World of Warcraft 5-year Anniversary Interview Archive

by Aessina on January 02, 2010

Below are all the interviews I collected during World of Warcraft 5-year Anniversary, If you haven't read them yet, please read them now and you wil find so many valuble informations about WoW.

 


 

 World of Raids Interviews Greg Street and Cory Stockton

 

Kody: First of all, could you please introduce yourselves to our readers and what your role is on the World of Warcraft development team?

Cory Stockton: My name is Cory Stockton and I'm the Lead Content Designer on WoW, so I basically oversee the design and implementation of the zones, the dungeons, the cities, battlegrounds. Any kind of content that makes it in.

Greg Street: I'm Greg Street, I'm the Lead Systems Designer on WoW. My team oversees anything, pretty much with numbers in the game, so class designers, tradeskills, we also own the user interface, things like that.

Kody: Obviously not everyone has been on the team since the beginning. At what point in the development process did you two join?

CS: I joined the WoW team right about three months after WoW shipped. When I came in, the first thing I started working on was Blackwing Lair. The Vaelastrasz encounter, the gate door... all of that was happening when I came in.

GS: I think just after Black Temple shipped, but before Sunwell.

Kody: Cory, from a level design perspective what's your favorite area in World of Warcraft, dungeon or otherwise, and why?

CS: Oh wow, that's pretty good. Um, let's see... as far as dungeons go, to this day my favorite dungeon is Stratholme. And I think it's, the layout of that dungeon is great... it's got a front entrance, a back entrance. It's got the bastion so you're inside, outside areas where you're out on the streets. Wide variety of bosses, and beyond that it's just got an awesome story that fits in well with the universe. It's one of those dungeons I never really minded running over and over because it felt really great.

From a zone perspective it's really hard to choose a single favorite zone that I like. I'm pretty partial to the undead; I like a lot of the undead zones. Tirisfal Glades is one of my favorite starting zones in the game because it gives you an awesome sense of feeling about what it is, how the Forsaken came to be, what's happening. We really display it well there. It's definitely one of my favorite zones.

Kody: Greg, feel free to answer as well if you want to.

GS: Oh gosh, it's hard to... I was trying to think as Cory went through. There's so many. Upper Blackrock Spire always had a soft spot in my heart. Feels like a raid, plays like a dungeon, some really cool fights in there. Zone-wise, I always liked Zangarmarsh in Burning Crusade because it felt like it was a really well contained story.

In classic I guess, probably, the Plaguelands. Possibly something like Searing Gorge because I always liked having Blackrock Mountain hanging over the top there. Lich King, probably Storm Peaks which is such a really vertical zone with tons of story and lore, and just a lot of cool points of interest.

Kody: What would you say has been the greatest design challenge for each of your teams since you joined?

CS: Probably the biggest thing is trying to create enough variety of content that pleases everyone. I think that's probably the biggest thing because we're always looking to make sure that we've got raids for our high end players, you know, our capped players but we also want to make sure that we try to introduce something for people that maybe aren't raiding, like five mans.

And at the same point, when we look at the expansions we want to have something for new players as well. We want to have a new race that gets them going, or a reason to re-roll. That's the thing we're always challenged with, is how can we come up with enough things in one patch where we can have something for everyone. That's definitely always our goal, we don't necessarily hit it, but it's something we're always striving for is to try to deliver content for all the players. Definitely the thing we struggle with the most I would say.

Kody: Greg how about you? What about class design, or item design, or what have you.

GS: I think a similar answer is, we keep wanting to add new things to the game without it becoming too overwhelming. I mean we're looking now at Cataclysm, and thinking about... we want to add new spells to all the classes, but all the classes have a lot of spells already and they don't have a lot of free space on the action bar. So we think about, how do we keep adding new stuff to the game without overwhelming people, and kind of carving off a niche for each individual ability so we don't have a lot of like... oh, this is the ability that the class never uses.

Kody: I think you did a good job with that with the death knight talents, where certain abilities would replace your base abilities.

GS: Yeah that's not a bad way to go. We initially tried to avoid it, but the more I think about it, it kind of helps make an ability cooler without having another ability on your bar. It's kind of the same thing with the cat druid getting mangle instead of claw and things like that.

Kody: What are you most proud of seeing added to the game, or changed, since you joined the team?

CS: I would think that the biggest thing has been 10 man raiding. The changing from 40, to 25, and going all the way down to 10. As far as having a changing impact on the game overall, it's pretty huge about... it really reached the goal of that, which was to allow everyone to experience raid content in the game. That's a goal we've had for a long time, and we just finally started to see it come to fruition a lot more in Northrend. We saw a little bit of it in Burning Crusade, but in Northrend it's starting to happen, and we're really pushing for a ton of it in Cataclysm.

And it's huge for us, because we spend a ton of time on the raid zones and evolving the stories and doing, you know,  custom events and stuff. And that's content that everyone should be able to see, so it feels great seeing that a lot more people are able to hit that content.

Kody: If you could name one feature or change made since you joined the team that you never expected to be done, what would you say it is?

GS: Looking for group is a big one, equipment manager, and dual spec. I thought all three of those were a real uphill battle, and they ended up working out really well.

CS: Yeah, dual spec was one that I had wanted forever. And we always talked about it, and we always questioned how we would do it. I think another thing that came through is the mount changes that recently went through. Finally getting mounts down to level 20, you know when you think about what a mount used to mean to the game, how big it was, how expensive, and then you didn't get your first one until 40.

Getting that change through was actually a pretty huge deal... it seems really easy to get into the game, we just like changed a number. But there's actually a ton of design behind that about when the carrots show up, and getting a mount is one of our biggest carrots to the players. So I think that change was definitely huge.

Kody: Going through Stranglethorn on a mount is definitely better than on foot.

CS: Ohh yeah. I mean you look back and wonder, how did I do this before a mount?

GS: Or the Barrens.

CS: Yeah, Barrens especially. Now people are going to be used to it, and people will be like "Oh, well I was oldschool and did this on foot."

Kody: If there's one thing you'd like to go back and change before it could be implemented, what would it be?

GS: This is not necessarily a decision I made, but if we could do it all over again I think we would structure the talent trees a little differently. So like, maybe you would actually have to get 5 points in one tier before you could advance to the second one. They're designed to be so flexible that it's really easy for players to pick and choose, at the expense of where they can just skip over a talent that's not appealing and kind of tier through the best DPS talents in the tree. Part of the changes with Cataclysm should get at that a little bit.

CS: I think one of the changes I would do, and we're not doing anymore, is never make one single entrance zone for an expansion. The lessons we learned from Hellfire were many. As great an experience as it was, from a technical standpoint having that many players hit that zone at one time did not equal the experience that we were hoping. *laughter* Splitting that out with Northrend we thought worked extremely well, and it's what we're doing again with Cataclysm. So there were definitely a lot of lessons learned there.

Kody: Greg, what is it like interacting with so many players on a daily basis, all of whom seem to have their own opinions on the direction of the game? Is that taxing at all on you to go so in-depth into the philosophies of WoW's development?

GS: It's only taxing when I get into like Q&A mode because I feel like... things might be taken out of context or people misunderstand. Therefore something I could ideally write in three to five minutes takes a lot longer because you look at this word and see how they might possibly misinterpret that. I don't mind at all interacting with people, it's awesome to get so many passionate guys out there. You know... they love the game, they want to see it improved, they get confused over things and have questions. All that is awesome.

Kody: Looking back at the evolution of the hybrid classes, how happy are you with where they are now, given recent changes to discourage multi-role playstyles in a given spec? Do you think it's about time to get rid of the hybrid classification entirely?

GS: I'm not sure. I think there's different ways you can design it from the ground up. We really don't see a way that makes sense, to say make mages able to heal or rogues able to tank. Given that, we have some classes that can only do one thing and so they feel like they should be able to do it really well, or why have those classes exist at all?

I think people are pretty happy with the way it is overall, we're certainly thrilled that we've been able to kind of bring to life some of those specs that were not taken seriously for a long time. We're not there yet, but we're a lot closer than we have been previously, and we're trying to get a good direction. I'd love to see in Cataclysm where there's like 30 specs and you can pretty much pick any one you want.

Kody: WoW's anniversary as a whole isn't the only thing this month; Friday (November 13th) marked a year since Wrath of the Lich King's launch. What are you most happy with in the expansion, and what do you feel could be improved upon?

GS: Let's see, improved upon... I don't think our badge system, in the end, really worked out as well as we wanted it to. It became kind of complicated with all the costs and like, upgrading and downgrading kind of thing. Another problem I think is the health pools are a little low across the board, which has created some problems with the relative power of damage versus healing and things like that. If I could go back I'd love to see health larger overall.

As far as stuff that worked out well, heroic dungeons are back which is really cool. They were kind of skipped over on the way to Naxxramas but now people are really running them again for badges. That's really cool. And like Cory said earlier, even fairly casual players feel comfortable raiding and talking about Kel'thuzad and Yogg. Things like that are really cool and they feel like they're part of the story.

CS: Things that I liked that turned out really well, the whole concept behind Dalaran... something I was intricately close with and connected with... Dalaran was kind of my baby the whole time, and we really learned a lot from the Exodar and Silvermoon in Burning Crusade. We really thought that we needed a new capitol city and we pushed it, but it turned out in the long run that they didn't work out anywhere near what we'd hoped. So we kind of put all our efforts into one central place where everyone could do everything and really feel like a thriving spot. So I think that was a huge success.

Another thing we've really worked a lot on, and you've seen the changes over the entire year has been Wintergrasp. Wintergrasp was a crazy expedition into designing a pvp zone that's non-instanced, and at the time the popularity of Wintergrasp. Obviously the rewards there are great for players, the pvp is there, there's a lot of things we've changed and we feel like we've improved upon. We're planning to do a lot more with that concept in Cataclysm with Tol Barad, the next kind of evolution of that. But that's something that I think Wintergrasp overall has been a success with players, that they really liked it. Seeing that work is something that definitely feels good.

As far as things that didn't work, I think that the biggest thing for us was having kind of two endgame zones, having two level 80 zones. From a story perspective it was awesome... Icecrown had some of the best questing in the game, but sadly not enough players make it there because they hit 80 before they started doing it and went straight into Naxx. So that's something we've learned from also that we want to move forward with knowing that when we build a zone and spend all that time, we want to make sure it ends up being in the level flow so that players go and get a chance to experience that content. There's too much good stuff in Icecrown for players to miss it. So there's definitely some lessons to be learned there.

Kody: Yeah I agree, the whole Arthas quest chain where you actually play as him is awesome.

CS: Yeah, some of the best phasing in the game is done there in Icecrown.

GS: The whole Shadow Vault, stuff like that.

Kody: Content gating has evolved quite a bit over the years, from the early attunements for Molten Core and Blackwing Lair to the more involved Black Temple version, and finally the Sunwell Plateau and Crusaders' Coliseum systems. What were the advantages of these systems, and which would you say worked best?

GS: In terms of what we're talking about for Cataclysm, since we're doing it over again we'll get a chance to, I think players got into Naxx a little too quickly... it let them skip over a couple of tiers of dungeons and kind of set the expectation that every time you go to a raid zone you're gonna get these gigantic upgrades.

We would like to see players ultimately spend a little more time in dungeons, I don't think that means going all the way to a Karazhan style attunement. You could do something a lot simpler and you'll see a little of that in Icecrown, kind of related to what we did with the coliseum.

 

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  • World of Raids: Lead Content Designer Cory Stockton - The Creation of a Raid Dungeon

Walk us through the creation of a raid instance like Ulduar. When do your various teams come into play, and how much influence do they have on tasks they're not directly involved in during the creation process?

Cory: As far as the kickoff goes for Ulduar... Ulduar was something we were working on all through Northrend, and we kind of realized that we had the content we wanted to ship it. Then we're sitting there with Ulduar, so we had some time to go back to it and beef it up from what we originally had planned for Ulduar.

We kick off, you know... brainstorming names, story, we have Alex Afrasiabi telling us the background, what we need to get across to players. So we kick off there, and it comes to a level design phase where we lay everything out in 2D. You've probably seen this at BlizzCon; we use these 2D illustrator maps to plan the layout of the whole dungeon, figure out where the bosses are gonna be, what we're gonna do.

From that point we talk about it more, decide we like what we have and start building it in 3D in what we call a "block out." The block out is just a really basic 3D form of the dungeon that we can run around in and see what the first stage is like. With Ignis, we knew how the fight was gonna be with the water pools on the side, how far we wanted players to have to drag the adds into the pool.

So in an instance like that, we're able to lay out all of that in 2D to get a sense of feel for units of measure, and then we get it into the basic 3D form and we can actually go in and spawn him, you know we didn't have his model done yet right, but we could spawn him there and get a feel for if there needs to be any changes before we get the final art going. We do that individually for everything in the whole place to lay it out, figure out how much space we need for the fights.

From there we get the encounter team involved. The encounter team comes in and we have meetings on the actual fights individually, and at the same time the art team begins working on final art. Those two work side-by-side from there until the end of the dungeon, or the production time, whatever that might be. Some dungeons that are smaller, we can kick out in two-to-three months, but something like Ulduar that's huge can take more time -- up to four-to-five months.

And during that time, they're working on the fights in Stranglethorn Arena spawning Razorscale there, fighting him, getting it down for how it's gonna play out and what he does while the art is being built for that room. As things start coming in, we'll start putting things together... we'll start placing the creatures in the actual instance and do internal testing.

Everything goes through testing here, we have a QA team that does that, but we test everything ourselves in 10-man form with the encounter guys, Greg is in on that, Tom Chilton, Alex Afrasiabi, all of us. So we go through as players and get a feel for it. From there it's just tuning, we get feedback after every session and work on tuning everything.

Then it goes on to Greg's team where the item art is getting hooked up, filling out the achievements, which all of those falls under Greg's team.

So could an item guy go up to the encounter guys and say "Hey, I have this awesome idea for a boss fight," or a class designer say "This room would look really awesome with a pink elephant ghost hovering near the ceiling."

[Greg Street laughs]

Cory: Oh 100%.

Greg: We're super collaborative here, our offices are full of very open people and we're talking to each other a lot. If someone gets this crazy idea about something and champions it can often get it into the game.

Cory: A lot of times we'll see a model come in from art and they'll end up creating a weapon the creature is holding and one of the item guys will say "oh I want to drop that," and at that point a task will go in, the artist goes in and rips the weapon out of the creature's hands, scales it down to fit the races in the game and we'll actually use that as a weapon.

Like with Razorscale when we saw his model we decided we wanted to get a mount for that. We had no idea until the art came in for him, and we saw it, and it looked so good we decided we had to get it in as a mount. So a lot of times things just happen... we try to plan as much as we can, but sometimes we end up getting things, and we all play this game just like anyone else. So there's a lot of things like that, that come out even though we didn't start with it planned and using it makes it feel so much better.

 

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  • WoW Anniversary Site: Senior Producer Shane Dabiri

Former World of Warcraft Lead Producer Shane Dabiri talks about the conception, creation, and early reception of World of Warcraft, and how building a successful MMORPG has shaped Blizzard Entertainment.

Blizzard Insider: Just to lay out a bit of your background for the readers -- you were the lead producer on World of Warcraft, you’ve been with Blizzard Entertainment now for 15 years, and you started out working on the original Warcraft
 
Shane Dabiri: Yes, Warcraft: Orcs & Humans. I was one of the original beta-testers on it.
You were basically the first ‘producer’ at Blizzard, the guy who they based that role around.
 
I was. We had to kind of figure out what a producer was in order to give me that role.
 
When you started working on World of Warcraft, did you come on from the very conception of the idea, or did you join later in development?
 
There were actually two important milestones before I started working on World of Warcraft. I was the lead producer on Starcraft: Brood War. After that wrapped up, we were trying to figure out what kind of project I would go on to next. I was doing some localization work for Brood War, but then we started up a new team, working on a top-secret internal project. It ended up that we spent probably six months to a year on that game before we realized that it wasn’t any good and didn't live up to our standard of quality. We really didn’t have enough design focus on it and we didn’t have a full-time art team on it, so we ended up scrapping it. But we put together a team, so we started talking about what we would do next. Around that time, a lot of us were playing EverQuest. We were in the EverQuest beta, and we’d played it quite a bit. Our previous games had had an online multiplayer component to them, so we were used to the idea. We were very enamored with EverQuest, and it was an obvious evolution of where we were headed -- we thought we should do something on that scale. So we sat down and started to discuss making our own MMO. It didn’t start out as World of Warcraft, though. Initially, we were trying to figure out whether we wanted the game to be StarCraft, Diablo, Warcraft, or something else. After much discussion, we settled on Warcraft because we felt that the fantasy genre would be the most approachable to gamers in general.
 
It was in vogue with a lot of MMOs at the time.
 
We’d thought about a StarCraft MMO, but we figured that a science-fiction MMO would be a little less approachable. So we were excited to go down that path, and we transitioned the top-secret team to become the World of Warcraft team.
 
Was that a mostly well-loved decision? Was it like, “yeah, MMO, let’s do this!”
 
Within the group -- our really small team of ten -- we thought it was a great idea. The company didn’t necessarily think it was a great idea. Even though some of us were playing MMOs, the MMO genre was still a new paradigm for gaming.
 
With most games, you eventually beat them and move on.
 
Yeah, and you were done with it. Well, the whole point of MMOs is not that you’re supposed to say you won, or beat the game -- it’s that you have these many successes along the way. For me, and for Allen Adham, who was one of our co-founders, and some of the other guys on the team, we had grown up with EverQuest, Ultima Online, and with Meridian 59. We played Gemstone, where we spent 300 bucks a month on a text MUD. We knew that there was something about this genre that was going to break out, and it was just a matter of trying to convince the rest of the company that it was going to happen.
 
How did you do that?
 
It was very hard. I don’t think there was anything that we could say to convince them. We had to show them. To be honest, through our entire development, it wasn’t until we did our company alpha, and let the company play the game, that they really started to go, “Wow. Now I get it. This is actually really fun.” I have a really interesting story that I always share about our executive vice-president of game development and co-founder, Frank Pearce. Back in the day, he was one of the big naysayers. He was one of the guys saying, “Why the hell would I ever play this? Who’s gonna pay fifteen bucks for this? How do you win?” When we moved into our company alpha-test, he was there after work, playing it all the time, on the weekends, and he actually said, “this is really fun.” That’s when we knew we’d made it. If we could convince someone who was totally on the other side of the fence, to all of a sudden be on board, we figured that we’d created something really special.
At what point does the switch flip in your mind that says, “this is gonna be pretty big?” When did you realize that it was going to be a) a success and b) the success that it wound up being?
 
That’s a common theme with a lot of our games -- there’s always a point in development where we lose perspective after being so close to the project for so long, and we wonder, “This might not be good,” or “this doesn’t feel fun anymore.”
 
That’s a good question. We didn’t go into it thinking, “Let’s have millions of subscribers.” We went into it thinking, “Let’s just make a game that’s really compelling, that has persistent features, where you can level up your character, play with your friends from around the world, and live that MMO experience that we really wanted to have.” I keep bringing our Alpha test up because, until that point, I think we were really unsure of ourselves. We were thinking, “Is this going be any good?” That’s a common theme with a lot of our games -- there’s always a point in development where we lose perspective after being so close to the project for so long, and we wonder, “This might not be good,” or “this doesn’t feel fun anymore.” We went into alpha testing, and we had all these fears, like, “This part’s not done, that part’s not done, this part is horrible, people are gonna hate it,” -- we were just bracing ourselves for bad news. Well, we immediately started to get very, very positive results from people, like, “This is fun,” “I’ve never played anything like this,” or “This is amazing.” We thought that, since it was a company ‘friends and family’ alpha test, people were going to say that, so we prodded them, “Come on, there has to be something wrong with it.” We found out that they were being very honest with us.
 
Now, there were things wrong with World of Warcraft -- I’m not gonna say that it was perfect, but people were having a lot of great times with the game. The other thing that happened during the Alpha is that we really started to see where we should focus our time. Game elements that we’d previously thought would be incomprehensible, people understood, and they didn’t comment on those things, so we knew we’d done a good job there. The feedback really helped us solidify what we should work on next, and the things they’d told us they didn’t like, we were able to improve. The Alpha test lasted a long time -- this was in 2002, going into 2003.
 
What were the “big hits?” What were the things that people absolutely loved about the game, the things that they gushed about to you?
 
It was primarily the risk/reward system. It was the first time they were playing a Diablo-style game, in this perspective, with this rich world. I think the first thing that everyone started gushing about was when we added gryphons in the game, and you could fly from one end of the world to the other. That was a “wow” moment. Another thing that impressed people was the seamless nature of the world. There wasn’t a lot of loading, and people were like, “how did you guys make this happen? This seems like an engineering feat!”
 
To be honest, we did it by the seat of our pants -- none of us had ever made an MMO before. None of us had ever made a 3D game, or worked in a 3D environment -- it was a new endeavor for all us.
 
It seems to have worked.
 
It’s kind of like the moon landing -- the thing that never should have happened, but did. I look back at World of Warcraft itself that way. I could tell you mechanically a lot of how we got there, but, man, it’s amazing that we made it through.
What elements of the team and the culture saw you through all those challenges?
 
The one answer, for me, is naiveté. I think we were a little naïve when we were making World of Warcraft -- we really didn’t know what we were getting into. There’s something about being naïve when you go into something that you’ve never done before that lets you accomplish things you wouldn’t be able to do otherwise. You simply don’t know that you can’t, or shouldn’t.
 
What areas of the game do you think came through strictly because of naiveté, and your lack of cynicism?
 
I think the open-world, persistent nature of the zones. At the time, a lot of games were heavily divided into zones, but we only instanced our dungeons. The presence of the auction house was also a pretty naïve effort -- up until that point, most games had done open trade channels, and there was this fear that if we did auction houses, we’d ruin our community. With trade channels, people post their descriptions, they meet up, and there’s a bit of forced socialization. There’s a good side to that, but then there’s a tricky side to it too -- what if the guy scams you, or he doesn’t show up? You also have to be online at the same time as the other traders -- there were a lot of things we didn’t like about just relying on trade channels. When it came time to create the auction house, we didn’t know how exactly we’d do it with our servers, because there was a lot of data we needed to push around, but we saw that it made the game better, and we didn’t lose out on people wanting to interact with each other, because people still wanted to do that.
 
What’s your baby, your brainchild in World of Warcraft? What’s the thing that you’re the absolute closest to? It’s fair for you to say “the whole game,” but I’m wondering if there’s any one thing you fought for, that you had to have in.
 
Gosh, that’s a good question. You know, I’m gonna go out a limb. It’s even less about the game for me -- the game was an endeavor that all of us participated in, and I don’t think there was a whole lot of fighting on how to get my points in versus somebody else’s -- we all tried to get our preferences in. To me, what I’m most proud of is the team that we developed, the team that made that game. They were some of the most talented people I’ve ever worked with, but, at the same time, they had no experience working in this type of genre, and they still pulled it off. That’s the thing I’m most proud of.
 
Can we talk about the team a little bit? After The Burning Crusade, you moved on to work for a different team here -- what do you miss about working with the World of Warcraft team?
 
I miss the people. To me, there are a few things that keep people at a game company. First is the games, and the second is the people. I absolutely loved both of those things working on World of Warcraft. Leaving the game was actually easier for me to do than leaving the people. These are the people that I bled and sweated with in the trenches for five years of development and two years of post-ship. They’re people that became family members; the ones that you remember picking you up when you were down. They’re more than just co-workers -- they really became friends.
So, people notwithstanding, what do you take from working on World of Warcraft to your new team?
 
I take a lot more knowledge of what not to do with me. Even with World of Warcraft being the success that it is, we had to make a lot of mistakes along the way, and really learn how to do it right. I’ll be the first to tell anyone that it was not a perfect trip. There were a lot of ups and downs. We took a lot of false turns. All of that experience is invaluable to another MMO endeavor. It’s just something that you can’t really talk about until you’ve done it.
 
While you were working with the World of Warcraft team, did you guys have any interesting rituals or anything that might make for a good anecdote?
 
Whenever we shipped a product, we did a champagne celebration -- I think that’s something that everyone always looked forward to. That was always really fun. Every month we had birthday cake -- we have this all around the company, but we followed a tradition from when I first started at Blizzard of singing the birthday song. “Happy Birthday” is a pretty well-known song, but at Blizzard we kind of sing it a little differently. The Blizzard version of the birthday song has its roots from when we were a small company -- we were not very good singers, so everyone would sing it in their own key, at their own speed. They’d have to sing all the words, but that was it -- so when you’d hear us sing the song, it ended up not being “Happy Birthday” the way you normally hear it, but just a cacophony of sound, a big dissonant wail through the whole thing. That was an experience for any new person on the team.
 
Good answer. I want to move on to some broader questions. The first and most important one is “what is it about World of Warcraft that makes it as successful as it is?” It has its own coke cans, its own miniatures, it doesn’t necessarily feel like just a game anymore -- how did it get to that point?
 
We wanted World of Warcraft to have that same type of appeal -- we wanted it to appeal to anybody who came to the amusement park.
 
It goes back to who we are as gamers. We had such a diverse group of gamers at the company that like to play such a broad variety of games -- we were known for RTS games, but we still like to play every type of game out there. Part of the challenge for World of Warcraft is that we were trying to make this game for everyone. We weren’t able to make it for everyone, but we did try to make it as broad and accessible as possible. The analogy I always used is that we didn’t want World of Warcraft to just be ‘good rewards, heavy PvP’ or ‘good exploration, good questing’ -- we wanted it to be more of an amusement park. When you go to an amusement park, you have your carousels, and your fair games, but then you’ve got your thrill rides, your rollercoasters, and things like that. We wanted World of Warcraft to have that same type of appeal -- we wanted it to appeal to anybody who came to the amusement park. We wanted there to be questing, exploration, tradeskills, places for people to meet each other, dungeons, PvP, and massive raids. So we focused on a broad range of those types of activities, and then tried to make them as deep as possible. To me, that feels like a big part of why World of Warcraft is successful.

A second part of the success of World of Warcraft is the art style that we chose. With a lot of games at the time, 3D graphics were prevalent, people were trying to do bleeding-edge 3D graphics, and the problem with that is that they’re only bleeding-edge for that year. Next year, there’s always something new -- and that’s if your computer can even handle it. We decided that we didn’t want to chase that idea -- we really wanted to create an art style that was timeless. The art that we enjoy the most is more stylized, more 2D, and less realistic. We felt like we didn’t need a bunch of bells and whistles to make the game look the way that we wanted it to. Creating art the way we did in World of Warcraft made it more approachable. If a realistic-looking game is released, you and I -- core gamers -- will definitely try it out, but my mom, my sister, people like that won’t necessarily want to pick it up because it feels too gritty or too real. Something that’s a bit more tongue-in-cheek or a bit more whimsical can appeal to a broader range of people.

Has that success spiral created any pressure to put more and more stuff in to fulfill that amusement park approach? Where do you draw the line?
 
Yes and no. We always want to do more to make the game more compelling for people, but at the same time, there are lines we don’t want to step over. We’re still figuring this balance to this day. It’s been five years, and we’re still trying to make sure that we keep the game’s integrity. We try to be very careful about the types of things we include. One of our core values is “gameplay first,” which means that if it an addition doesn’t provide something fun and compelling for our players, it’s not important for the game.
 
Good answer. Did anything happen during World of Warcraft's development that took you completely by surprise?
 
Oh, many things. When we shipped the game, the industry leader at the time had a peak subscribership of 450,000, and we thought, “That’s a lot of subscribers; that could be a real success.” We wanted to at least do that many, but we were targeting twice, if not a little more than that. We thought, “Let’s shoot big; let’s set a difficult goal for ourselves.” We set a goal of a million players within a year of the game’s release. Well, we shipped the game, and within the first month, we had already reached that milestone.
 
The crazy thing about it was that we had a plan for how we were going to deploy the realm hardware: they’d deploy at such-and-such a rate, and we’d bought all these systems, thinking, “We’re so prepared, we’re gonna have the most awesome launch ever.” We had 100 servers that we were going to deploy over 12 months, and we ended having to deploy all of those within the first month. We just could not meet the demand.
 
Going through The Burning Crusade, there are elements of World of Warcraft that have changed -- progression and leveling, PvP and Arenas, adding in sockets and glyphs, the level cap change. What do you think is the most significant philosophical shift from day 1 to when you left the team?
 
I’d probably say PvP. We did quite a bit of stuff with PvP to make it more relevant to players and more interesting. Early on, we had an idea of what we wanted to do with PvP, but we never brought it to fruition until much later. We tried a few things along the way with the Honor System and Battlegrounds in the early days, and iteration is something that is core to who we are as Blizzard. We couldn’t just settle for what was out there, we had to improve upon it, iterate on it, take our players’ feedback and make it better.
 
What we’re doing with Cataclysm makes me feel really proud. By returning to the Old World, we think we can improve it using many things we learned in the last two expansions. Technology has advanced a bit, we have much better understanding of the development cycle, and we do a much better job in general developing new content. Cataclysm is going be a huge improvement to the game as a whole. All those Old World zones that everyone kind of left when they moved on to Outland and Northrend can actually be experienced in a new light.
 
Is there an Old World relic you’re particularly excited about?
 
I have to say that my most favorite zone is still Stranglethorn because it was the first jungle we’d done. With designing Stranglethorn, we really got to play a lot more with the art style, saw a lot more richness come out in the art, and it wound up being a really big zone.
Do you have a favorite moment from World of Warcraft as a player?
 
Yes. There are actually two -- first, when we took down Onyxia, and, second, when we took down Ragnaros in Molten Core. For a lot of people, that’s probably a memorable moment, but for me even more so. We developed it, we tested those areas, and people think, “Oh, yeah, they tested it, they know everything about it, they’ll just waltz through there…” I don’t remember how many times we wiped, but we were looking up strategies on forums from players, even though we knew how the encounter was tuned! The moment we did it, it was such a sense of achievement for everyone in the party; it was if we were playing someone else’s game. It meant a lot that we could get that type of feeling out of our own game. Out of game, it would probably be the Fry’s Electronics signing -- we were worried that nobody was going to show up, and then we got there and there were thousands of people around the building, and people had come from cross-country, even from other countries just to get to this signing. It was really humbling. We were there until 5 or 6 a.m., we ran out of boxes, and we had to send a car back to our office to get more boxes from our own supply. The thing is, I wanted to make sure that every single person that came there got something, a signature or something -- but it was fun. It was rewarding, like when you make a good meal for somebody -- it doesn’t feel like work.
 
Can you describe the high point of your time working on World of Warcraft?
 
...when I first started at this company, I would never have thought that ten or twelve years later I’d be at that point, that I would be sitting there talking to ten thousand members of our community.
 
I don’t know if it’s so much for the game, but a personal high point for me was our first BlizzCon after launch. When we first started the company, we went to CES, the consumer electronics show -- we were debuting Warcraft: Orcs & Humans there. We had a 10x10-foot booth, with a 36-inch TV on this media cart, showing the cinematic. There were a few of us manning the booth in our Blizzard shirts, and people would come and ask us questions -- first five, then ten, then a crowd, and we were in awe, thinking, “this is so cool, we’re making games, and we have a booth!” At the first BlizzCon, having ten thousand people show up in the Anaheim Convention Center -- when I first started at this company, I would never have thought that ten or twelve years later I’d be at that point, that I would be sitting there talking to ten thousand members of our community. We probably could have invited twenty or thirty thousand with the way that those tickets sold out -- it was unreal. We had never gotten into this business because we wanted to be rock stars -- we’re gamers first, and we wanted to make games that we’d enjoy, and that people would love to play. To talk to the community, and hear their admiration for the game we created, was amazing and humbling. All the toil and sweat, blood, tears, ups and downs, five years of development,-- this is what it was about. That was probably my highest point.
 
What do you see as the legacy of World of Warcraft? When, 20 years from now, people are reading game development textbooks, and they come to the page on World of Warcraft, what is it going to say about the game?
 
There are so many things, things that I won’t know for the next 10 or 20 years. I can say that we revitalized a genre that people thought was too expensive, and not lucrative enough to get into. At the time, a lot of people were trying MMOs, and their success was limited. When World of Warcraft came out with millions of subscribers after five years, people saw the possibilities. If you do things right, appeal to the amusement park style of gaming, create an environment that’s open, appealing, and makes people laugh and smile, there’s immense possibility.
 
Another thing that’s been huge for World of Warcraft is that it’s done a great job of bringing people together. I always hear stories of families -- Mom lives on the east coast, her son lives on the west coast, and the way they communicate with each other is through the game. I also hear stories about people who met their spouses in World of Warcraft. We weren’t making a dating service or a phone system -- we were making a game, but, at the end of the day, it ended up becoming more than that. A lot of times, people don’t just log in to turn in a quest or go kill a gnoll -- they log in to see what their friends are doing. That’s probably the biggest legacy of this type of gaming -- you can play a game and still have it be a social experience.
 
Thanks, Shane.

 

 


 

WoW Anniversary Site: Questions with key Blizzard staff

 

The story of how the Warcraft universe has grown over the course of the past 15 years is every bit as epic as the Warcraft games themselves. In the following video interviews, the people who shaped Warcraft were asked two simple questions: one about the moment they realized Warcraft universe was something special, and one about a personal moment while playing any of the Warcraft games. We captured their answers, and we would like to share their memories with you.

Read the full interview here

 

 


 

WoW Anniversary Site: Questions with key Blizzard staff

 

Ever heard of a little game called World of Warcraft?

It's one of those fancy computer games all the kids are playing these days. In fact, there are 13 million kids and adults that play World of Warcraft on a regular basis. Let's just hope they don't band together and form their own country.

Since we're approaching the 5 year anniversary of the game's launch, Morgan Webb went down to Anaheim to interview a few of the guys at Blizzard who started the MMO sensation that became World of Warcraft. First, take a gander at part one of her interview with Game Director Tom Chilton where he discusses what his primarily role was within creating the prolific, Blizzard MMO experience and more. 

In Part 2 of 2 of Morgan Webb's interview with Tom Chilton, he revisits the amazing turnout for the original game's launch at Fry's Electronics and what it was like in the Blizzard offices during those first few days.

Ever wondered who was responsible for all those memorable PvE moments in your travels in World of Warcraft? Morgan sat down with Blizzard Lead World Designer, Alex Afrasiabi, to discuss all things WoW quest line-related.

Former World of Warcraft Game Director, Jeffrey Kaplan (aka Tigole in the MMO world), chatted with Morgan about his long-lasting hand in forming WoW. why Westfall is his favorite zone and even touches on Blizzard's next big MMO project.


Watch videos of the interview here.

 

 


 

G4 TV: World of Warcraft 5-year Anniversary Blowout Part 2

 

Have you finished watching Morgan Webb's World of Warcraft interview blowout? We hope not. Let's not kid ourselves. WoW is a massive game and to do it justice, we feel the need for a second set of interviews to satisfy that massively multiplayer online hunger.

First off the bat, listen in on former Star Wars: Galaxies developer, now turned seasoned Blizzard production director, J. Allen Brack, as he chats about his storied fanboy past with Blizzard and how he has progressed into a key development member for World of Warcraft

Then, Morgan Web visits the long-time (15 years running!) Blizzard production veteran Shane Dabiri to chronicle his rise through the Blizzard ranks and the inception/progression of the MMO behemoth WoW franchise.

Whew, that's a lot of, well... WoW

Watch videos of the interview here

 

 

 


 

TankSpot: Production Director J. Allen Brack and Lead World Designer Alex Afrasiabi

 

Lore and I were given the opportunity to speak with Alex Afrasiabi (AA), also known as Furor, the Lead World Designer of World of Warcraft, and J. Allen Brack (JAB), the Production Director for World of Warcraft. We tried to keep focused on subjects important to the five-year anniversary and the long-term challenges and successes they've dealt with.


Can you expand a little bit on what your roles are in the ongoing production of World of Warcraft?

AA: Yeah absolutely. I am in charge of encounter design, quest design, and everything that falls in between those two things, which is spawning creatures and dungeons, and essentially the story and feel of the world.

JAB: I'm responsible for the production and operation of the game. I have a partner, Tom Chilton, who's the game director, and between the two of us we effectively run World of Warcraft.


What has been your biggest thrill during the development and release years of Warcraft?

AA: The biggest thrill for me was in Lich King with the advent of the Death Knight starting area. Seeing that come together and seeing that format actually work.

JAB: For me, it was shipping Wrath of the Lich King. I felt like it had a really strong story element. It had a really strong interplay between Warcraft 3 so it was a long story we'd been telling from a Blizzard point of view. Launching that game with the Death Knight starting experience and the experience with Arthas and the dungeons was just an awesome achievement.


What major goals did you set in the first year of World of Warcraft?

JAB: The first major goal after ship was to get the service stable and up and running and allow people to actually play the game.

AA: That was our primary goal. We had the content, we had a fun game experience that I think everyone really enjoyed, but the biggest challenge by far was getting enough servers up and getting the service available to players.



What do you feel are the biggest successes you've had with increasing accessibility to newer players since release, both in leveling and in raiding?

AA: We've changed our model a few times. Leaving Burning Crusade we had, talking about raiding, Sunwell. Sunwell was something that really was the territory of the top 1% of our playerbase. We spent a lot of time on Sunwell. It was kind of a cold realization, even though we'd felt it before, we spent a lot of time, we had a lot of very passionate, talented individuals working on the game, and they love the game and they want players to enjoy the game as well, and that was one of those ones where it was, "Sunwell is awesome!" It really was an amazing instance and we would have really loved for more people to see Sunwell.

So what we really went into Lich King with was, first and foremost, that we want our players to see our content. We want our players to be able to experience our content if they so choose: if they're a raider and they want to raid, we want to let them raid; if they want to do dungeons and heroics, we're going to let them do those. That was the big win for us, because Lich King did do that, and we think Lich King has done it well.

JAB: I totally agree with that. I think the popularity of Karazhan was kind of a moment for the team, because for a certain amount of time Karazhan was probably the most popular piece of content we had ever made. Just the realization of how excited people were about 10-person groups and 10-person raids was really a big philosophy changer for us on the team. That definitely led to the 10 and 25-man split on all Lich King content and all future content, because we want players to have the ability to experience content at the raid size that they want.

Those two decisions really go hand in hand.



Are there ways you think you can improve on this for Cataclysm?

AA: I'm gonna guess we'll surprise you. I think there's always ways to improve upon -- one of the great things about working here is we're allowed to make mistakes, and we do mistakes, clearly, and learn from them and improve upon, so I think we'll take whatever mistakes that we've made -- and there are a few -- and use those going forward with our raiding and dungeon philosophy into Cataclysm, and hopefully make it a better experience for the players.

JAB: Yeah we're trying some stuff with Icecrown, specifically in regards to looting, that is sort of an aberration from stuff that we've done before. Everything we've done is just a revision of what we've done before in terms of that stuff and I think that's going to inform a lot of the decisions we make in Cataclysm in terms of itemization and loot and how that works together.



This question comes from Xav of Premonition: How important high end raiding competition is to the overall health of the game, and how has it affected its growth over the years?

AA: I can tell you high end raiding is what birthed raiding in this game to begin with. Jeff Kaplan and Rob and myself and a few others were huge huge raiders in Everquest, and so that was a playstyle that we all really loved, and it was something that we wanted to see in WoW. The social aspect of it was really one of the big things there. You'd get all these people together and they'd cooperatively work towards a goal and the end result was very gratifying. And so, yeah, that's part of it right there. But we continue to honor high end raiding by continuing to have it. We try, I think with the splits now and the heroic difficult, we try to cover our bases now. We try to cover the lower end tiers and allowing access to all content, but at the same time, if you're a hardcore raider like Xav is in Premonition, we do provide the challenges for you as well. You can pick and choose what you want to do. You can get in there with the Lich King in under 15 attempts and hopefully take him down and we'll see how that goes.


What are the hardest decisions you need to make with new zones and cities in Warcraft?

AA: I think the hardest decisions is always... You don't want to stop. We love what we do and we want to always improve on things, and especially when you're going back through Cataclysm trying to bring up the old world and make all these great changes, the hardest part is knowing when to stop and knowing when enough is enough. It's good enough, it's great enough, but designers want to redo everything! It's not feasible, unfortunately, given timelines, but that's the hardest part for sure.

JAB: Yeah, we always want to do the greatest thing we've ever done. Since we want to make every zone the best zone we've ever made, that gets to be a problem when you're talking about the number of zones we've made and the number of zones we need to work on.



How do you keep making the new zones fresh and interesting, rather than "just another desert zone" or "just another mountain zone?"

AA: We have a lot of brilliant people here, honestly. I mean, we have a lot of passionate people. One of the things, it's interesting, is that all of our designers play the game. It might sound strange to hear, but it's something that does become a problem at times. They play the game passionately, with multiple characters, through multiple factions, and they all know what needs to be done. It's a strange thing, but it's wonderful working with them. We definitely have an eye out for 'the new,' you know, so if we're going to put a desert zone out we want to make sure it's a desert zone you've never seen before. So while we're not prevented from doing that, we want to make sure that you're going to get something amazing every time.

JAB: I don't think anyone ever comes to the table with the idea of, "I've got an idea, let's do a desert zone!" They come to the table with, "here's this one piece" of something completely awesome that they want to see in the game, and it goes from there. People will come up with ideas for individual little pieces that will eventually become a zone. We've always wanted to do an underwater zone: one of the things we've talked about with Cataclysm is Vashj'ir, the sunken city of Vashj'ir, how that's going to have a significant underwater component. We've always wanted to do that. People bringing up concept art, or different ideas of, "hey these are the things I want to see in the zone" is really... It's about those moments, those cool experiences that you want players to have, much more than it is about "let's create a desert zone."



How much do the concept artists inspire you guys to create something brand new... how often does that happen?

AA: Very often.

JAB: Yeah, all the time.

AA: It's very common. I mean, our concept artists are amazing, and I think it's a give and take, honestly, that we inspire them and they inspire us. It's a beautiful little circle.

JAB: You'll have the artist who comes in and says, "I have tried to envision this as you've described it," and wow, that's awesome, and we take the ideas to the next level. We'll have pieces come out that are with very rough, high level direction of "this is the idea for this zone, these are the kinds of things that we need to do, go off and create some neat concepts and let's see what comes back and see what we're excited about." That's a big part in it. We'll also do iterative concepts as things are coming together. We spent a lot of time doing what we call paintovers of Dalaran, where we take a screenshot of what Dalaran is today, and then artify that into a concept art format to give us the next step that we need to be reaching for.



After we've been adventuring in Azeroth for five years, what made you decide to blow it all up in Cataclysm?

AA: Blow it all up? [laughs] We're not necessarily blowing it all up. Certainly, yes, there are places that are blown up in a part. This was an easy decision for us. Well, I won't say easy, but it was a decision we went in with happily. It's the old world, it's wonderful in its own ways, but we've ... since the old world, since Burning Crusade, even since Lich King... we've elevated our design style to new heights. As we go through the old world and we play it -- like I said, we play a lot -- it becomes really obvious to us that it would be awesome if the old world met the standards we've set today. That was one of the big reasons going back, we wanted to make sure that the entry play experience -- the first 60 levels, or 50 levels, or whatever it might be -- are as good as Lich King, as good as playing through Lich King or even Burning Crusade. That's the big pull.

We'll blow things up when we need to. A lot of places have regrown due to certain issues and variances and things coming about with this Cataclysm, and we'll see a lot of that, too.

JAB: One of the first decisions we settled on was that we wanted to do two new races. And then the idea of having those two new races level up in the five-year-old level 1-60 experience was not very appealing. That also played into the decision, along with everything that Alex said.



What would you two like to see in the next years of Warcraft?

JAB: Interestingly, we don't really plan beyond the next few patches and the next expansion. We started the design for Cataclysm as we were wrapping up Lich King. Over the course of the next few months we figured out what the patch plan for Lich King was going to be and that's where we are right now. Right now we have a pretty good idea of what Cataclysm is going to end up being and we have some ideas for what some potential patches could be, but that's really about it in terms of stuff we've nailed down.

The real reason for that is because we're going to be much smarter about what the players need, what the game needs, and what the right decisions are once we ship Cataclysm, or once we get a lot more of the Cataclysm development done. Why go through the effort to make a 2-year, 5-year, or 10-year plan, or whatever, when you know it's going to get thrown away, because we're going to be so much smarter tomorrow than we are today. That's one of the things we say around here a lot is, "I don't know today, but I'll know... whenever we ship 3.3, we'll know how that turned out." And we'll be able to make smarter decisions about what the next step is.

AA: Yep. What he said. Totally true. Absolutely. [laughs]



Do you operate as a single team as you develop each new patch and each new zone, or are you split into subdivisions?

JAB: A lot of online game companies have done it different ways. The way that we do it and the way that we've really always done it is one team. We've got one team that's working on 3.3 right now, and we've got some people on that team that are working on Cataclysm stuff, but the idea that we have is that we want to have one set of leadership that's sort of making the overall game decisions because we're not making patch content and Cataclysm, we're making World of Warcraft. We want everyone to be tuned in and dialed into that experience on both the patch side and the expansion side. Everyone is in the same boat, as it were.


As a franchise, Warcraft began as a real-time strategy game with Warcraft: Orcs and Humans. After three Warcraft games it moved onto the MMORPG genre. What do you feel the next step for the franchise is? Is there a possibility that it may return to its RTS roots?

JAB: We're really excited about the Warcraft Text Adventure. That's going to be followed up by the Turn Based Strategy Game. No...

The teams that we have help decide what it is that they're excited about making. The Real Time Strategy team that we have is currently working on Starcraft 2. Prior to that they were working on Warcraft 3 and the Warcraft 3 expansion. What we call "Team 2," which is the World of Warcraft team, started out actually making a different game called Nomad, and the team really got excited about making an online game, and making a Warcraft online game, so that's how World of Warcraft was born.

At some point, some team may decide, "Hey, we want to make a text adventure! Or a turn-based strategy game or something like that, and we want to use the Warcraft franchise, and this is how we could do it." Or the guys who finish Starcraft 2, they're working on that and they've got a couple expansions that we've announced for that, they may decide, yeah, it's time to return to the Warcraft franchise and start thinking about Warcraft 4. That's a decision for them to make, and is obviously years in the future.

The answer to your question may be a little vague, but it's really up to the team. The teams get really excited about stuff and when the teams are excited, great things happen. It's much more of a "what is the team excited about" as a decision maker as opposed to someone from on high saying "we will now make a Warcraft turn-based-strategy game. Go, excecute on
that!"

 

 


 

Allakhazam: Lead Systems Designer Greg Street and Lead Content Designer Cory Stockton

 

Celebrating the fifth anniversary of World of Warcraft is a surreal experience. Only yesterday, many of us were searching through store shelves in places like Target and Best Buy, yearning to find the world’s most coveted MMO. Now it’s five years and two expansions later, and people from all over the world are still seeking out the fantastical world of Azeroth.

Even though the game remains fresh through constant content updates, it has gone through a number of changes to its gameplay throughout the years. To learn more about these changes and the history of WoW, we interviewed Blizzard’s Cory Stockton and Greg Street, a pair of individuals who were pivotal in the creation of the conflict between the Alliance and Horde.

For Stockton, there were a number of memorable changes that have gone into WoW. “Dual specs, the transition from 40-player raids and the introduction of 10-player raiding,” Stockton began, “there’s just been a lot of changes that we feel were necessary to make to the game at certain points in the game’s life.”

One of the biggest changes to the game, at least in the early years of WoW, was the eventual transition to a more casual raiding experience. Although raiding is still considered to be the activity for the most intense players, compared to the early days of 40-player marathons - where it took just as long to bring people online as it did to actually run the encounter - the current raiding scene is much more casual. If you don’t believe me, have a listen to the
Onyxia Wipe Animation and you’ll see what we mean. 

We asked Street and Stockton when the idea to make raiding more casual really hit home. “We’d thought about it for awhile,” Stockton said. “But it really hit home for a lot of us with the introduction of Black Temple and Naxxramas... especially Naxxramas. We had worked on Nax for an extremely long time, and yet the numbers we saw were really low. It was something that only a handful of players saw, yet we’d put so much work into it.”

“That’s also one of the reasons why we decided to bring Naxxramas back in Wrath,” he continued. “We wanted players to see the content that we made.”

To put Mr. Stockton’s comments into perspective, imagine that you’ve just painted the most beautiful picture in the world. It took you months to craft – a little dab of paint here, some happy trees there – but your love object is in a remote region of Antarctica. It may be the most beautiful painting in the world, but people won’t ever see your work because you’re too difficult to get to. 

The other problem with 40-player raiding was the storyline dilemma – most of the game’s lore was tucked away in these encounters that no one really saw. In reality, how many people (back in pre-BC WoW) ever mounted Onyxia’s head on the pike in Ogrimmar? Even after the post-40 transition, players still weren’t getting to be a part of the most epic encounters – many downed Illidan, but not the vast majority.

“There’s been a transition to move some of the storytelling out of the raids. You can see that in action with our Wrath Gate questline,” Stockton said. “With Icecrown we’re doing a 5-player dungeon to allow players to feel they’re still a part of the Arthas storyline. You’ll be encountering famous NPCs [like Sylvanas and Jaina Proudmoore], the Lich King, and others.”

If you want a preview of what to expect when you’re running the dungeons, head on over to our MMO video series section –
the BFF Report – to check out the Horde side of things.

Humble Beginnings

While it’s easy to look back at World of Warcraft now and hail it as a blockbuster, originally the developers weren’t that certain. But their uncertainty was short-lived.

Much like the success of the Wii in recent years, players eager to jump into WoW were faced with empty store shelves when searching for a boxed copy of the game. For years, people wondered if Blizzard purposefully kept the number of game copies limited to drive up player anticipation, or if they were really not expecting the success the game would face.

You couldn’tfind boxes because we didn’t think we’d sell that many up front,” Stockton admitted. “We really didn’t think that people would be so eager to buy and try out the game. We knew that there would be growth and we’d add users over time, but I think it caught us off guard how quickly that growth happened. We needed to deliver content to keep those players going, so we expanded to meet those needs – but we didn’t have any idea just how big it would become.”

“At launch, I think the development team was 50-60 people, and now we’re pushing 140,” he added. “So on the dev side, we’ve tripled in size. “

Where do they think World of Warcraft is headed, now that they’ve seen the results of their labor?

“Initially, WoW was really designed for a few years of activity and then we expected to either be coming out with a new MMO or something along those lines,” Street answered. “But WoW just keeps going and going and there are no signs of it stopping. So we really don’t know what WoW will look like a few years from now, and we have questions that will obviously need answering when we get to them. Is it possible for our character classes to get to level 100? Can we keep introducing deeper and deeper talent trees? Should we keep introducing new spells and abilities to players?”

Speaking of spells and abilities, one of the major challenges facing the Blizzard team – especially with the introduction of the two new races (and therefore an introduction of new and returning users) – is the challenge of making sure players don’t feel left behind and aren’t intimidated by new things they need to learn.

In this particular area, both of the developers feel the game has improved over the last few years. “With Patch 3.3 we looked at a lot of improvements to that area,” Street said. “We’re looking at raids trying to catch up rather than having to go through the progression. We’re also looking at talent trees to make them more accessible to returning players.”

As it stands now, new players often have to go and do research on the current talent tree layout and make decisions based on what they think serves them the best. It can often be daunting to find that your level sixty mage’s talents have completely altered, making him much less of an uber-badass and more of just an ass when he gets into his first group.

 “Vanilla WoW” Players

Interestingly, one of the most vocal communities—at least in terms of being anti-Blizzard—has been those World of Warcraft players
who constantly yearn for the “vanilla WoW” – meaning the World of Warcraft that existed pre-Burning Crusade. Fabled “private servers” are rumored to exist, that give players a pre-BC and WotLK experience, but what do the developers think about these players?

“I think the old players are reminiscing about the thrill of experiencing WoW for the first time,” Street suggested. “They don’t remember the annoyance of not having raid symbols to mark targets or having the UI improvements that have been made over the years. The strategy now is to give players who want to try that the opportunity to do it – more and more players to experience it with. Everyone can go back and do these encounters.”

 “The achievement system has been the answer for a lot of those players… they can do things in the classic world and be rewarded for it.” Stockton stated. “They can do something that may be difficult, that may not be current content and still receive something for their efforts.”

Most Memorable Moment as a Developer

At the end of the day, both Stockton and Street were very happy to chat about their experiences over the past five years of World of Warcraft, and it’s easy to see that there is a loyalty to the world and its players that spans far beyond just “the game.” Perhaps nothing made this truer than when we asked Stockton what his favorite moment as a developer has been over the past five years.

It wasn’t a comment about the total number of sales or some figure about the continued rise of Warcraft. No, it was a comment about the fans.

“BlizzCon is the most memorable experience I’ve had,” Stockton said. “It’s realizing how much larger the game is than we actually believe. You see all of those people at BlizzCon, attending with family and friends. When you meet those people… you see the impact of what we’re doing.”

Congratulations Blizzard. Here’s to at least five more great years of World of Warcraft.

 

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  • Kotaku: World of Warcraft Turns 5: How Blizzard Built A Nation

 

 

World of Warcraft was launched five years ago today, and Kotaku is celebrating all week long, starting with a look at the Warcraft franchise's fifteen-year history with key members of Blizzard's development team.

World of Warcaft is important. The developers tell Kotaku they even dared to dream that they'd some day get a million subscribers. But to tell the story of the fifth anniversary of WoW, we first have to look at the game that started 15 years ago, Warcraft.

It All Started On Arrakis

In 1992, Westwood Studios released a game that changed the way real-time strategy games were made. It was Dune II, the first RTS to incorporate mouse movement, resource gathering, technology trees, and unique weapons and units per faction, all elements that are still being used in RTS games today.

The game caught the eyes and imaginations of several members of Silicon & Synapse, a game development studio that had mainly focused on porting games from other studios. After a brief stint as Chaos Games the studio took on the name Blizzard Entertainment in 1994.

As Blizzard art director Sam "Samwise" Didier explains it, the team's fascination with Dune II led directly to the development of its first blockbuster hit, Warcraft: Orcs & Humans.

"Back in the Jurassic period we all loved playing games like Dune II. We got inspired and thought this game was awesome and wanted to make something like it. We were all big fans of Dungeons and Dragons and Tolkien, and we wanted to make a fantasy world real-time strategy game."

Taking cues from existing titles was the norm for Blizzard in the early days. Samwise points to another early Blizzard title, The Lost Vikings, which was born out of the team's love for PC puzzle game Lemmings from DMA Design, the studio that would go on to become Rockstar North of Grand Theft Auto fame.

So Blizzard took the formula established in Dune II and expanded upon it in Warcraft: Orcs & Humans, adding goals beyond simply building your army and decimating your enemies. Players found themselves rescuing friendly forces from enemy camps, assassinating key members of the opposition, and rebuilding ruined towns. It was also the first RTS game to feature hand-to-hand combat and magic.

One more important innovation was borrowed from a decidedly different sort of game – Doom. Inspired by the fun of playing Doom together, Blizzard added the ability to play multiplayer battles via modem and local area network to Warcraft: Orcs & Humans, a feature that would become a key feature of the RTS genre.

Expanding The Story

While Orcs & Humans laid the groundwork for games to come, it was relatively light on story. Blizzard rectified that oversight with the game's 1995 sequel, Warcraft II: Tides of Darkness, elevating Azeroth from game setting to fully realized fictional world.

The game saw the Orcs and Humans gather allies in the Trolls, Goblins, Elves, Dwarves, Orcs, and Gnomes, laying the foundations for the Alliance and the Horde as we know them today. The game and it's expansion pack, Beyond the Dark Portal, introduced characters and locations that would play a large part in the games to come.

Tides of Darkness also expanded on the multiplayer of the original game. In 1999, Blizzard released both the game and its expansion as Warcraft II: Battle.net Edition, allowing players to engage in multiplayer matches over the internet using the Battle.net service introduced with 1997's Diablo.

Class Clowns And Failed Comedians

Along with solidifying the world of Azeroth and strengthening the foundation for the fiction that would grow with each new game in the franchise, Warcraft II also established another signature feature of the series: its sense of humor.

"We had lots of class clowns and failed comedians on the team," explains Didier. "We never really took it too seriously. We wanted really cool characters and events while making fun classic fantasy stereotypes. We included anything we thought was cool, serious or humorous."

For instance, clicking on a unit once in Warcraft II elicits a normal verbal response. Click repeatedly on a unit for no reason and they become annoyed, spouting humorous phrases like "are you still touching me?" Samwise cites this feature as a prime example of adding humor to a game without alienating those craving a serious experience. "Only the people who wanted the comedy had to deal with it."

The Lost Chapter

As Warcraft was inspired by Dune II, Warcraft Adventures: Lord of the Clans was inspired by classic LucasArts adventure games like The Secret of Monkey Island. Development on this adventure game began soon after the completion of Warcraft II. Using a combination of cartoons and point and click adventure gameplay it would tell the story of the Orcs trapped in Azeroth following the destruction of the Dark Portal, and the rise of the famed Orc warchief Thrall, Sadly, the game never saw the light of day.

In a move that Blizzard would later repeat with StarCraft side-story Ghost, the company canceled the game days before the 1998 E3 Expo in Atlanta, despite the game being mostly complete. The animation was finished, the puzzles in place, and even the voice over work had been fully recorded, but Blizzard felt the game wasn't up to their high standards.

In an announcement issued on the 22nd of May, 2008, Blizzard explained the cancellation to fans. "The decision centered around the level of value that we want to give our customers. In essence, it was a case of stepping up and really proving to ourselves and gamers that we will not sell out on the quality of our games."

When asked if there was ever a chance of Adventures being released, Samwise was skeptical. "We're not taking the old one and finishing it. It wasn't up to par and we'd have to polish the hell out of it. DVDs are really popular because of deleted scenes, but when you watch them you can see why they weren't included in the movie. That's what Warcraft Adventures is."

Still, Blizzard felt the story of Thrall too important to gloss over, commissioning Star Trek novelist Christie Golden to write Warcraft: Lord of the Clans, a novel that bridges the gap between Warcraft II and the next game in the series, Warcraft III: Reign of Chaos.

Further Evolution

Warcraft III: Reign of Chaos, released in 2002, delved deeper into the lore of the series than ever before. It chronicles the rise and fall of Arthas Menethil, the prince who would become the Lich King; introduces the Night Elves and the Undead; and introduces the Burning Legion, the demonic scourge of the Warcraft universe.

Deviating from previous entries in the series, Warcraft III and its expansion, The Frozen Throne, integrates storytelling into the gameplay itself, rather than feeding the player through mission briefings. This allowed for a more seamless and immersive game, further cementing Blizzard's reputation as top-notch storytellers.

Warcraft III, like Warcraft II, included a World Editor program, allowing players to craft their own scenarios and maps, and players took full advantage of the feature, creating their own game types. One such custom game, Defense of the Ancients, gave rise to a new sub-genre of RTS, in which players control a single champion that gains levels and abilities as it battles alongside computer-controlled units. Defense of the Ancients-inspired games like Gas Powered Games' Demigod and the recently released League of Legends from Riot Games serve as a lasting reminder to the legacy of Warcraft III.

Welcome To Our World

In early 2000, Blizzard's development team found themselves fascinated by another type of game.

"Everyone here had been playing a bunch of Everquest and Ultima Online," says Samwise Didier. "It goes all the way back to the whole Lost Vikings/Lemmings thing. It was a genre we enjoyed, and Warcraft was a good fit."

Blizzard announced World of Warcraft, the massively multiplayer take on the Warcraft universe in 2001, and for three years fans eagerly awaited their chance to take their first steps into the world of Azeroth, unfettered by the rules of the real-time strategy genre.

The game would pick up the story four years after the events of Warcraft III: The Frozen Throne, with the world split into two major factions – the Alliance and the Horde. Players would experience the battle for Azeroth from an entirely new, more personal point-of-view.

As the 2004 release approached, Blizzard was aware it had something special on its hands, though some members of the development team had more faith than others. World of Warcraft production director J. Allen Brack relates a particularly amusing story about a pep talk given by Blizzard co-founder and lead designer Allen Adham.

"Allen Adham got everyone on the team in a room to talk about how great his confidence was in the game, and how he thought we had something great. He said, 'One day this game will have a million subscribers.' No one believed that. We thought it was crazy. We thought, 'You're a liar.' There was no way that any game would have a million subscribers."

World of Warcraft launched in North America on November 23, 2004. Fan reaction to the release was so massive that the game was plagued with downtime and server queues for the first week, as Blizzard opened new worlds to deal with the exploding population. By December 2005, the game had 3.5 million subscribers. By December of 2008, that number had jumped to 11.5 million.

How does a PC game attract 11.5 million players? World of Warcraft game director Tom Chilton says the game has something for everyone.

"It's easy to learn, but hard to master, which attracts different sorts of gamers. The hard to master part keeps the hardcore players around, while the casual players enjoy the wide variety of things to do," Chilton explains. "Ultimately it's just a really good game."

Massively Mainstream Appeal

The success that World of Warcraft has achieved over the past five years is nothing short of astounding. It was the best-selling PC game of 2005 and 2006 according to NPD data, knocked from the top spot in 2007 by its own expansion, The Burning Crusade. In 2008 the game's second expansion, Wrath of the Lich King, took the top spot.

The success of the game goes far beyond sales numbers. World of Warcraft has become a pop culture phenomenon. It's been used to advertise products like Coke and Toyota, while its own advertisements have feature pop culture icons such as Mr. T and William Shatner. A 2007 episode of Comedy Central's cartoon South Park, "Make Love, Not Warcraft," won the 2007 Creative Arts Emmy Award for Outstanding Animated Program.

Like Super Mario Bros. or Grand Theft Auto, World of Warcraft is a game that has gained recognition far beyond its already expansive audience. For a fantasy game that is strictly PC-based, that's no mean feat.

The Future

So where will the World of Warcraft be in another five years? Tom Chilton delivers a blissfully blurry outlook for the world's most popular subscription-based MMO.

"One of the cool things is: who knows where it will go next? The world itself is filled with so many possibilities. We've got outer space demons. We're about to add little green guys and werewolves (in the upcoming Cataclysm expansion). There are so many different directions you can go in. Magic, guns, machines – anything we want to come up with we can fit into the World of Warcraft with no problem."

And the continuing success of World of Warcraft doesn't preclude the possibility of a Warcraft IV. Just don't expect it any time soon, with teams tied up with Diablo III and StarCraft II.

Real-time strategy or massively multiplayer, the Warcraft universe continues to make its mark on the world, with each new game and expansion adding layer upon layer to a tale that J. Allen Brack believes could go on forever.

"We've got quite a bit to do before we run out of ideas. New people are constantly joining the team, bringing their own ideas with them. The full story will never truly be written."
 

 IGN: Senior Producer Shane Dabiri and Lead Content Designer Cory Stockton, Part 1

 

Warcraft Anniversary Interview

Warcraft turns 15 years old! We interview Blizzard about the past, present and future of the franchise.

IGN: Fifteen years is a pretty big deal for any franchise, particularly in the video game world. Looking back, what are some of your proudest moments and biggest surprises?

Shane Dabiri: For me, when I got my start it was back in '94 after we shipped Warcraft 1 and the company was probably 25 employees at the time. I went to CES and we had a ten-by-ten booth and there were a few dozen people who came by our booth to take a look at the game and they were all excited. I couldn't have imagined from that day that we'd be at Blizzcon in 2005 and have 10,000 people there just ooh-ing and ahh-ing over all of our Blizzard games. It was surreal for me. Those moments were probably some of the biggest highlights for me as far as my experience here at Blizzard.

I got into games because I wanted to make games, work with people that make games. I never thought it would turn into something that was this huge success with something like World of Warcraft with 11 million subscribers worldwide. It's crazy.

Cory Stockton: I came in about three months after WOW had shipped and I obviously had played the RTSes before I got here. I think the biggest thing has been watching the story from those RTSes actually play out in game almost exactly as they were envisioned, especially now with 3.3 and what we're doing with Arthas. I think a lot of people played through this whole scenario and everything that happened in the Frozen Throne, and when we actually went in to do Icecrown, the first thing we did was go back and look at all the missions and we looked at the cinematics and tried to figure out how we can re-envision exactly what happened. Seeing how close that's stayed to the story has been really cool.

IGN: The story is really an integral part of the franchise. It seems that the games are kind of like an iceberg. You've got a little bit that the player sees but there's so much more beneath it in terms of world building and history. What's the practical benefit of that? What's the payoff in investing that much effort into creating a context for it that the players aren't going to see directly?

Cory Stockton: Well, I think the biggest thing is that it gives us a ton of story to pull from. When we keep the story consistent and we don't come up with things that don't make sense, it helps players understand what they're doing a lot better. If you look at what we've done with Northrend and the progression of story from the beginning all the way through the end, there's sort of three acts, right? We started out in Ulduar and we start figuring out what's happening there. We kind of transition into the tournament here in the middle, getting the heroes ready to face Arthas and IceCrown. Now we're just about ready to start Chapter 3 with the actual invasion of the citadel. All of this was definitely planned out beforehand.

"I think one thing that we bring to it is a lot of humor."

The idea is that, as a player, you continually want to progress the story and keep moving forward. For us, that has a huge impact because it allows us to kind of create a story arc of content instead of just trying to come up with "Oh, where's this random dungeon we're going to make now and just pop into the game?" We try to avoid that at all costs and make sure that anything that we're doing fits into the continuum of the story.

IGN: As rich and detailed as the world is, though, it is based on lots of familiar fantasy archetypes. You've got elves, wizards, and things that people expect and have seen in a lot of other games. What do you think identifies your versions of these traditional types as belonging to the Warcraft universe? What is the Blizzard stamp on the traditional fantasy world?

Shane Dabiri: I think one thing that we bring to it is a lot of humor. In all of our Warcraft games, we always try to bring a personal sense of cultural relevance where we have little touches on things that inspire us, whether it was other games we've played, or television shows we've seen or movies we've watched. We do a lot of play on words with the characters' names. I think the Warcraft universe is more than just a fantasy world. It's kind of an extension of our own hobbies and the things that we find fun about being a gamer.
 

IGN: Can you give me an example of what you're talking about?

Shane Dabiri:
Sure. We'll use some of our older games like Lost Vikings, and you'll actually find some of the Vikings inside of Uldaman. You'll actually see their hieroglyphics on the walls for Uldaman. Or we'll take a game like Zelda and we'll have quests that are sort of tied to Zelda in Un'goro Crater. Things like that.

Cory Stockton: I think another big part of it for us is the style. It really sets us apart from other games. We've definitely defined a Blizzard style and that's something we try to carry through in every thing we do. You mentioned the concept of elves in other games. When we're looking at building the Night Elf ruins, for us it means something a little different as far as the way we view everything. Whenever we create something like that, we try to push that style a little to the next step, so it's something that doesn't just look great but it has a style that's going to last for a long time. I think that's how WOW has been able to carry on this long. It's got a great style. It doesn't just have tech and pretty art. It's a style that players become accustomed to.

"We've definitely defined a Blizzard style and that's something we try to carry through in every thing we do."

IGN: So when you say "style", you mean attitude. You don't just mean the visuals, you mean the overall character of the world?

Cory Stockton: Exactly.

IGN: Warcraft's unique in another way. It's remained a PC exclusive franchise for a very long time. What's your commitment to the PC platform and what are the chances of seeing Warcraft move off the desktop and onto other gaming platforms?

Shane Dabiri: Well, we don't have anything to announce as far as other platforms but we actually got our start in gaming working on console games -- Lost Vikings, Blackthorne, Rock 'n Roll Racing. All those games were console. We were pretty successful with PC games when we first went to Warcraft the RTS. Since then we've been committed to it, and we're still committed to it and continue to be committed to it in the future.

We still have a passion for console gaming. We're all gamers here down to our core. I was just talking to Cory about Modern Warfare 2 and he's playing it on 360 and I'm playing it on PC. We're definitely about playing games on a lot of different consoles. For us right now we're focused on PC development. In the past we had Ghost and were trying to do a foray into consoles. We haven't necessarily taken that off the tables yet but it's something we're looking at in the future.

IGN: Let's talk specifically about the strategy games, which is where this whole thing took off. There were ten years between the first and most recent games. That's a long time in the PC arena. What are some of the highlights in the evolution of Warcraft during that time?

Cory Stockton: I wasn't here so I can't really speak to that. I can speak to my personal sense of playing those games. I think the biggest thing that increased between 2 and 3 was the amount of story development. As far as single player goes and developing a story that the players can really grab into, they even expanded further with the Frozen Throne. I think that concept was something that really pulled a lot of new people into that genre that might not necessarily have been into it before because it was always considered more of a multiplayer thing. Seeing the single player campaign expand as much as they did, that was one of the biggest advancements.

"I think the biggest thing that increased between 2 and 3 was the amount of story development."

IGN: The hero units seem to be a big part of that, building in more of an RPG style.

Shane Dabiri: Yeah, when you go from Warcraft 2 to Warcraft 3, it's a much different type of game. It's more focused on the heroes and micromanaging small armies. That was a bit of a difference.

To Cory's point about the story, we've always taken pride in all of our cinematics in all of our games and there was quite a bit of a leap from Warcraft 2 to Warcraft 3. The story development went a lot further and we actually had a full-time cinematics team internally at that point, so we were able to do a lot more stuff with our movies as well.

IGN: When these games first came out, I was in college and kept going back and forth between these games and Westwood's Command & Conquer games. You seemed to keep leapfrogging each other in terms of features and presentation. How much do you think the success of each franchise influenced the other? Were you guys taking a lot of note of what was going on at Westwood?

Shane Dabiri: Oh, completely. We're gamers first and foremost and we loved playing them. A lot of what we'd get inspiration from is what's out there already. If you look at all of the games that we've done to date, they were always an iteration or an advancement on another game. The original Warcraft was inspired by Dune II and Herzog Zwei from back in the day. Diablo was inspired by Rogue and World of Warcraft was inspired by Ultima Online and EverQuest and games like that. We definitely look at genres that we feel are maybe niche at the time and what we can do to improve those.
 

IGN: Multiplayer is obviously a big part of that. When you came out with the multiplayer game, there wasn't anything else like that. Can you talk about the importance of multiplayer and Battle.net and the challenges you had getting gamers to get on board?

Shane Dabiri:
Multiplayer was huge for us. From Warcraft 1 through all of our games, there's not been a game that we made on the PC that hasn't had a multiplayer component. Back in the day when it was just modem hookup we knew that the future was going to hold. Even though there were no MMOs at the time, we knew that was the route to take when you get to these massively multiplayer type games where you get many players in the same game world.

The biggest challenge that we had at the time was probably the initial implementation of Battle.net. It was trying to get a vision behind what that was going to be and how it was going to integrate with all of our products and games. Was it going to be more of a service? Was it going to be a central place where people meet and hook up with games? That was a big deal.

You've heard all the announcements about Battle.net and what the future holds for that. We're making a big push into putting a lot more resources into Battle.net and making it a more integrated gaming experience with all of our products.

"It's always open in the future that we could go back and continue the Warcraft series as an RTS."

IGN: Are those new ideas for you or was that something that had been intended all along?

Shane Dabiri: I think they've always been with us all along. It was more a matter of priorities and resources. We were so focused on just making the game's great and working on the BN service wasn't necessarily as much of a priority. The company's grown with World of Warcraft. It went from just under 500 employees before World of Warcraft to over 4600 employees worldwide now so we have a lot more resources to expand on things like that.

IGN: From an outsider's perspective though it seems that none of those resources are being spent to advance the Warcraft RTS brand. Since the release of World of Warcraft we've seen nothing else. Has Warcraft become an exclusively MMO-focused property or are we possibly going to see a return to a more RTS-oriented format?

Cory Stockton: It's definitely not only limited to the MMO genre. That's the direction we are in right now. I think the way we look at it is that the franchise can go in whatever direction we want to take it. World of Warcraft is the direction we're focusing on with Warcraft right now. It's always open in the future that we could go back and continue the Warcraft series as an RTS.

Shane Dabiri: To add to that, I keep bringing this up and it sounds so clichéd but we're gamers and we like to play lots of different types of games. It's easy to look at the success of World of Warcraft and think 'Why don't you just work on MMOs from now on out?' but we put a lot of love, tears and sweat into our Warcraft universe, or Starcraft or Diablo, and we're first in class in all of those games and it would really be kind of a shame to abandon those. There's no plans to do any of that. We want to persist those properties into the future.
 

 

 

 


 

IGN: Senior Producer Shane Dabiri and Lead Content Designer Cory Stockton, Part 2  

 

Warcraft Anniversary Interview, Part 2

The second half of our interview about the past, present and future of the Warcraft franchise.

"As far as gameplay goes, I think it's an inviting world for people."
IGN: Let's move on to talk specifically about the MMO. What do you think accounts for the staggering popularity of the game?

Cory Stockton: I think there are a huge number of reasons for that. Number one, the game is really accessible. The main thing we tried to do with World of Warcraft is make an MMO that not just hardcore players would play but that casual players and people who had never played an MMO could get into. I think another big part of it is the fact that World of Warcraft is playable by a ton of people on a really, really low end spec machine, which is something that we've always pushed here at Blizzard. We don't want to take the art to a technical standpoint where we actually lock people out because they don't have the most high-end machine. So a ton of people are able to play WOW on laptop and five-year-old machines. I think that really helps.

Also, as far as gameplay goes, I think it's an inviting world for people. I think a lot of people who have never played an MMO, step into WOW and get a sense for it. It's the kind of thing you want to play with your friends. It's a really easy game to tell someone else, 'Hey, why don't you come and try this with me?' and then they tell another friend. I think just that pick up and play accessibility has helped a ton of people get into it.

IGN: You mentioned Ultima Online and EverQuest as two of the initial inspirations for the game. What else were you looking at in terms of influences when you were designing the game?

Cory Stockton: There were a lot of other games that were around at that point that we were playing. Dark Age of Camelot was a game that a lot of us where playing and Asheron's Call. A lot of MMOs that came and went didn't stick around as long but might have had interesting ideas that influenced what we were doing.

Another big things for the dungeons, like Shane mentioned before, is Legend of Zelda. There's a ton of us on the team that are huge fans of that style of game. I think you can see some of that influence in the dungeons that we do. Just trying to create that scenario of an adventure, of not just coming in and killing a boss. What we're trying to do for a lot of dungeons is create a feeling that this is a place, there's a reason why people are here. There's a reason why you're doing stuff. I think you started to see a lot of that influence as we've grown over time, making the dungeons feel like an integrated story. And a lot of that comes from what we do in other games.

"A lot of MMOs that came and went didn't stick around as long but might have had interesting ideas that influenced what we were doing."

IGN: You mentioned Dark Age of Camelot. That game and EverQuest and some of the other MMOs seem to have a greater variety of starting choices for the players in terms of races and classes. Was the decision to tackle a smaller number of elements motivated by quality?

Shane Dabiri: It actually was. We don't necessarily limit ourselves early on in development. World of Warcraft had many, many classes and many, many races in the early days. But over time you quickly realize that a lot of them are too close or too similar so you narrow it down to what we call the concentrated coolness factor. If you have two classes that are somewhat similar, just merge them together and make one super cool class as opposed to two watered down ones. Yeah, it's definitely a conscious decision, not only in things like classes and races but also in a lot of other aspects of the design.

Cory Stockton: It also allows us to minimize the bloat of the design by not having that many classes. Every time we add a class to the game, even when we added the Death Knight, it completely changes the dynamic of the entire game. It changes PVP. It changes the way every raid and dungeon in the game works. Every time we do that, it makes the game a little bit more complicated. Adding a class or a new race to the game, those are great things but when we do that, we want to make sure that we have something that's really worthy of taking a spot like that.

I think that's why you saw that the time to introduce a new class was so long from launch. We really felt like we were covering all the bases there and then we started to feel there was a need for another tank in the game. We knew we wanted to add another tank but we wanted to add something that had its own flavor and was unique, that felt completely different from all the other tanks in the game. That's where the Death Knight came from.

IGN: That's an interesting concept in terms of balancing that stuff. What about the content? Part of the appeal of the game is exploring a world you already know a little bit about. How do you balance that against the need to surprise players and give them something they don't expect?

Cory Stockton: I think that just comes down to the story. We mentioned before how deep the lore is here. There are a lot of things that have been mentioned, but we never actually got into. That's what's great about the Warcraft universe. There's a ton of characters and a ton of places that we can kind of decide, "Well, this place sounds really interesting, maybe we can go a little deeper into and figure out what exactly is going on here." That's a lot of times the way we'll start. We'll have a number of things that we can look at and talk about and we kind of just figure out what would be the most interesting, what would give us the most opportunities to do unique stuff.

The concept of Outland came about from the Burning Legion originally. We had talked about having that in the original game but it ended up not making it. It was something we knew we wanted to do. Story wise it just fit really well.

Moving on to Northrend, Arthas was there and he was a huge character obviously, so it just made sense to go to that world. Northrend had been mentioned obviously, but hadn't really been delved in to the individual areas and what was going on there. For us to get a chance to go into that world and explore it and flesh it out was actually awesome for us. It had been mentioned but you never knew any details. Howling Fjord was shown on the map in one of the cinematics but that's all you really see. But you know Howling Fjord was a place in Northrend. The chance to go in and develop a story there came out of those brainstorming meetings. That's really what gives us a lot of that motivation to do that.
 

IGN: I wonder how you think the success of World of Warcraft has impacted the MMO genre. From our perspective it's great that your success has inspired so many developers to reach the goal you've set. On the other hand, we hear from a lot of people that they want to make the next World of Warcraft and it seems to be stifling creativity. What's your sense of the impact of your game?

Shane Dabiri:
I can speak to that. You make a really valid point about people wanting to chase after WOW. I don't like giving a lot of business advice to our competition, but I actually think you're absolutely right. Probably chasing after WOW is not the right thing to do. You see a lot of games that have come out since WOW's release that are basically, for lack of a better word, WOW clones. Some of them have a little bit of success. But anybody who goes to a game like that is going to play it for some period of time and then realize how much time they invested in a game like WOW. Do they really want to persist for another four or five years in this world when they have this other character they invested in so much?

I really put the challenge out to developers out there to try to do something really different. I think the MMO business needs to do something else. Making just WOW clones is not the route to take.

"I think the MMO business needs to do something else. Making just WOW clones is not the route to take."

IGN: What about your challenge? What worries you about the future of World of Warcraft? How do you think it needs to evolve and what's the biggest obstacle to maintaining its popularity over the next five years?

Cory Stockton: I think the biggest thing we talk about all the time is the scale of the game. As the game continues to get bigger and grow with each expansion and we add new features and new things, it's more things for new players to learn. When players come into the game now, they don't just get a piece of gear, they have to get a piece of gear and then gem it, they have to enchant it, they have to know if it's soulbound or not, maybe it's an heirloom and it scales with their level. There's all these things that didn't exist when the game first came out. As we keep adding expansion and making the game bigger, it makes it more complicated.

The big thing for us is figuring out how we can continue to grow the game, the classes and all these things without bloating the play experience for the player. We still want it to be simple. You want to come into the game, you want to play, you want to get what you want to get done, play with your friends and have that not feel like it's a burden. That's something we talk about all the time.

A lot of that stuff we're working on for Cataclysm with the merging of stats together, the removal of old stats that aren't necessarily useful anymore, the concept of mastery with the talent trees. You can imagine what would happen if we just expanded the talent trees with every expansion another three rows down. Pretty soon they'd be twenty rows deep and it would be really difficult to even know what your build is. We're looking at those things now and consolidate and make things cooler without necessarily having to bloat it out.

"I spent eight years working on that game and it's a major part of my life."

IGN: Which is your favorite games in the series and why?

Shane Dabiri: For me it's definitely World of Warcraft. I spent eight years working on that game and it's a major part of my life. For me and a lot of the developers on the team, we had never built anything like that before. It's not like there was a lot of experience there on how to do this. It was a learning experience. At the same time we created something awesome out of it. For me, it's kind of like the moon landing, you know? It's one of those things that shouldn't have happened but it did.

Back in the day when we first started working on it, there was a contingent of people in the company that were questioning whether it was the right decision to make an MMO. Back in those days people didn't understand why you would pay money to play a subscription based game. They'd ask question like "How do you win?" "What's the end of it?" They didn't understand what an MMO was built around. Some of those people were some of our vice presidents. Over time what happened is those guys started to play and really understood what the possibilities are. To me, that just made it one of the most important moments in my life.

Cory Stockton: Yeah, I'd have to agree. As much as I love playing Warcraft 3 multiplayer online, the amount of time I've invested in World of Warcraft at this point, it's hard to take any of that back, any of the experiences I've had. So many of us play the game just as passionately as we work on it. At this point, as Shane mentioned, once you've been on something like that and playing it for this period of time, it becomes a big part of your life.

IGN: Finally, do Mr. T and William Shatner really play World of Warcraft?

Cory Stockton: That's a good question.

Shane Dabiri: That's a great question.

 

 


 

The Escapist: Production Director J. Allen Brack and Senior Art Director Samwise Didier

 

To celebrate WoW's fifth birthday, we sat down with Production Director J. Allen Brack and Blizzard art mastermind "Samwise" Didier to chat about microtransactions, the game's art style, and what the hell is up with all the pandas.

WoW turns five next Monday (the 23rd), and to celebrate the occasion, The Escapist spent time chatting with a few of the people who call the shots in the world's biggest MMORPG. Last time, we spoke with Blizzard's VP of Game Design Rob Pardo, but this time, it was a two-for-one deal as we sat down with the game's Production Director J. Allen Brack, as well as former WoW Art Director "Samwise" Didier (now on the StarCraft II team, but Blizzard's resident art guru nonetheless).

The two echoed Pardo's sentiments about how WoW's success caught them unawares - as Samwise puts it, "WoW gave us Street Fighter status" - with Brack relating a story about the wildest dreams of company founder Allen Adham, the man most optimistic about the game's success before its launch: "After E3, [Adham] got the WoW team together and was talking about how great it had looked on the floor, how great the game was, and about how we had something special on our hands. And one day, he said, we were going to have a million subscribers ... the team thought it was very nice of him to say, it was very cool that he said that - but we did not believe him in any possible way."

Brack spoke about the recent hot-button issue in the WoW community, namely the Pet Store as well as the ability to pay real-world money to change a character's appearance, gender, race and faction - seen by many as a sign that WoW will adopt a microtransaction system atop the monthly subscription fee. "Actually, we've had a lot of paid services in WoW for a long time. We've had the paid character [server] transfer for ages, and you could say all of these services are a type of microtransaction ... WoW is much more fun a game if you're playing it with your friends, and these services make it easy to do that."

The concern, says Brack, is that people are wondering if - and worried that - WoW will become a game where you pay $5 for a level 80 epic sword, but "We're absolutely not talking about doing that."

While Samwise has been responsible for much of WoW's unique visual aesthetic, Brack fielded his share of art questions, too. In Burning Crusade, the equipment that players received while leveling had mostly unique models, but that resulted in a very ugly, patchwork feel to characters' outfits. In Wrath of the Lich King, the team went the opposite route, reusing item models and graphics to create a more cohesive look - but with the problem that players complained they didn't feel unique. In Cataclysm, said Brack, Blizzard was probably going to stay with the Lich King model even though he recognized that there were "definitely challenges with that approach."

"Given the choice between the two, it's really a 'pick your poison.' While the uniqueness is lost in the level-up, that's not what's important. You want a character you can take screenshots of, and that you think looks cool. So we really want them to have some kind of consistency, where your character looks like they have a coherent art style."

Another art question the team was wrestling with was the current state of character models. Burning Crusade's Draenei and Blood Elf player races looked better than the original ones, and the Goblins and Worgen look better still - leaving the original eight looking rather dated. Brack said that updating the character models was certainly something the team wanted to do, though perhaps not in Cataclysm, and that too had its own difficulties:

"It's something we struggle with - how much of the game do we want to change at any one time? Especially if it's with the characters, since players identify their characters with themselves, and get attached to how they look ... Even though things would be better with new models, we'd probably spark a lot of player outrage." One solution that the developers were mulling over was giving players the ability to choose between the original models and the updated one depending on their preference, but it wasn't likely to come as they remade the world.

Though Samwise bemoaned the loss of his beloved Barrens - his favorite zone in the original game - Brack said that the remade Azeroth of Cataclysm is "the WoW we always wished we had."

"We're so much better developers today than we were five years ago. It's a really appealing idea as a developer, and we really think it'll be cool for new players since they'll get the full best experience possible, and it'll be really neat for existing players who've moved on from Kalimdor and the Eastern Kingdoms - they get to go home. They can re-level up something that feels familiar but has a lot of new elements so that it'll still be fresh."

But does the "WoW [the developers] always wished [they] had" include the fan-favorite Pandaren race? According to Samwise (who originally created the East-Asia-themed race as an April Fools' joke for Warcraft III), part of the race's popularity is the fact that they've never been really involved in the main Warcraft storyline. "They're not as tough or as violent as Boba Fett, but everyone loved Boba Fett even though he just had three lines in the movie, because he was cool. The Pandaren don't have a lot of lore but they're like him, kind of mysterious."

If there were a billion Pandaren running around Azeroth, then would the fans still like them as much? Still, even if they might not be showing up in WoW anytime soon, says Samwise, "there's always that dream that there'll someday be Pandaria somewhere in a Blizzard game. Maybe a new StarCraft race - what do you think?"

 


 

The Escapist: Executive VP of Game Design Rob Pardo

 

World of Warcraft turns five this month, and we sat down with Blizzard VP of Game Design Rob Pardo to chat about the biggest triumphs and biggest mistakes of the mega-MMORPG, and why he's not worried that their new MMOG will kill it.

It feels hard to believe, but in just over a week on November 23rd, World of Warcraft will have been live for half of a decade. Love it or hate it, WoW is one of the most important and influential games in recent memory - but five years ago, nobody could have foreseen just how big it would become, including the man at the helm of the project:

"I certainly did not expect it to have such a transformational effect on our company and the industry as a whole ... we thought that WoW would be able to expand [the MMO genre], but I figured that... if any game would ever pass the 10 million subscriber mark, it would be in many years, many generations of MMOs, many different evolutions of the genre," Rob Pardo, Blizzard's Executive Vice President of Game Design (and one of TIME's People of the Year in 2006), told The Escapist.

With twelve million active subscribers around the globe - and a total subscriber count "easily more than double - maybe closer to triple" the current base, WoW smashed all previous records to become a dominant force in the industry. Though some point to WoW's prominence in the MMOG space as a stranglehold that makes it more difficult for newer games to succeed, Pardo disagrees - in fact, he thinks that WoW's success helps other games by introducing more people to the MMOG genre. People who would never have otherwise tried an MMOG beforehand picked up WoW, "(a)nd then when they were done, they decided to go, 'Hey, I'll give Lord of the Rings Online a chance, or Dungeons and Dragons Online a chance.' The genre benefited from the growing of the market."

On the other hand, anyone who tries to take the throne from WoW has "a huge hill to climb," because it would be up against a full decade of game design - the five years before Warcraft launched as well as the five years of post-launch development.

Of course, Pardo and Blizzard recognize that WoW won't last forever - which is why he isn't too worried that Blizzard's unannounced "next-gen MMOG" will cannibalize the WoW playerbase, leaving the company doing twice the work for the same amount of people. "Obviously, we want to compete with ourselves, and create something bigger than WoW ... We know that someone is going to beat WoW one day. Someone is going to make a bigger MMO, it's going to be faster and better."

"If someone's going to beat WoW, it might as well be us."

Of course, Pardo also recognizes that there might not have to be too much cannibalization, since many of the people currently playing WoW weren't the ones there when it first started. "There's a whole bunch of people who tuned out of WoW two years ago or four years ago, but who really enjoyed it, and when another MMO comes out that tickles their fancy, they'll jump into it."

Yes, despite the game's massive success, the developers are extremely aware that they've made mistakes, says Pardo. The lack of a proper Looking For Group tool was something he was "really unhappy" to not have at launch, and that tool is only now coming five years later in Patch 3.3. Aside from all of the technological errors like having too few servers at launch to keep up with the demand, Pardo thinks that the single greatest mistake as far as design of the game is concerned was the choice to introduce competitive "e-sports" into the game via Arenas.

"I'm not sure that that was the right thing to do with the game ... we just added it on, so it continues to be very difficult to balance. Is WoW a PvE cooperative game, or a competitive PvP game? ... I don't think we ever foresaw how much tuning and tweaking we'd have to do to balance it in that direction. Either I'd go back in time to before WoW ever shipped and change the rules to make the basic game more conductive for being an e-sport, or if not that, just say it doesn't make sense. Right now, WoW has a bit of a schizophrenic philosophy behind it, and we're trying to figure out how to guide it."

Mistakes aside, though, Rob Pardo thinks that his team's biggest success is the game itself, and how they achieved their goal - to introduce the fun of high-end MMOG play to a wider audience - beyond all imagining. "[O]ur goal was to look at the genre, and we saw what was super fun about it ... 'Lets make a game where people can get to that fun, see it, and get invested in this wonderful genre instead of scoffing, and passing over it because it was an MMO.'"

"There were lots of little implementation details, but the idea was this: 'Let's just take this super fun genre that people don't know really exists, and expand it out so that everyone can enjoy that.' We set that goal and achieved it, and I'm most proud of that."

 

 

 


 

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  • Gamasutra: Senior Art Director Samwise Didier and Production Director J. Allen Brack
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With massively successful PC MMO World of Warcraft celebrating its fifth anniversary, and the overarching Warcraft real-time strategy game series its 15th anniversary, there's plenty to talk about. Of course, Blizzard's series of games has always been beloved by gamers, but matching the success that WoW has found in the marketplace is a task that few franchises are up to.

It's difficult to remember at times, but Blizzard had humbler beginnings. To chart a course all the way back to the company's origins, back when it published console game titles for the Super Nintendo and Sega Genesis, Gamasutra spoke to Samwise Didier, the senior director of StarCraft II and art director of the first three Warcraft games, and J. Allen Brack, production director for World of Warcraft.
In this in-depth interview, the two reflect on the company's history, the evolving style of the Warcraft series, the position the company finds itself in in the overarching Activision Blizzard culture, and even the future of geek culture in the mainstream -- with video games and fringe film now at the top of the cultural heap in many respects.

One of the things that's most interesting about Warcraft is that it is borne entirely out of games, not an external license, and now is an extremely successful setting that spans genres. How does it feel to have helped create such a huge property?

Sam Didier: It's actually kind of like watching your child grow. I've fathered many illegitimate children, Warcraft being one. You create this thing, and you have all kinds of great hopes for it, but you never really know how far it's going to go.

Warcraft started out as this small game. Not a lot of people knew about it, but the people who did were really into it. I took a lot of pride in that. And now that it's kind of grown into this gigantic, nation-wide, worldwide entity, it blows my mind that there are people out there who know more about this game than I do. They'll let me know when I'm incorrect. When I'm stating some fact about the Warrior class, they'll go, "Oh no, that got changed in this patch." "Oh. Okay."

It's really a cool feeling, though, to know that something that we created here as a bunch of dorky guys and girls could become something everybody knows about. When we first started making the games here, people would always ask us if we made Street Fighter or if we made Doom. And nowadays, when someone finds out that I work in the game industry, they go, "Oh, did you work on World of Warcraft?" I always say, "No, I didn't work on it," because otherwise I'd spend the next three or four hours arguing about how come we changed this spell or altered that class.

So, your answer hasn't changed, but your reasons have.

SD: Yeah. [laughs]

J. Allen Brack: For me, it's pretty humbling, honestly, to be part of something so huge. In terms of Blizzard games, I have only worked on World of Warcraft. I worked at other places before, but I was always a fan of the Warcraft series. I learned how to use a null modem cable for Warcraft 1.


Warcraft: Orcs & Humans

Same here. My friend and I used to play Warcraft 1 all the time via null modem.

JAB: Yeah, exactly. So, for me, it's been really a dream to be able to play the Warcraft games for so long, and then to work on World of Warcraft. It's very humbling and very much a dream job.

Sam, you've been at Blizzard since before Blizzard even moved into PC games, right?

SD: Yeah. The first games I worked on were like Lost Vikings and Rock 'N Roll Racing -- all of our Nintendo and Sega games.

So as someone who was involved in the art direction of Warcraft for its entire history, I'm curious how much intention you guys had behind the evolution of its tone. From the original game through Warcraft III, then WoW, there's been a big shift -- more exaggerated and stylized, for one thing. Were you consciously trying to distinguish it from its influences?

Sam Didier: The influences are pretty clear -- Dungeons & Dragons, Lord of the Rings. We're all big comic book fans. But the actual art style evolved more out of us being comfortable making our own games. When we first started with Warcraft on the PC, people said that nobody on the PC liked action games or anything like that. They were saying, "Oh no, the PC audience is older, and they like slow-paced games and more realism in the graphics and storylines."

So we started off with Warcraft being kind of tame. It was a little bit more like medieval Europe -- your classic castles and farm buildings and stuff like that. Once that games were a success, we kind of started putting a little bit more of our own flavor into it. Warcraft II had a lot more humorous elements.

I remember the Orcs got more defined in that respect.

SD: There was a lot more non-typical European kind of medieval chivalry-type stuff. That's when we started throwing in ogres and dwarves and goblins and elves. And as we progressed to the [Warcraft II] expansion and Warcraft III, we really started asking, "You know what? What do we want to do with this? How do we want this style to go? We've pushed the comic book look, the bolder colors, into it. What do you guys want to do?"

That's when we really started pushing the art style we wanted, because we knew that the first couple games were successful and that we had a fan base. Now we didn't have to hold our cards close. We could kind of just start doing the crazy things we wanted to do. Hero [units] were coming out and there were all sorts of other things like that, so we really got to flex our creative juices.

But we always had bulkier, heavily-proportioned guys, and the colors, I think, were more primary -- reds, blues, yellows, things like that. We didn't have too much dull gray and dull brown. It was a little more vibrant, I believe, from the beginning.

At that time, J, you were working at Origin, followed by Star Wars: Galaxies, right?

JAB: Yes.


Can you speak to how your experiences on those games led you to Blizzard, and what you've brought to World of Warcraft?

JAB: Definitely. I actually got into the game industry shortly before Warcraft 1 came out. It was one of the first big games that I remember playing.

Descent had come around at that time, and Doom II had come out around that time, and those were the three games we were playing. I had also played Dune II, the real-time strategy game Westwood made, and thought that was really great, so I was excited about the real-time strategy genre.

I started at Origin and worked on Wing Commander games, and eventually got to working on an online Wing Commander game with some people who had worked on Ultima Online.

We had them come over to be the online experts, and we had some people come over from the Wing Commander team to have the Wing Commander expertise, and the idea was we were going to make an online Privateer-style game. That was really exciting.

So this was after the EA acquisition.

JAB: Yes. The EA acquisition happened for Origin a lot sooner than people remember. EA purchased Origin in 1992. But that was the first time I ever really got into online games. I had been bigger into BBS games. But then Ultima Online came out. I played a good amount of that. I got into online games then, and I've worked on online games ever since. I was part of the startup for [Sony Online Entertainment's] Austin studio. We worked on a game that became Star Wars: Galaxies.

They're really an exciting type of game to work on. They have a lot of different problems to solve. I like solving problems. My job is very much solving problems, and online games seem to have more problems than most to be solved. [laughs] There are plenty of opportunities to feel like, "Hey, I did some good here."

Shipping an online game is a huge achievement, and you definitely learn a lot. I think that experience of game development as well as running the live game for Star Wars led to Blizzard being interested in me. I played World of Warcraft when it game out, and I loved the game. I was a big player before I even came to Blizzard.

Does it ever get frustrating to go such long periods of time between release? Blizzard has a reputation for taking its time, but there was about a decade or so where the company created several new franchises and released games and expansions on at least a fairly regular basis.

SD: No. To me, we've always taken our time making games. Back in the day, with Warcraft, it was a year to develop the game. Now it's multiple years. But a lot of it deals with how much we can actually put into the game. With the old Nintendo stuff, you only had so much space. The game was done when you were out of space. But now the game is done when we say it's done. We can put as much into it as we want.

It was nice back then being able to work and finish games and crank them out, but now it's like working on a giant masterpiece. Everything that we're making, we want to be as good as any of our other games, so we have to make sure that we put all the love and dedication into it.

You can't really rush that and expect it to be a super game, something that people will be playing for five years, that people will be playing for ten years. Whatever the drawbacks are for taking a long time, I think they're worth it. The longevity of the games is more important to me.


StarCraft II

And you're primarily working on StarCraft II now?

SD: Yeah. StarCraft is my main focus. I'll still, every once in a while, get asked to work on certain other things, but it's not really on World of Warcraft anymore. That team has got the ball rolling. Everything is awesome over there.

JAB: We look at Sam as kind of our grandfather consultant [laughs]. He comes in and helps out with very specific things or ideas or things like that to make sure we're staying true.

World of Warcraft is its own beast, but StarCraft II will be the first other game Blizzard has released during this console cycle. There aren't as many big high-budget tent-pole PC strategy releases this time around. Is that on the team's mind much?

SD: I'm sure the PR and marketing guys think about that more than I do. StarCraft's taken so long to make, and we also had to work on Warcraft III and [its expansion] The Frozen Throne in between the release of StarCraft [and StarCraft II], not to mention WoW and various other projects. I just don't really worry about when it's going to be released, or if it's been ten years from this and that.

We're working on games and having fun working on the games. It's usually marketing that's pushing with, "Well, you know, it's been so long since this game came out." We were like, "Well, we're currently working on Warcraft III. We can't work on StarCraft right now. How about when Warcraft III is done, we'll start on StarCraft II?" "Okay."

JAB: There are a lot of different ways to run your game business. Blizzard definitely has the philosophy of, "Make a game that the team is really excited about working on, and you're going to get a great product. If you have a great product, then it's going to do well." That's the way Blizzard has chosen to be successful.

Having been a company that, for almost all of its life, been a subsidiary of various larger companies, do you ever get the sense that that's something that your given parent company has to adjust for? Internal teams usually aren't given that flexibility. Do you think you're at a point now where you've just demonstrated it will pay off, and they'll leave you alone?

SD: Yeah, definitely. [Blizzard co-founders] Frank [Pearce] and Mike [Morhaime] like to say that they've had half a dozen different bosses over the last fifteen years or so, and that with each of them, they have to sit down and have the discussion: "This is our philosophy. This is what we want to do. This is how we want to do it. And this is the past success we've had following the model."

Like J. said, there are a lot of different ways you can be successful, but luckily, the various different companies that have owned Blizzard have respected that and seen Blizzard grow under their watch, as it were, time and time again.

I think a lot of it is definitely the history and the reputation. We have this legacy and we have this brand following and brand loyalty. That plays into it as well.

JAB: I think as long as we're releasing such awesome games, I think we don't have to [worry]. When we release a bad game, then I think we might have to be worried about more management from above, but we haven't.

As long as we have enough time to make a great game, it's been proven that that game is going to be played for longer than the number of years it took to develop.

The whole Blizzard philosophy is that the Blizzard brand is the most important thing. We want to make sure that no matter what game we ever release, that the player perspective is, "This has Blizzard on it. I don't need to know what's inside. I know it's going to be a great experience."

That's probably gotten a boost from World of Warcraft. There are a lot of people who never played a Blizzard game before that.

JAB: I would definitely agree. I think it's generated a lot of interest in other Warcraft games, and Diablo or StarCraft or other games Blizzard has worked on over the years. With WoW in particular being online, there are a lot of people where it was the first video game that they ever played, which is really mind-boggling.

How invested do you feel in the broader PC market? Blizzard's safety is probably not in question, but do you worry about a less vibrant PC ecosystem going forward?

SD: I don't see the PC market as being bad. I mean, we didn't have 12 million players ten years ago. Whatever the format, console or PC, I think if there is a good game, it's going to be played. We're working on PC because it's familiar to us and it's relatively easy and it's not changing formats every other year and there aren't three different versions. Console, we have to worry about [those things]. I think the PC is really a good market to target.

JAB: It's obviously because we've made only PC games for the last 15 years, but there's a perception, I think, that Blizzard is anti-console, and that's absolutely not the case. We just want to make the right game for the right platform. Think about StarCraft II. Some real-time strategy games have tried to happen on the console. Some of those have been successful, but overall, our experience is that it's going to be a better game on the PC, ergo it's developed on the PC.

It's very similar with World of Warcraft. We developed the game for the PC. It's a very PC-centric control scheme and the way of playing the game is PC-centric. But we're a company of gamers. I have two consoles at home. Sam has consoles. We're a culture of gamers. We will definitely work on a console game at some point. I have no doubt about that. It's just [a matter of] what game. What makes the most sense?

Are you working on one now?

SD: About seven actually. [laughs] We've got StarCraft 17 in the works.

JAB: That's on the Xbox 870, right?

SD: Yeah.

JAB: And World of Lost Vikings. We announced that at Worldwide Invitational Paris a couple years ago.

That one didn't get much pickup in the press, for some reason.

JAB: Probably because it was French.

It's definitely the case though that the PC is changing. It's going in an even more heavily online direction, but in some cases that means away from the traditional core packaged goods business.

JAB: I think we agree with that. And I don't actually think that that's a bad thing. It's one of the strengths of the platform, right? With the introduction of broadband, with the near-infinite hard drive space that everyone has, with the huge amounts of memory, it makes sense that you would play to the platform strength.

So, yeah, PC gaming has definitely changed. Now, to be fair, I've been reading in various magazines and websites that they're very convinced for more than 10 years that PC gaming was dead.

Right.

JAB: And here we are still, increasing the number of Blizzard fans on PC.

SD: Or making zombies.

JAB: Let's talk about that. That's a good point.

SD: It's awesome.

JAB: But I think that, looking at the history, every two years there was the article saying, "This thing has happened on the console that's going to make PC gaming die." And then PC gaming always seems to figure out a way to reinvent itself -- either through MMOs or online games or other things that have a strong multiplayer component, or just the superior keyboard and mouse control scheme.

The way you were describing development, it sounds like you have one team that's largely RTS-focused, having gone from StarCraft to Warcraft III to StarCraft II.

SD: No, the way it started is the team that I'm on is called Team One, because it was the first team we had here. That team worked on the bulk of Nintendo and Sega games, then Warcraft, StarCraft, Warcraft III.


And we did have Blizzard North; that was our dedicated Diablo team. But when World of Warcraft was starting, some of the artists from [Team One] moved over to starting up that team, so the [World of Warcraft team] got founded as Team Two. Then the Diablo team is Team Three.

We also have about seventeen other teams that are working on super secret things that we can tell you about later if the price is right. [laughs]

But because we've worked on RTSes, it doesn't necessarily preclude us from working on anything else. It's just that after StarCraft, we wanted to hit up Warcraft again. And after Warcraft, we wanted to go back and see StarCraft.

I don't know what the calling will be after we finish StarCraft II, but by then it will be about 2020 [laughs]. So, we'll have to see how that goes.

Will there be a Warcraft IV?

SD: We haven't actually done any talking about it, but who knows? With the way Blizzard runs its studios, the team leadership is really in charge of what that team does.

And there's obviously a lot of input. We've got [creative director] Chris Metzen and [game design executive VP] Rob Pardo, who have a lot of opinions, and Frank Pearce, who has a lot of opinions about what we should be doing.

The bottom line really is that things that the team is excited about turn out great. So whenever StarCraft II is done, that team will start brainstorming about something they want to figure out and see what they get excited about, and that's probably what they will end up working on, because it takes a lot of energy and it takes a lot of effort to make games. It's really the passion you have, the success that you want to receive from that product that really makes it an awesome experience.


Warcraft III

I've gotten the sense from various statements made by [Activision CEO] Bobby Kotick that he'd like to capitalize more on the PC in the future -- in part because of its lack of platform royalties and oversight by a platform holder -- but in general Activision is geared much more towards understanding the console market. With Blizzard now being part of the family, do you guys do any consulting along those lines for the parent company or other studios?

JAB: We do talk with other studios. Activision is a big company and has a lot of smaller studios underneath the Activision umbrella. We meet with guys from those studios from time to time. We met with the Infinity Ward guys. We met with the Guitar Hero folks. It's more an informal get-together than it is any kind of, "Let's chart the course for the PC for the next five years type of thing." It's more just organic things.

People from Blizzard have said when they started working on World of Warcraft, they were targeting subscriber counts of a few hundred thousand or so, because that was what had been previously demonstrated in MMOs. Why do you think Blizzard's success has been so uniquely massive in the traditional subscription-driven space?

SD: I can tell you that, dealing with dark powers, we've made allegiances with things that we probably shouldn't, but we don't talk about that. He who shall not be named has told me not to talk about it.

Really, it's kind of a stupid answer, but I think Warcraft is just an easy world to get into. Everybody knows some little bit of fantasy, whether it's from playing Dungeons & Dragons when they were kids, or reading Lord of the Rings. It's a pretty simple world to get into immediately. As far as the game itself, the reason why it's so popular is it's just a fun game. If the game sucked, no one would be playing it. It's just a fun game.

JAB: I think the archetypes for fantasy games are well known. Our generation has kind of grown up, as Sammy said, with D&D and Lord of the Rings. It's really weird as a kid to be the outcast.

SD: Outcast is a little cool and powerful. I'd say the dork, the geek.

JAB: Okay, to be surrounded by other geek guys who were looked upon with disdain. Being that guy as a kid, and then growing up, we've [seen] the rise of geek culture and the takeover of geek culture -- shows like Fringe and Heroes that could never have existed on TV just a few years ago. Movies like Dark Knight and Iron Man. Things that, years ago, would've bombed. The generation is starting to be itself and be part of the world. Here's a game that really resonates with a lot of people who had that experience.

You also now have generations growing up who, even if they don't have experience with those particular things, are born into a world where there have always been video games.

SD: We're making babies, and our babies will continue on in our legacy.

JAB: Yeah, I think that's the maturing of the game industry. The generation that is here now is the first gamer generation that was there from the beginning, that remembers a time when there were no video games.

Now they're in this epoch where there are video games. Life and culture have changed as a result of that. It's hugely significant. There's no one being born now into a world where video games didn't exist. For them, video games are just like TV. They're just like radio. They're just like movies. It's not a new or special thing. It's just another form of entertainment.

We're getting really philosophical here!

 

The post above only represents the author's point,it has nothing to do with IGNWORLD.
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