Mists of Pandaria: Ray Cobo interview

WoW Insider: Mists of Pandaria, from everything we've seen, is on an accelerated time table. How do you, as a producer, make sure the process is going forward?
Ray Cobo: We 've learned a lot over the years about how to make expansions and how the game development of WoW has kind of evolved over the years, and so with each expansion, we get better at what we do. Our tools get better, our muscle memory from the team gets better in terms of how to make stuff. We have such a huge library of things now that we've built and content that we've made that we can actually pull from and figure out how to make that better or how to not do that again kind of thing and learn from those pitfalls or successes and try to get more efficient every time.
I think that's something the team has done for this one specifically is that each time it seems to get a little bit faster and get a little bit easier to some degree. There are still a lot of challenges in terms of curve balls that you get halfway through -- like in this one, it was recently decided to have two more zones. So it's like, OK, well, didn't have that in the plan but we'll figure out how to kinda get that in. Everyone on the production side and definitely on the dev team is very committed to make sure the content is great, so we want to make sure we give the devs time to iterate and explore and try to figure out what's going to make this game great and going to make the expansion great, because that's a core philosophy at Blizzard.
How do you divide the work between working on live content like patches and working on an expansion at the same time?
It can be tough sometimes, but we know the number of patches we want to do sometimes -- or most of the time, I want to say. Sometimes we will get a patch thrown in where it's like, "We really need to put something out that's really cool," but in general, we have a good sense of "Here's the scope of content that we want to do for the patches so we can block out time for that, and we kind of have a good sense of what the scope of the expansion is as well." So we try to carve out chunks of time.
We do a bit of hopscotching between different types of content, so we'll work on patch content for a little while, or some of the team will work on patch content and the other parts of the team will work on expansion content. And then we have an even different set of the team that is working on live content, making sure things are running well, things are bug-free, and addressing any issues that come up that are live at the moment.
People who like to complain on forums --
Wait, wait wait wait. We have people who complain on forums?
I know, right? They say that there is an A team working on expansion stuff and then a worse B team working on live stuff. I take it that that's not the case at all?
That's not the case at all. It's the same team. It's a very, very solid team that has a lot of experience making this game, and they are able to flex between current live content and future content and near and far future content. So it's all the same team; it's just a question of shifting gears between different segments of the team.
It's definitely a pipeline, to some degree. You have to have an order of operations -- you have to have certain things done before you can move on to other things. I think it just kind of varies along the way during the process. You might have the level designers, who are working on a particular zone or something, and the quest designers are working on either modifying quests that are existing in live or existing in very close patch content is coming out, because they can't really work on what the level designers are doing until those guys are done. It's kind of an order of operations thing. So we try to move people around so that it makes sense that they are working on the most important thing at that time.
You had sort of convenience features introduced in Wrath and then refined in Cataclysm, like you went from Dungeon Finder to Raid Finder to building up Dungeon Finder into something not only worth doing but kind of a core component to the game. In Mists, you have an absolute ton of features being added, way more than we've seen in previous expansions. How do you decide what features get tabled and what features stick around?
It's tough because we fall in love with just about everything that comes up. With that said, I think we are also our biggest critics. I think that we strive to make sure the thing that we're putting out fits into either the philosophy of a particular expansion or the general philosophy of "make it awesome, make it great" before it goes out, that kind of thing. There are a lot of features our design team -- you know, they're complete rock stars and they're very smart, so they come up with some great ideas, and we look at each on of those and try to figure out how they fit into the expansion that we're trying to make.
But it can be tough. I mean, it can be hard to say, "Well, that's an awesome idea. I don't know if we're going to actually be able to fully bake that or give it the love that it needs to get that out there into the world, so we might want to wait." But the beauty of this whole thing is that WoW is a snowball, right? It's getting bigger and bigger the farther it goes down, and if you can't put it in now, there's definitely an opportunity to put it in later -- and the evolution of the game makes it one of the most incredible games ever.
Features like Dungeon and Raid Finder weren't even core expansion features; they were stuff that were patched in later, which bodes well for the production process.
Yeah, and I think it speaks to the fact that Blizzard has a very strong relationship with its players and the fanbase, right? Some of those ideas come from the players and they're like, wow, wouldn't it be cool if we had this kind of thing, or if we had the ability to do this, or if I could play with my buddy that's on a different server? That'd be awesome, (that) kind of thing, you know? So we listen to all that and we try to figure out how to make that work with the technology that we have and how can we make that work in a way that's not going to disrupt the culture and the style of gameplay that we have, and really try and give the players the things they feel are going to bring them more enjoyment.
I tend to read WoW forums as part of my job, to see what people are talking about, ideas for articles, content for the site. When we were talking about this press event, not "we" and not me but other people had bets going about what feature talked about at BlizzCon was going to be cut before it got to press -- and a lot of people said Pet Battles. You know, they figured that was something that would end up Dance Studio'd, whatever. I was pleased to see it was still on the table and apparently functional. That's a pretty big undertaking -- it's less using in-engine assets and more like creating something out of whole cloth for use in the game. Cory said that this is really the first minigame, so how have you guys handled that process?
We look at the scope and the size of WoW, and there is definitely areas of WoW that are not widely utilized as other areas, and we felt like pets was one of those things because everybody collects these things. Everyone has pets of some degree or another, and it would be great to associate some sort of gameplay with those, so what did we have to do to make that happen? Our designers sat down and came up with some cool ideas, and we started to flesh that out.
And the more we played with it, the more fun we started to have with it, and so we thought "This is going to be awesome," and it's not something that is required for players. It's something that people can do on their side time or if they're waiting for a dungeon to start up or sitting around waiting for a guy to respawn. Then I think it's a fun little side minigame, and it's something that we haven't ever really done before, but it could be something players really enjoy -- and if it is, we will look for more ways to do something like that in the future.
What do you think about WoW's staying power? Obviously, with a game that's around for almost eight years and in development for much longer than that, there have to be challenges, and gamers are fickle types. Why do you think WoW has managed to be as big as it is for so long?
That's a great question. There's over 10 million people playing this game, and that number has definitely grown over the years. And I think that the strongest aspect of WoW is that not only the quality of the game and the fact that Blizzard really wants to make the content amazing and fun, but also just the player community and the relationship Blizzard has with the players and that sense of communnication and relationship in terms of making sure we're listening to what they want and they are aware of what we want to bring to the table with this new stuff.
So I think the biggest strength is that sense of community between Blizzard and the playerbase -- and then you layer on top of that just a great game. I think that's really the key to success overall.
What's your favorite addition to WoW in Mists of Pandaria?
I'm really looking forward to running some of those dungeons. I think they are going to be a lot of fun. I've felt like up until now, it's every expansion that I've played is save the world, everything is coming to an end, we have to kill this guy, this dungeon boss is gonna take us all down... I'm kind of looking forward to maybe saving the beer on this one. Kind of getting the brewery back working again and doing some of that stuff. I think the tone is a little bit different. There's plenty of conflict, there's plenty of vicious enemies that you'll run into in Mists of Pandaria, but I think exploring the new continent and the tone that we took with some of this is going to be a lot of fun to play through.
I was just recalling that my favorite part of vanilla WoW and especially in The Burning Crusade is that sense of adventure, somewhere totally new, being able to explore and interact with these new cultures and new architecture, stuff like that, and it really looks like Mists of Pandaria is delivering on that -- that same old-school adventuring.
We hope that's the case. We learned a lot of lessons coming out of Cataclysm too, and I think that we want to help players adventure and explore the way they want to do it, so we've opened up the questing world too so that you don't have to do things as linearly. We took out a lot of the phasing stuff we did in Cataclysm. It feels like the players will be able to go at their own pace and choose your own adventure thing along the way, so it'll be a lot of fun. Players will have a lot of fun doing it.
It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!Filed under: Blizzard, Interviews, Mists of Pandaria






Reader Comments (Page 1 of 1)
Nate Mar 19th 2012 10:44PM
Exploring new regions isn't often one of those things that you say you do. You say that you raid or you PvP or you level alts. But, the more that I reflect upon it, the sense of wonder and exhilaration that comes with stepping into this fantastic new land and having your breath taken away at the scope and the beauty and the possibilities is really what makes the game for me. When Wrath came out, I fell in love with Northrend, and not having a proper continent to discover in Cataclysm was really one of the downsides to the expansion in my opinion. I'm looking forward to adventuring around Pandaria.
Jordan Mar 20th 2012 12:09AM
"When Wrath came out, I fell in love with Northrend, and not having a proper continent to discover in Cataclysm was really one of the downsides to the expansion in my opinion. I'm looking forward to adventuring around Pandaria."
I totally agree with this, 100%. Having a new continent to immerse yourself in is part or most of what makes WoW work. But I think there *was* a new continent in Cata, but it was 1-60 together with 80-85 that made the continent.
The great tragedy of Cata is that player expectations were not in line with what the expansion really was: the meat of the expansion was the revamped 1-60, which was enormous, sweeping in its changes, and really well done. For me to do literally every single quest, and love it, in zones like Feralas, Desolace, Darkshore, Westfall, etc, really testifies to the fact that they produced A LOT of solid content.
80-85 in contrast was smaller in its content, and probably not as consistently delivering (even postmortem interviews with devs revealed that the 1-60 was intensely focused on, resulting in less development time to spare for 80-85). But the player expectation was that 80-85 was THE expansion, and the were anticipating some monstrous new questing area like Northrend or Outland. Expect it wasn't. The monstrous new continent was vanilla Azeroth herself, and the 80-85 experience was constituted by a small sprinkling of zones.
Jordan Mar 20th 2012 12:19AM
"Exploring new regions isn't often one of those things that you say you do. You say that you raid or you PvP or you level alts. But, the more that I reflect upon it, the sense of wonder and exhilaration that comes with stepping into this fantastic new land and having your breath taken away at the scope and the beauty and the possibilities is really what makes the game for me."
I really think that what makes good dungeons so memorable and exciting isn't even necessarily the mechanics or the dungeon in and of itself, but the atmosphere of the new continent and how the dungeon is built into that.
Hellfire Peninsula was menacing and stark, and particularly jarring (in a good way) as it was the inaugural zone for Outland. Whereas in 1-60 our greatest fears were maybe a rogue wandering elemental or band of murlocs, in Hellfire we had 200ft tall Fel Reavers belching fel smoke and grinding skulls into the dirt, and blood lusting fel orcs carving people to mince meat in berserker rages. In that context, the Hellfire Citadel dungeons/raids just felt *amazing*. You really felt like killing all those damn orcs mattered.
I could say the same thing about the dungeons in Zangarmarsh, the same about Howling Fjord with UK and UP. The three icecrown dungeons especially!
It's the engrossing mood and atmosphere coupled with the dungeon design that makes them so much fun. Playing through Scarlet Monastery in Zangarmarsh wouldn't be any fun, and Shattered Halls in Borean Tundra would just feel out of place.
Mjv21 Mar 20th 2012 1:30PM
I could not disagree with you more. Respectfully, of course. Sure theres no new continents in Cata, but you can't really argue that the new zones they implemented didn't have a wow factor. I loved both Hyjal and Vash. Deepholm was really cool, as was Uldum. All four of these zones told an awesome story as well. I still love flying over Hyjal.
That being said I really am looking forward to more of the same kind of storytelling from Mists.
Al Mar 19th 2012 10:49PM
"so we want to make sure we give the devs time to iterate and explore and try to figure out what's going to make this game great, and going to make the expansion great, because that's a core philosophy at Blizzard."
I admire their ability to still say that with a straight face after Cataclysm.
seksivitez Mar 20th 2012 2:55AM
Al,
People like you make me shake my head. You have a terrible memory of what things were like before the expansion. Most of Cata's work was redoing the entire vanilla world, add new quests.. 100's and 100's, create 2 new playable races with new zones and still create the new zones, raids and dungeons for higher levels.
Sorry, but I do not call people names much, but you sir a freaking jerk who does not appreciate hard work.
Al Mar 20th 2012 3:19AM
Archaelogy.
Storylines they didn't try to wrap up and/or explain (Gilneas, Al'Akir's motivation, Neptulon's fate, Malfurion's return, Alliance Twilight Highlands intro, Southshore, Andorhal and Stonard retreats, Uldum magically moving from a cave to a world zone).
The "Epic Thrall questline" of getting ported around and farming elementals.
The "Who wants to see old-world NPCs return when we can make TV references" approach.
Forcing everyone into cities even more.
Awful, awful rail-roading.
Ramping up the "buy our books to know why anything happened off-screen" tie-ins.
Maybe I'm a grouch from the 2600 generation, but I prefer a late release with polish to rush-jobs (Dragon Age 2, I'm looking at you). Especially when they really should have done the revamp and the expansion separately for breathing space and better quality control. The whole thing was a giant falling from their "when it's done" mantra, and I just can't view it as something that was given the necessary time to make it work.
Andres Mar 20th 2012 4:20AM
Sorry, but I'm going to have to agree with Al's second comment in this thread.
I FULLY recognize the hard work Blizard put in to the revamp (even if I didn't always like some of the choices they made), but that revamp was NOT part of the expansion. We didn't pay $30-60 for the revamp -- the revamp was available to EVERYONE before the expansion even hit. The revamp was a massive content update for everyone, including people who were playing free-trials. I'd argue that our monthly subscription paid for that. And, to be fair, they DIDN'T completely overhaul the entire 1-60 game-world (Arathi Highland and Silithus and Deadwind Pass leap immediately to mind, as does the lack of phasing in Dustwallow). What they DID get to was frequently amazing, but that's not what we were paying for when we bought "Cataclysm".
The expansion we were given, the expansion we PAID for, was lackluster. Five levels of content (which I, as a super-casual player, finished in less than two months), five new zones (one wasted for the Alliance and the other wasted on a giant neutral pop-culture reference), two recycled Zul dungeons, etc. Blizzard even admitted that the expansion we paid for had several points which were slapdash (the Worgen post-Gilneas experience and the Alliance intro to Twilight Highlands, for instance) and decided they didn't need to give us what we were promised -- ie: what they'd sold us -- in the form of the Abyssal Maw/Neptulon's fate because they didn't feel like working on it anymore. They forgot to explain why Alexstrazsa and Nozdormu were suddenly present for Thrall's Quest, even though one was supposed to be near-death and convalescing and the other missing for years (seriously, NO-ONE in that scene reacts to Nozdormu's SUDDEN AND UNEXPLAINED return?), then treated everyone to a long quest about how awesome Thrall was and how we should all love him and how he's the best thing since sliced bread and oh goodie we got to witness his wedding! But they didn't bother to explain why Alliance characters should care about any of this.
Wrath & BC had their problems, but those expansions were both breathtaking in scope and execution. "Cataclysm" as an expansion -- "Cataclysm" as a product sold to us and distinct from the 1-60 universal free update -- was a huge disappointment.
Elysoun Mar 20th 2012 9:35AM
"We didn't pay $30-60 for the revamp -- the revamp was available to EVERYONE before the expansion even hit. The revamp was a massive content update for everyone, including people who were playing free-trials. I'd argue that our monthly subscription paid for that."
You must have selective memory when it comes to what comes with an expansion then. Because along the same lines changes to the talent system are also just regular pre-expansion updates (new systems have always come pre-expansion). Even some profession-related things. You needed Wrath if you wanted to level up a scribe, but if you didn't have Wrath it did not preclude you from being able to purchase/use the Glyph system.
Just because it is content that you don't value, doesn't mean that it isn't valuable to many other players out there.
byronius_prime Mar 20th 2012 9:50AM
Andres,
Nozdormu's return was explained in Twilight of the Aspects, as well as the aspects' short story, which was released a little time before (?) 4.3. Little nitpick there, but the info on him has been out there for some time.
Kuro Mar 20th 2012 11:32AM
Al said: > "Ramping up the "buy our books to know why anything happened off-screen" tie-ins."
Andres pointed out examples.
byronius_prime said: > "Nozdormu's return was explained in Twilight of the Aspects, as well as the aspects' short story...
THIS is the thing that ANNOYED the hell out of me most of all with Cataclysm. Not even to get the whole story, but to even understand the scattered quests and storylines that were given to us in game (*that we paid for*) -- we had to purchase tie-in merchandise.
I wish some of the WoW/gaming news outfits would have pressed some of the tougher questions rather than the usual softball questions, but... ya know, they want to get invited back next time.
Andres Mar 20th 2012 6:13PM
"Just because it is content that you don't value, doesn't mean that it isn't valuable to many other players out there."
I didn't say I didn't value it. In fact, if you read what i ACTUALLY SAID, I said i thought it was "frequently amazing." I LOVED much of the 1-60 update.
And yes, we got those pre-expansion content updates for BC & Wrath, but we also got far more content in the expansions proper than we did for "Cataclysm". The talent updates and Inscription weren't the centerpieces of BC or Wrath; they weren't the bulk of the expansions. They were fun additional add-ons made to improve the quality of game-life for everyone. This past expansion had less expansion content (as well as more half-assed things).
And as noted above, Nozdormu and the Lifebinder both reappear without explanation in the game. The game we paid for. THE GAME WE PAY FOR EVERY MONTH. It really doesn't seem like we should be forced to buy extraneous media just to find out what's going on in the game we're paying for.
Andres Mar 21st 2012 6:36PM
Further "Cata" fails:
1) The Horde openly commits atrocities against Druids/Cenarion Circle (Stonetalon Peak, anyone?); the Horde also openly slaughters Night Elf civilians, conquers their lands & desecrates their sacred forests. Meanwhile, the Cenarion Circle becomes a huge part of the story and a major faction. Neither side even acknowledges what the Horde has done. No grumbling, no sense of distrust, no promises of future reckonings. Nothing.
2) Malfurion is co-regent of Darnassus (status 1) & co-regent of the Cenarion Circle (status 2). Despite status 1, in his capacity as status 2 he's happy to work with the same people who are slaughtering his people, conquering his lands & desecrating his sacred forest all while butchering his fellow druids.
3) Malfurion shows up at Thrall & Aggra's wedding. He brings Tyrande in tow. Neither mentions what Thrall's people, led by the successor Thrall personally chose, are doing to the Night Elves. Ysera, guardian of the Emerald Dream & patroness of druids & Night Elves, also attends but says nothing about what Thrall's people & chosen successor have done to the natural world or her followers. The hero (us), who has also witnessed/participated in many of the Horde atrocities, also smiles politely and twiddles his thumbs.
4) The Zul rehashes, while fun, ended abruptly and without explanation. Despite the lead-up machinima, the arrival of Troll emissaries in the two capitals, and the intro quests, there's not even so much as a "I'll get you next time, Gadget! NEXT TIME!" once you finish the quests. Many players wound up convinced that those two dungeons were the entire Zandalari effort to reunite the tribes & reconquer the world; it's hard to blame those players, since Blizzard didn't really put anything into the game to indicate otherwise.
5) Blizzard touted the epic-yielding quality of Archaeology, but included only epic items which were outdated by the time of the first major content patch, and which were entirely dependent on the RNG; no further items of any quality were added throughout the expansion.
Chime in with your own!
Andres Mar 20th 2012 4:43AM
(To be fair, i should mention that I was one of the few fans of the Argent Tournament... So my tolerance for poorly-thought-out content is pretty dang high!)
Andres Mar 20th 2012 4:45AM
Dang you, Faulty Comment System!
Al Mar 20th 2012 5:00AM
Hell, I'm an Oceanic player so I became well used to Blizzard not giving two craps about me or my opinion in the last 5 years. Cataclysm, though, just wasn't up to the standards they've set since they began making games.
I'm just playing out the time-card I was given for my birthday (my brother still has faith), but I suspect I'm done after that. SW:TOR local servers and latency only in the double digits is a glorious thing.
Crablouse Mar 20th 2012 7:58AM
Because, you know, that George Lucas guy...now there is someone who knows how NOT to completely screw up a franchise
Crablouse Mar 20th 2012 8:00AM
above post meant as a reply to Al.
Al Mar 20th 2012 10:51AM
Oh yeah, he's totally involved in the game beyond cashing the royalty cheques.
(Granted, BioWare screwed the pooch on Mass Effect 3's ending, but that's another rant for another site..)