characters of course, is make a lot of old content relevant again. Now players are doing old raids and dungeons looking for Transmogrification pieces, and that's really cool.
I could name a few smaller features we thought worked out as well. The Justice / Honor badge system in Cataclysm cleaned up the crazy system from Lich King. All things considered, we're happy with the healing model. We encountered issues with mana being in short supply at lower gear levels and conversely too abundant at the higher levels, eliminating much of the challenge for healers when the content is supposed to be the most difficult, but overall the model did what we wanted, and we'll be refining it in Mists.
Q. What didn't work out as planned?
Everything else! Seriously though, we tend to be our own harshest critics, so it's actually easy for us to point out things that didn't work out as expected.
While zones like Uldum and Deepholm look fantastic, they didn't fit together as well as we'd have liked. In the planning phases, we didn't think that having scattered end game zones would be a big deal. It turned out to feel a lot weirder than expected. Players ended up teleporting to nearly every destination, and it gave Cataclysm a disjointed feeling, detracting from that feeling of exploration and discovery. We learned that giving players a land to explore, a sense of place, is valuable. Ultimately, the scattered zones and the portals both served to kind of shrink the world, when we want to make the world a place you want to go out and be in. We're definitely looking forward to getting back to a continent in Mists. We underestimated how important that was.
In addition, while we liked that each zone has a story, questing ended up being too linear. It didn't feel like you could fly into a zone, find some quest givers, and explore. Instead, you kind of had to start at the beginning and follow all the quests to the end, and if you didn't like a quest, well, you had to stick with it to get to the next one. We want zones to have an identity, flavor and a story, but we don't want to railroad players through a zone either.
The difficulty at which we pegged our heroic dungeons and raids was controversial. They were designed to be about as tough as the dungeons were back in Burning Crusade, but the game has changed since then. Coming out of Lich King, we'd gotten the message loud and clear from players that they wanted tougher challenges. They liked the convenience of Dungeon Finder, but they missed using their crowd control and survival abilities and having to strategize about how to beat a given encounter. We designed the Cataclysm heroics with that in mind, and the players who wanted challenging content were thrilled.
The problem was that we had this whole group of players who felt like they couldn't make any progress on their characters. Even if they wanted to end up raiding with their friends, they couldn't earn the gear they needed to get into those raids (especially in the absence of Raid Finder). I don't believe that the instances were too hard; it's obvious there are players who enjoy that content. I believe the problem was that there were no alternatives. With such a diverse community, the goal is to have experiences that players from all over the spectrum can enjoy. We don't want to shut anyone out. So, we're addressing that with Challenge Modes in Mists. You'll have normal and heroic mode dungeons, and then Challenge Modes, for players who are looking to prove their mettle. Likewise, you'll have normal and heroic raids, and Raid Finder for players who don't enjoy wiping on a boss week after week until they can master it.
While choosing a spec at level 10 felt great, we weren't very happy with the rest of the talent tree overhaul. We definitely pruned some dead wood from the trees and got rid of some talents that weren't a lot of fun, but players felt like they weren't getting anything out of the bargain. Having simpler trees is a good goal, but it would have felt better if players felt like they got something cool in return for losing some boring fluff. Unfortunately, as is the case with many compromises, this one didn't fully solve the original problems it was intended to solve, while it created new ones.
Fundamentally, taking into account what we've learned about talent trees over the years, we've come to the conclusion that the talent tree model where you pick up tiny performance increases here and there (and where there's, mathematically, nearly always a 'right' answer and a 'wrong' answer) is not a great model. The Mists talent design is a major revamp that should fix this problem once and for all. Talents should be meaningful game-changers. At absolute worst a given talent may be the right one only situationally, and at best, players will have a lot more customization to make their play-style stand out. Furthermore, the fact that you'll have more flexibility to change your talents should help keep gameplay fresh, even with that character that you play most often.
I feel like I should mention Abyssal Maw again. As with many cancelled features, it somehow took on a life of its own in the minds of players. Believe me, though -- you just don't cancel things that you think are going to be awesome. It was three bosses inside Nespirah, with no unique art. The reason it was originally appealing to us was because we had so many Vashj'ir assets that we could use. But by the time it was time to do the work, we felt like we (and many players) had Vashj'ir fatigue. Now don't get me wrong -- I loved Vashj'ir. I was an oceanographer, remember? Vashj'ir delivered on the promise of an underwater zone, but we feel like most players were ready to be done with it by the time they had quested through that. (Individuals will feel differently -- it's that diverse player base thing again.) Firelands received a lot of new art, from bosses to environments, and we just didn't feel like Abyssal Maw was going to compete. Who knows, though! We haven't totally given up on the idea of cool underwater experiences, so maybe there's potential we'd visit it again someday. (For my money, the zone I am personally saddest about cancelling is not Abyssal Maw; it was the Azjol-Nerub quest zone in Wrath of the Lich King.)
Speaking of raids, we also weren't particularly happy with how accessible legendary items became in Cataclysm. Multiple characters in a single raiding guild were getting, and worse, expecting a legendary weapon. Legendaries are supposed to be rare and exciting, not a bar you fill up like some reputation grind, and certainly not something you feel entitled to get because it's "your turn." Dragonwrath in particular was usable by a large variety of class specs, which coupled with the guarantee to completion, just made them too ubiquitous. In the future, legendaries will be more legendary, perhaps so much so that not every raiding guild will have one. In that model, there might be those who almost, but not quite, complete one, but there will also be those who finish one and feel truly honored.
I have mixed feelings about Archaeology. I feel like it's a good addition to professions and offers more, and more varied, gameplay than our existing professions. Still, it's clear that some players wanted more. We wanted Archaeology to be hard to complete. We didn't want it to be one of those professions you can max out by buying up mats at the Auction House. But random reward systems whose long-term goals are more interesting than the short term ones can feel grindy. Archaeology had too much travel time. It could be punishingly random, especially for players who imagined that it would be a guaranteed delivery mechanism for Zin'rokh (which was never the intention). Players missed a lot of the lore, which was delivered in the Archaeology journal and not as part of the survey or digging experience. We think the Mists of Pandaria expansion will be really good for Archaeology. Players will be focused on a couple of new races on a single continent, so travel and randomness will be reduced automatically, and leveling Archaeology should be a bit more convenient since there will be more opportunities to dig at a single site. We have other tricks up our sleeve too.
Q. What lessons have you learned and what are some of your top goals for Mists of Pandaria?
There are four big goals for Mists:
Get players out into the world. We don't want to totally eliminate convenience, so it's fine to queue for some features from capital cities, but we also want players to see other players out in the world, questing, trying world bosses, engaging in PvP, and just travelling from place to place.
Give players plenty to do. It's a sad feeling, and a real failure on our part, whenever someone says "I want to play WoW this evening, but I just don't have anything to do." Like I said above, achievements and alts were great in their time, and we'll continue to support them, but we understand the need for new ways to play as well. The new expansion will have entirely new systems, like scenarios and challenge modes. We are designing the initial zones to have features similar to the Molten Front daily area, so you don't feel like questing is something you finish at level 90 (and so you don't feel like daily quests are synonymous with 'boring' or 'grind'). We want to make the Pandaria factions interesting. We want Exalted to be something you earn for bragging rights, not something every player has. We are adding a lot of mounts that will be hard to get, and awesome-looking armor that you'll want just for transmogrification. We're considering ways to let you increase the number of Conquest points you can earn per week or a way to translate questing into bonus loot from instances. We want to hide lots of cool little things all over Pandaria. Some will offer your character more power and some won't. And if you really like achievements and alts, well hopefully we've got you covered there too, with account-level achievements and a new race and class.
Appeal to a broad audience. I'm always surprised by the number of players who want the game to be easier and the equal number who want the game to be harder (and can't understand why anyone would disagree with them!) We approach the issue in a different way -- we think that what all of those players are really saying is that they want content for them. Message received. We'll be offering Raid Finder versions of all of our raids going forward. We'll be offering brutally difficult challenge modes of dungeons for players who thought the Cataclysm heroics were too easy. We're experimenting with some tricky boss encounters for players who loved the hard-mode Ulduar achievements. We want to provide more cross-over between PvE and PvP, for those who are interested, so that it doesn't feel like you have to play two different games to progress your character. We want to continually add new Battlegrounds, so those players have fresh experiences to look forward to. We'll provide players with ways to upgrade their gear incrementally, while reserving tier sets for actual boss kills.
Get great content out faster. Enough said.
************
We hope you've enjoyed this entry in the Cataclysm post mortem series and that this has proven to be an enlightening opportunity to take in our perspective on what worked, what didn't, and some of what's coming. If you missed the chance, you can join us in looking back at Cataclysm by checking out the other entries in the post mortem series with Lead Encounter Designer Scott Mercer and Lead Quest Designer Dave Kosak.
Now it's time to look forward, since we have more to share about World of Warcraft: Mists of Pandaria coming on March 19. Stay tuned!
Q. What were your main goals going into Cataclysm?
A: Westfall was a seven-year-old zone with seven-year-old trees and seven-year-old quests. It naturally felt old. It felt tired for players going back to level up an alt, and it wasn't inspiring for new players coming to the game. We just felt like it was time to give all of those old 1-60 zones some attention again. Beyond that though, we wanted to update the classes at low level as well. The spell flow, by which we mean the level you get certain spells, just hadn't aged well. You would get some very group-focused buffs at low level and some powerful leveling tools at high level, which would have made more sense reversed. There were some specs that just weren't functional at low level before because they lacked the damage abilities or tools to effectively solo. Similarly, we took a look at all of the quest rewards at 1-60 because some specs just didn't have adequate itemization to support them.
A second goal, from the systems design point of view, was to improve the class talent trees. We thought the trees had become bloated with filler instead of legitimately interesting talents. We also embraced the notion of class specialization to a much greater degree, by letting you choose your spec formally at level 10.
We also knew we needed to provide more content to players focused on maximum level, which meant we couldn't just re-do 1-60, but we had to provide questing zones, class mechanics, and new PvP and PvE content for players who would be at level 85 too.
Finally, we wanted to deliver all of this content more aggressively. We know players can only wait so long for something new to do before they start to get bored. This has been a goal for some time, but it has been a challenging one for us. When you compare the graphic fidelity of a raid like Firelands to an older raid like Molten Core, you can imagine how it takes both more time and more people to make a raid these days. That's exactly the opposite of what we want to be doing though, which is providing players content at faster rates.
Q. What do you think worked best in Cataclysm?
A. We're really happy with the 1-60 revamp. Each zone looks amazing, we improved their quest flow, and they all have a story that has a (hopefully) meaningful climax, often with a blue item reward. Zones that didn't have much going on before have an actual plot now, many of which are related to Deathwing's return. We also did a better job of integrating the dungeons in a zone into the questing experience for that zone, so you feel like you have a good reason to explore them.
We really like how having players choose a spec at level 10 worked out. I'd say nearly every single design decision we make ends up being at least somewhat controversial in that some players agree with them and some players disagree with them -- that's just the reality of having such a large and diverse player base. But choosing a spec at level 10 was as close to universally acclaimed by players as anything we've ever done. It just works. You get a meaningful choice early on, and powerful, useful, and fun abilities to go along with it. It leads to each spec having a stronger sense of identity, even at higher level.
We're pretty happy with the level 80-85 content that we offered. The zones looked great and the stories were good. We offered several new dungeons, raids, and Battlegrounds. Late in the cycle of Cataclysm, we introduced Raid Finder, which provided a new type of content to players who historically weren't raiders. We're at the part of the lifespan of the game where some original features no longer have the cachet they used to -- you can only roll up so many alts, and by this point you might very well be done with achievements or convinced yourself that that type of gameplay isn't for you. When we can offer a whole new way to play the game -- in this case provide raids to non-raiders -- it's a big win.
Transmogrification is another one of those features -- it opened up an entirely new avenue of gameplay. One of the great things it's done, aside from giving players more tools to personalize their characters of course, is make a lot of old content relevant again. Now players are doing old raids and dungeons looking for Transmogrification pieces, and that's really cool.
I could name a few smaller features we thought worked out as well. The Justice / Honor badge system in Cataclysm cleaned up the crazy system from Lich King. All things considered, we're happy with the healing model. We encountered issues with mana being in short supply at lower gear levels and conversely too abundant at the higher levels, eliminating much of the challenge for healers when the content is supposed to be the most difficult, but overall the model did what we wanted, and we'll be refining it in Mists.
Q. What didn't work out as planned?
Everything else! Seriously though, we tend to be our own harshest critics, so it's actually easy for us to point out things that didn't work out as expected.
While zones like Uldum and Deepholm look fantastic, they didn't fit together as well as we'd have liked. In the planning phases, we didn't think that having scattered end game zones would be a big deal. It turned out to feel a lot weirder than expected. Players ended up teleporting to nearly every destination, and it gave Cataclysm a disjointed feeling, detracting from that feeling of exploration and discovery. We learned that giving players a land to explore, a sense of place, is valuable. Ultimately, the scattered zones and the portals both served to kind of shrink the world, when we want to make the world a place you want to go out and be in. We're definitely looking forward to getting back to a continent in Mists. We underestimated how important that was.
In addition, while we liked that each zone has a story, questing ended up being too linear. It didn't feel like you could fly into a zone, find some quest givers, and explore. Instead, you kind of had to start at the beginning and follow all the quests to the end, and if you didn't like a quest, well, you had to stick with it to get to the next one. We want zones to have an identity, flavor and a story, but we don't want to railroad players through a zone either.
The difficulty at which we pegged our heroic dungeons and raids was controversial. They were designed to be about as tough as the dungeons were back in Burning Crusade, but the game has changed since then. Coming out of Lich King, we'd gotten the message loud and clear from players that they wanted tougher challenges. They liked the convenience of Dungeon Finder, but they missed using their crowd control and survival abilities and having to strategize about how to beat a given encounter. We designed the Cataclysm heroics with that in mind, and the players who wanted challenging content were thrilled.
The problem was that we had this whole group of players who felt like they couldn't make any progress on their characters. Even if they wanted to end up raiding with their friends, they couldn't earn the gear they needed to get into those raids (especially in the absence of Raid Finder). I don't believe that the instances were too hard; it's obvious there are players who enjoy that content. I believe the problem was that there were no alternatives. With such a diverse community, the goal is to have experiences that players from all over the spectrum can enjoy. We don't want to shut anyone out. So, we're addressing that with Challenge Modes in Mists. You'll have normal and heroic mode dungeons, and then Challenge Modes, for players who are looking to prove their mettle. Likewise, you'll have normal and heroic raids, and Raid Finder for players who don't enjoy wiping on a boss week after week until they can master it.
While choosing a spec at level 10 felt great, we weren't very happy with the rest of the talent tree overhaul. We definitely pruned some dead wood from the trees and got rid of some talents that weren't a lot of fun, but players felt like they weren't getting anything out of the bargain. Having simpler trees is a good goal, but it would have felt better if players felt like they got something cool in return for losing some boring fluff. Unfortunately, as is the case with many compromises, this one didn't fully solve the original problems it was intended to solve, while it created new ones.
Fundamentally, taking into account what we've learned about talent trees over the years, we've come to the conclusion that the talent tree model where you pick up tiny performance increases here and there (and where there's, mathematically, nearly always a 'right' answer and a 'wrong' answer) is not a great model. The Mists talent design is a major revamp that should fix this problem once and for all. Talents should be meaningful game-changers. At absolute worst a given talent may be the right one only situationally, and at best, players will have a lot more customization to make their play-style stand out. Furthermore, the fact that you'll have more flexibility to change your talents should help keep gameplay fresh, even with that character that you play most often.
I feel like I should mention Abyssal Maw again. As with many cancelled features, it somehow took on a life of its own in the minds of players. Believe me, though -- you just don't cancel things that you think are going to be awesome. It was three bosses inside Nespirah, with no unique art. The reason it was originally appealing to us was because we had so many Vashj'ir assets that we could use. But by the time it was time to do the work, we felt like we (and many players) had Vashj'ir fatigue. Now don't get me wrong -- I loved Vashj'ir. I was an oceanographer, remember? Vashj'ir delivered on the promise of an underwater zone, but we feel like most players were ready to be done with it by the time they had quested through that. (Individuals will feel differently -- it's that diverse player base thing again.) Firelands received a lot of new art, from bosses to environments, and we just didn't feel like Abyssal Maw was going to compete. Who knows, though! We haven't totally given up on the idea of cool underwater experiences, so maybe there's potential we'd visit it again someday. (For my money, the zone I am personally saddest about cancelling is not Abyssal Maw; it was the Azjol-Nerub quest zone in Wrath of the Lich King.)
Speaking of raids, we also weren't particularly happy with how accessible legendary items became in Cataclysm. Multiple characters in a single raiding guild were getting, and worse, expecting a legendary weapon. Legendaries are supposed to be rare and exciting, not a bar you fill up like some reputation grind, and certainly not something you feel entitled to get because it's "your turn." Dragonwrath in particular was usable by a large variety of class specs, which coupled with the guarantee to completion, just made them too ubiquitous. In the future, legendaries will be more legendary, perhaps so much so that not every raiding guild will have one. In that model, there might be those who almost, but not quite, complete one, but there will also be those who finish one and feel truly honored.
I have mixed feelings about Archaeology. I feel like it's a good addition to professions and offers more, and more varied, gameplay than our existing professions. Still, it's clear that some players wanted more. We wanted Archaeology to be hard to complete. We didn't want it to be one of those professions you can max out by buying up mats at the Auction House. But random reward systems whose long-term goals are more interesting than the short term ones can feel grindy. Archaeology had too much travel time. It could be punishingly random, especially for players who imagined that it would be a guaranteed delivery mechanism for Zin'rokh (which was never the intention). Players missed a lot of the lore, which was delivered in the Archaeology journal and not as part of the survey or digging experience. We think the Mists of Pandaria expansion will be really good for Archaeology. Players will be focused on a couple of new races on a single continent, so travel and randomness will be reduced automatically, and leveling Archaeology should be a bit more convenient since there will be more opportunities to dig at a single site. We have other tricks up our sleeve too.
Q. What lessons have you learned and what are some of your top goals for Mists of Pandaria?
There are four big goals for Mists:
Get players out into the world. We don't want to totally eliminate convenience, so it's fine to queue for some features from capital cities, but we also want players to see other players out in the world, questing, trying world bosses, engaging in PvP, and just travelling from place to place.
Give players plenty to do. It's a sad feeling, and a real failure on our part, whenever someone says "I want to play WoW this evening, but I just don't have anything to do." Like I said above, achievements and alts were great in their time, and we'll continue to support them, but we understand the need for new ways to play as well. The new expansion will have entirely new systems, like scenarios and challenge modes. We are designing the initial zones to have features similar to the Molten Front daily area, so you don't feel like questing is something you finish at level 90 (and so you don't feel like daily quests are synonymous with 'boring' or 'grind'). We want to make the Pandaria factions interesting. We want Exalted to be something you earn for bragging rights, not something every player has. We are adding a lot of mounts that will be hard to get, and awesome-looking armor that you'll want just for transmogrification. We're considering ways to let you increase the number of Conquest points you can earn per week or a way to translate questing into bonus loot from instances. We want to hide lots of cool little things all over Pandaria. Some will offer your character more power and some won't. And if you really like achievements and alts, well hopefully we've got you covered there too, with account-level achievements and a new race and class.
Appeal to a broad audience. I'm always surprised by the number of players who want the game to be easier and the equal number who want the game to be harder (and can't understand why anyone would disagree with them!) We approach the issue in a different way -- we think that what all of those players are really saying is that they want content for them. Message received. We'll be offering Raid Finder versions of all of our raids going forward. We'll be offering brutally difficult challenge modes of dungeons for players who thought the Cataclysm heroics were too easy. We're experimenting with some tricky boss encounters for players who loved the hard-mode Ulduar achievements. We want to provide more cross-over between PvE and PvP, for those who are interested, so that it doesn't feel like you have to play two different games to progress your character. We want to continually add new Battlegrounds, so those players have fresh experiences to look forward to. We'll provide players with ways to upgrade their gear incrementally, while reserving tier sets for actual boss kills.
Get great content out faster. Enough said.
************
We hope you've enjoyed this entry in the Cataclysm post mortem series and that this has proven to be an enlightening opportunity to take in our perspective on what worked, what didn't, and some of what's coming. If you missed the chance, you can join us in looking back at Cataclysm by checking out the other entries in the post mortem series with Lead Encounter Designer Scott Mercer and Lead Quest Designer Dave Kosak.
Now it's time to look forward, since we have more to share about World of Warcraft: Mists of Pandaria coming on March 19. Stay tuned!
Filed under: Blizzard, Cataclysm, Mists of Pandaria
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Reader Comments (Page 3 of 6)
karatesmashunhurt Mar 7th 2012 7:58PM
@ Ata
After a few weeks my friends and I found the heroics pitched at a good level, and could usually complete them in a reasonable amount of time. The challenge of the inital HCs were one of the most fun bits of this expansion for me. I was really looking forward to the new 5-mans, but the HoTs are saddeningly easy.
If there isn't content of the same difficulty of there zandalaris or the original 5-mans, then I'll be a sad Pandaren.
Drakkenfyre Mar 7th 2012 1:32PM
I didn't like that their revamp of Westfall made it one, big CSI parody. And the fact that it leaves off the zone with Sentinel Hill on fire, forever until they decide to revamp it again.
They need to back off the pop-culture references a bit. A reference is great, an entire zone based on references, not so great.
gymboy91 Mar 7th 2012 1:48PM
Harrison Jones...lol
It was fun, but it did seem like a bit too much
John Mar 7th 2012 1:53PM
Westfall, Redridge, Uldum (I did the Harrison Jones quests on one character, then never again did any of them - whoever planned out Uldum is a bad game designer, seriously, you had Ramkahen and Titan machines and you went with... craptastic Indy vs. the N.S. scenes?).
On the other hand, if you play Kalimdor 1-60 zones, the pop references are few & far between, both Horde and Alliance-side.
Drakkenfyre Mar 7th 2012 2:03PM
You know what I never got? Where is the Jurassic Park reference?
You had an entire zone with dinosaurs. Where was the at least one Jurassic Park reference? You have references to everything else, you reference Congo, another one of Michael Crichton's work, why couldn't you reference another?
Mycroft Mar 7th 2012 2:07PM
Pop culture does tend to get old very fast, yes. 'wardrobe malfunction' is still one of the dwarf /silly jokes, which just ends up prematurely dating the game.
I, too, really hated the csi influence in Westfall. Even in vanilla it was one of my favorite low level zones for the few Alliance characters I leveled. Even on my Horde toons I'd check out the lighthouse and enjoy running through Deadmines, and totally never messed with Alliance players by killing the defias traitor just before the super long escort quest was done, and not even getting pvp flagged. Never dream of it, nope. *nervous whistle*
Noyou Mar 7th 2012 2:42PM
In my opinion, they killed westfall for me. I do the one CSI quest because it's easy. After that I go to Loch Modan or Red Ridge depending on my level. I used to love the whole defias chain. Finding and eliminating the "defias runner" was always a highlight for that zone.
jealouspirate Mar 7th 2012 2:34PM
It totally agree.
They cheapened the story by turning it into a parody, and then didn't even finish the story.
Which, honestly, could also serve as a nice summary of the Alliance in Cataclysm overall.
loop_not_defined Mar 7th 2012 4:53PM
I could've sworn there were only, like, three or four "CSI" quests.
Westfall was largely about the return of the Defias and introducing Vanessa VanCleef.
byronius_prime Mar 7th 2012 5:59PM
@loop_not_defined
Indeed, he starts/ends maybe 10 quests max, including the DM quests. Guess people really don't like CSI. Harrison was worse imo, he was far more prominent in a zone with much more story potential than Westfall.
Shrikesnest Mar 7th 2012 6:28PM
Are people seriously nostalgic for the old Westfall? Yikes. I mean, yeah, the new CSI-style quests are kind of silly, but my old-world memories of Westfall are that it was just one, long, teeth-grinding, keyboard-slamming, knuckle-whitening frustration after another. Quests that required you to gather 20 of something from a pack of about 14 mobs, and the drop rate was something like 13%. Quests that sent you running back and forth and back and forth and baaaaaack and fooooooorth across the vast, boring plains with no mount and no flight paths. And the greasy, tiny scraps of story you were intermittently fed were hardly worth the endless chore-boy fetch quests. Just bitch work, the lot of it, even for WoW.
Silversol Mar 7th 2012 8:58PM
No spoiler alert!
Silversol Mar 7th 2012 9:02PM
Jurassic park reference in the quest:
http://www.wowhead.com/quest=29115
from the comments:
When you encounter 'Mauti?' You find out the REAL 'Mauti' has been hunting Grent and ambushes him, to which he says "Clever girl" before being dragged off.
Daco Mar 7th 2012 1:41PM
Agree strongly. He really is willing to point up what didn't work out the way they had hoped. What makes me happiest is that the first two things he mentions under "what didn't work" are the two things that bugged me the most about Cataclysm.
I'm not a raider; endgame isn't the primary goal for me. What I remember most fondly about playing WoW originally (about 6 months before BC) was the sense of wonder, viewing the world map and seeing so little of it explored, finding a new quest hub and trying to figure out where to go to take on the six or more new quests I just picked up.
I understand that I can never regain (within WoW) that initial sense of wonder; I've just seen too much of the game at this point. But Cataclysm just failed to ever evoke that sense of wonder, the sense of exploring something new and unknown, at least to the point that BC and Wrath did. I realize that generating an entirely new continent or planet every expansion is difficult for lore reasons (although with Mists they'll have done so for 3/4 expansions), but the scattered new zones especially seemed to prevent that sense from coming into play. The excessively linear questing further diminished that sense of exploration of the unknown.
The 1-60 revamp offered the opportunity to be confronted with something new and different, but even though I liked what they did with the story, the linear nature of the questing again defeated that opportunity. There was no need to read the quest texts, look at the map, and figure out an optimal way to work through the quest log; it was already scripted for you.
Mists offers an opportunity to give back the best of the previous expansions, and based on Ghostcrawler's comments I'm optimistic that they'll have learned from their mistakes.
Daco Mar 7th 2012 1:49PM
This was supposed to be a reply to Liyly's comment, but this'll do. I was agreeing that I think Ghostcrawler is an asset, and I'm optimistic over the potential for Mists.
pinteresque Mar 7th 2012 1:48PM
"Speaking of raids, we also weren't particularly happy with how accessible legendary items became in Cataclysm."
Oh COME ON.
My in-game goal, when Dragonwrath was announced, was to get my hands on the staff during the expansion where it was still useful, for me and for my guild.
I finished it last week. Built up a new 10-man raid group from scratch after my guild moved on to DS and was using it when we killed Deathwing for the first time. It took from the 4.2 release til now to complete it in a 10-man normal raid.
The experience could be described as a lot of things, but easy? Try getting a stable roster of people to run previous-tier content every week for very little personal gain. It wasn't easy. It was a fuckton of work put in by a bunch of decent people.
I'm happy to have my staff, and making it harder in the future doesn't invalidate my group's efforts now. But please, don't say it was easy.
John Mar 7th 2012 1:57PM
Yeah - "in Cataclysm"??
Every DK-Pally-Warrior in Dalaran withOUT a Shadowmourne stood out, and not the other way around.
The staff & daggers are far less common on my realm than that axe was (maybe 20 staves and 4 sets of daggers).
Now - Valanyr - heh - there were maybe 6 on the whole realm by the time WotLK was done. Freakin fragment drop rate was very low - as I guess it should be.
DragonFireKai Mar 7th 2012 2:09PM
He never said it was easy, he said it was accessible. Those are two different things. Dragonwrath got put out on a schedule. A longer schedule for ten man raiders, but assuming a consistent raid team, you could predict, down the to hour, when someone was going to get their staff.
For any of the pre shadowmourne legendaries, you would have had to reformed a 25, or god forbid, 40 man raid group, and raided for a random drop from some of the hardest encounters in the game.
You put in a lot of work for your staff, and no said that was easy. He didn't even say that future legendaries would be harder to get. Just less accessible.
DarkWalker Mar 7th 2012 3:57PM
One thing that I would really like to see is legendary weapons and raids parting ways.
I don't see having 9-24 other people basically working for the last player, just so he can complete a piece of personal gear, as fun. Also, it's a huge source of drama for guilds, and one heck of a blackmail material for both the GM before the legendary is complete, and for the player after it's complete.
Stilhelm Mar 7th 2012 5:07PM
I hope they don't make legendaries random drops again. There isn't much I find more aggravating in-game than seeing someone with the Alysrazor or Ragnaros mount who killed the relevant boss *once*, when we were killing them almost every week while they were current and never had a single mount drop.
It was aggravating enough that out of all the kills, Staghelm and Ragnaros dropped their agility trinkets exactly one time each. Baleroc also dropped his shield only once for us the whole patch, and the only time Majordomo dropped the staff was once on an alts run, when nobody in the raid could even use it, until the very last week of the patch before we went to Dragon Soul.
Of course, Madness hasn't dropped Kiril's yet, while we're sharding a sword or bow almost every week.
I personally like the fact that you can measure your progress toward a legendary. Going back to hoping a boss will drop something you need doesn't sound like fun. Knowing that you probably won't be able to complete your legendary because of crappy drop rates, or even worse, going back to a 0.05% chance to drop a legendary, sounds like no fun at all. Say what you want, but I like the fact that if a hunter legendary is announced, I would be able to complete one because my guild knows I've been a reliable, good asset to the raid. If a legendary is random drop, the thing that would make me despise it more than anything is the fact that someone who happened to be somewhere at the right moment would get it, not someone who worked for it.
Of course, one way to reduce the number of legendaries would be to make it a pretty high chance drop from a heroic end-raid boss. I would never see one, but at least the few that got them would either be deserving or willing the pay the several hundred thousand gold something like that would sell for. I also wouldn't have to see others on my realm with one, because almost no guilds on my realm have killed the heroic end boss of a raid in Cata, and none have while it is current-tier content.