Skip to Content

WoW Insider has the latest on the WoW: Cataclysm expansion!

Posts with tag game-design

Blizzard's post-mortem on Cataclysm dungeons and raids

Blizzard recently released a blog from Dave "Fargo" Kosak that acted as a post-mortem for Cataclysm's quest design. Following on its heels is this entry from Scott "Daelo" Mercer, the lead encounter designer for World of Warcraft. In it, Scott talks successes (Dungeon Journal, Raid Finder) and failures (difficulty level of launch heroics) in the dungeons and raids portion of the game's third expansion and shares what he's looking forward to with the release of Mists of Pandaria. I'm definitely with him in anticipating challenge modes and PvE scenarios.

Read the full interview after the break.

Read more →

Filed under: Blizzard, Cataclysm, Mists of Pandaria

Guest Post: Into the future with user-created content

This article has been brought to you by Seed, the Aol guest writer program that brings your words to WoW Insider's pages.

One wonders how long World of Warcraft will remain viable. It is quite possible that my warlock will still be going strong decades down the line. Of one thing, however, I am certain: I will be playing some sort of MMORPG for as long as I'm able to tweak my spec. But will that game be WoW?

My friends and I muse about what it would take to switch to another game. That game would have to build upon WoW's legacy and offer something new and amazing to boot. Speaking of boots, I'd wager my Prelate's Snowshoes that the new game will be some incarnation of WoW itself, as Blizzard has proven so willing and able to adapt and grow with its fan base.

What makes WoW so popular and enduring? For starters, the game is so accommodating, with plenty to offer noobs and leets alike. Players can feel a sense of accomplishment from merely questing, while others can savor the challenge of working through multiple levels of high-end raid content. I can feel the delight of one-shotting a low-health rogue sneaking around the lumber mill or experience the soul-destroying chaos of getting quickly roasted in arena. And those of us with creaking, overworked CPUs are able to take part in the fun.

Read more →

Filed under: Guest Posts

Guest Post: The death of in-game interaction


This article has been brought to you by Seed, the Aol guest writer program that brings your words to WoW.com.

WoW's evolution has changed the course of both MMO game design and the landscape of the MMO player base in dramatic ways. By exploring the road most traveled, WoW has led the way from the roots of tabletop pen-and-paper RPGs and early MMO tabletop simulations into MMOs as virtual RPG themeparks.

Despite WoW's fantastic success on many fronts, in its evolution toward catering to the most common, casual style of play, it's removed much of the human interaction that made early MMO experiences special. Today's WoW is slick, seamless and streamlined. There is nothing one player can achieve that another player cannot also relatively easily achieve. Yet while players in today's WoW maintain that this thinly clad, egalitarian experience is "best," in reality, what we see is a continuous striving for distinction free from the confines of the game design itself. The ever-present GearScore sniff test has streamlined the need for player interaction to the point that interaction is barely needed at all.

In fact, it might be this very streamlining that has caused this MMO behemoth to slide away from the real magic of the early MMOs, to become a sanitized gaming experience that only barely acknowledges its need for virtual face-to-face gameplay. I miss the real interaction with my fellow players that speaks to the oldest traditions of what spawned MMOs: tabletop RPGs. I want player interactions to drive the game experience, from raiding to crafting to questing. The biggest villains and heroes of an MMO should be players, not pre-scripted heroes and playerless cut scenes. The next big MMO, I hope, can make this happen.

Read more →

Filed under: Guest Posts

Call for Submissions: What do you want from your next MMO?

The world of MMOs would be a very different place without the monumental presence of World of Warcraft. At this point, WoW has shaped an entire world full of gamers, setting expectations, conventions and precedents that other games will be struggling to meet (or dodge, or surpass) for years to come. What is WoW's legacy to you? Once you've logged out for the last time and are eagerly preparing to dive into the next big thing, what will you be looking for?

WoW.com is accepting article submissions on what you crave from your next big MMO experience. From playstyle to game features, community and social features to casual/hardcore balance, what do you want out of the next MMO you'll play? What has WoW whetted your appetite for that you'd like more of? What would you like to explore in areas WoW never ventured? Your article will clearly relate how Blizzard and World of Warcraft's legacy has shaped your ideas on what you'd like to play in the years to come.

Read more →

Filed under: WoW Insider Business, Guest Posts

15 Minutes of Fame: Psychologist and games researcher John Hopson

From Hollywood celebrities to the guy next door, millions of people have made World of Warcraft a part of their lives. How do you play WoW? We're giving each approach its own 15 Minutes of Fame.

What keeps gamers hooked on their game of choice? Chances are, it's an element of the gameplay that was teased out with the help of games researcher John Hopson. The experimental psychologist and beta program head for Microsoft Game Studios examines what makes gamers do the things they do and then designs ways to keep them happily doing just that -- most recently, in titles such as Shadow Complex, Halo 3: ODST and Halo: Reach.

All that, and he's a WoW player to the core. "I mostly play in the two semi-official Microsoft WoW guilds, and lately I've been a hardcore player in a casual's body," he notes. "My wife and I had our first child a few months ago, so we've both dropped raiding and have been levelling alts instead since that doesn't require a fixed schedule. So far, we're both up to 5 level 80s apiece. :)" We thought it was time to turn the tables on Hopson, a loyal reader and occasional commenter at WoW.com, and ask him for his perspectives on WoW from the inside out.

Read more →

Filed under: Interviews, 15 Minutes of Fame

Rob Pardo speaks about Blizzard game design

The tenth annual Game Developers Conference is in full swing in San Francisco, CA -- and yesterday included a panel by Rob Pardo, Executive Vice President of Game Design at Blizzard Entertainment. Pardo spoke about design philosophy and how Blizzard approaches it, sharing not only Blizzard's success stories, but where they failed along the way, and what they did to fix it. Blizzard's design philosophy follows some key elements:

Gameplay First: Before anything else, you want to concentrate the game on the fun. All aspects of the game -- the design, the mechanics of encounters, the quests and story are focused on making the game fun to play. Not only fun to play -- but fun to play for players, not developers. The challenge is to keep players jumping through the correct hoops, while making those hoops fun. Sometimes this involves making some changes -- for example, only night elf males could be druids in Warcraft III, but for the sake of making the druid class, something that sounded like all kinds of fun, they had to be made accessible to both genders, and both sides. So the lore was adjusted so that females and tauren could both be druids -- otherwise they couldn't have introduced the class at all. And that wouldn't be any fun.

Read more →

Filed under: News items

Patch 3.3 PTR: WoW moves towards shorter cooldowns

If you checked the most recent Patch 3.3 PTR patch notes, a comparison of spells would show that Blizzard has reduced a lot of spells' cooldowns by a notable amount. This makes a significant impact on the playing environment on numerous levels, as most of these spells on long cooldowns were long considered to be powerful abilities whose use were once thought situational.

These shorter cooldowns will see more abilities in play, figuring more into dungeons, questing, or world PvP. Most of these abilities still won't see action in Arenas, where the allowable spells have been limited to abilities with cooldowns below ten minutes (down from fifteen). The change appears to be a direct result of many spell cooldowns being reduced.

This continues a trend in shortened cooldowns, reflecting what Ghostcrawler said in one thread about how Blizzard "in general (has) been moving away from long cooldowns, anyway." Players saw this when the iconic long-cooldown ability Lay on Hands -- an inevitable Patch 3.3 candidate for a nerf -- became usable every 20 minutes from a formerly mind-numbing one hour. More abilities are now being adjusted to be usable more often and, when necessary, balanced accordingly. Check out the full list after the jump.

Read more →

Filed under: Patches, Analysis / Opinion, Blizzard

Is WoW being run by its B-team? Is that bad?


This post by Eric Heimburg on the excellent MMO design blog Elder Game, alleging that WoW is currently run by Blizzard's B-team, has ignited a fair amount of controversy around the blogosphere. The general argument appears to be that the people previously in charge of WoW, like Jeff Kaplan, have moved on to other projects. As a consequence knee-jerk changes are being pushed through very fast, without being sufficiently tested first. "Back in the day," claims the article, "QA held the game to a higher standard."

My reaction to these claims are mixed. Kaplan may not be in charge of WoW anymore, but I don't think that "the steady hand has left the rudder," or if it has, maybe a less straight-ahead course is a good thing. Changes may be getting pushed through very quickly - Ghostcrawler routinely refers to players getting whiplash from the frequency of balance changes - but in many cases, I think this is for the best.

Read more →

Filed under: Analysis / Opinion, Blizzard

The Queue: Waterfalls


Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft. Adam Holisky will be your host today.

There's a bunch of good questions in today's Queue: gold cap (including a little extrapolation by yours truly), boss level hit cap design, and voicing of a certain King of Stormwind.

(In my Casey Kasem voice) As for today's reading music, take a listen to the 1990's classic by TLC, Don't Go Chasin' Waterfalls. They totally turn into water elementals too, around 3:40 in the video.

Outdps asked...

"Is the gold cap per character or per account? Is there a gold cap for guild banks?" Bonus question: "What should the gold cap be?"

Read more →

Filed under: The Queue

Dedicated dual wield tree for Death Knights a possibility

A few days ago, Bornakk responded to yet another thread regarding dual wielding for Death Knights. I read it, shrugged, moved on with life, but I found myself digging up the thread again because I started to warm up to the idea Bornakk put forth: They're considering (that's the key word here) "something like making the frost tree the dual-wield tree" and letting the strikes hit with both weapons like Mutilate and Stormstrike.

Bornakk says balancing both Dual Wielding and 2Handers in each talent tree has been exceptionally challenging, and I think we've seen that firsthand. Talents aimed for one build make their way into another, and things quickly get out of hand. Turning one of the trees specifically into the Dual Wielding tree (whether it be Frost or Unholy or whatever) is something I can get behind, even if it runs counter to what they've been trying to do with the talent trees since the Wrath beta.

Read more →

Filed under: Analysis / Opinion, Death Knight

Kaplan on being the "Cruise Director of Azeroth" at GDC '09

Jeffrey "Tigole" Kaplan, former WoW Lead Designer who just recently headed off to work on Blizzard's new MMO, held a panel at the Game Developer's Conference earlier this week in San Fransisco called "Cruise Directior of Azeroth," in which he talked about some of the design decisions behind World of Warcraft, where Blizzard got their inspiration for a lot of the gameplay now made famous by the game, and even some of the mistakes they made in putting the world's most popular MMO together.

WoW Insider had correspondents there on the site, and they sent back audio of Kaplan's speech. We've paraphrased the salient points, and you can find them all after the break. There's some really interesting stuff in there, including the fact that in the past two years, 80 billion quests have been completed in North America's Azeroth alone, and just who is behind the frustration that is The Green Hills of Stranglethorn (hint: it's Kaplan himself).

Hit the link below to see what Kaplan told the crowd at GDC.

Read more →

Filed under: Warlock, Virtual selves, Blizzard, News items, Quests, Expansions, Classes, Death Knight

When is it fair for classes to share?

Recently an interesting thing happened in the world of game design. To non-WoW players, it may seem like a minor detail, but it really shows an insight into the way that Blizzard designs their games.

Rogues have, of course, been stealthy for a long time, and when word first dropped that hunters might be getting Camouflage in Wrath of the Lich King, we were pretty excited that some element of stealth might be added to our class too. Blizzard went back and forth on this ability, first putting it in, then taking it out, then putting it in again, and finally taking it out again. In the end they decided that it was just too similar to the rogue ability, and they didn't want to blend the classes together too much. This was about the same time that they gave rogues a new ability, called Tricks of the Trade, which looks a lot like the hunter's ability, Misdirection.

To one player who asked what was up with this unfairness, Ghostcrawler spoke up and explained some of their design philosophy. She started by saying that they have 10 classes now, and they have to add more in every expansion. The "lazy-designer" way to handle this kind of situation is just to find an ability that works for one class and just give it to another. This would end up leaving the classes without enough to distinguish them all individually, and it's something they wanted to avoid.

So why was Misdirection an okay ability to share, while Stealth was not?...

Read more →

Filed under: Druid, Hunter, Rogue, Analysis / Opinion, Classes, Wrath of the Lich King, Forums

Why WoW quests suck, and are awesome

Any poster that leads off talking about how Feralas is her favorite zone is a friend of mine. Cuppycake (great name there as well) has an excellent post up about questing in WoW (warning: some NSFW language). On the one hand, WoW quests are repetitive -- most of them are either "kill 10 rats" or "be my FedEx guy" -- and they don't tend to tie in to or have lasting effects on the broader story of the game (the current Shattered Sun story excepted).

But on the other hand, it's very fun (Cuppycake uses a different word than "very"). It's a bit hard to put my finger on it, but WoW quests (most of them, anyway) have that little extra something that makes for a very satisfying gaming experience. It's like getting a star in Super Mario Galaxy. A small fragment of lasting achievement is enough to make it feel worth doing to me -- as the post says, an objective is what I need. Give me something to work for and I'll do it, as long as it feels like I'm making progress, and it isn't too slow (I'm not the best at rep grinds).

Read more →

Filed under: Analysis / Opinion, Quests

Rob Pardo to speak at the 2008 Game Developers Conference

The 2008 Game Developers Conference is underway in San Francisco right now, and this means there should be quite a bit of gaming news and juicy bites to report on in the next few days. Blizzard's own Rob Pardo is there as a featured speaker, participating in a panel on the future of MMORPGs and giving a talk on Blizzard's approach to multiplayer gaming design. Hopefully that means we might even get a few pieces of new information about Warcraft and the expansion, or even beyond.

Our colleagues at Massively will be watching the whole conference closely, as will we, and we'll be sure to keep you up to date if Blizzard drops any bombshells of the Lich King variety or otherwise.

And speaking of conference news, Gamespot's posted more video coverage of the DICE 08 Summit, including Blizzard's presentation, which you can watch here.

Filed under: Events, Blizzard, News items

Damion Schubert (sort of) defends the raid mechanic

Allow me to state the obvious; raiding is an integral part of WoW's design. A lot of people think that's a bad thing. They'll say raiding is only for the elite hardcore, and that it alienates everyone else. Here's a shocker; Damion Schubert -- a renown MMO designer whose games have historically been pretty much the opposite of raider-friendly -- is not one of those naysayers.

He recently updated his blog with a strong defense of Blizzard's decision to emphasize raiding. You should read it for yourself, but the gist of it is that there are more raiders than you think, that players of a PvE game want a PvE endgame (as opposed to a PvP one like the Battlegrounds), and that because raids are re-playable content, Blizzard gets more bang for its development buck.

His ultimate point, though, is that Blizzard focuses on raiding content because that's what players want. But I wonder if a lot of those players, especially the more casual types, would want something different if they were aware of other options. And Schubert suggested that there are alternatives. What are they, and do you want them, or are you perfectly happy with working your way up to Black Temple?

Filed under: Analysis / Opinion, Raiding

Around Azeroth

Around Azeroth

Featured Galleries

Mists of Pandaria Beta: Ruins beneath Scarlet Halls
Mists of Pandaria: New warlock pets
Female Pandaren Customization
Mists of Pandaria Screenshots And Concept Art
Mists of Pandaria Screenshots of the Day
Kalimdor in Minecraft
It came from the Blog: Lunar Lunacy 2012
It came from the Blog: Caroling Carnage
It came from the Blog: Hallow's End 2011

 

Categories