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How They Made World of Warcraft

SiliconJesus writes "Rob Pardo, VP of Design at Blizzard, gave an interesting keynote at the Austin Game Conference outlining the Blizzard philosophy on designing game content, core and casual players, and why story should always drive the game." From Raph's writeup: "If you extend the leveling curve too far, it becomes a barrier. You hit a leveling wall. Our walls are shorter and there are less of them. The short leveling curve also encourages people to reroll and start over. We had some hardcore testers who would level to 60 in a week. There was much concern within the company. But I would tell them that we cannot design to that guy. You have to let him go. He probably won't unsubscribe, he's going to hit your endgame content or he'll have multiple level 60s. In games with tough leveling curves, it discourages you from starting over." More is available from the conference, with Gamasutra having a rundown on Mark Terrano's writer's keynote, and Gamespot's piece on the MMOG Rant session. Paneled by the likes of Matt Firor, Lum, Rich Vogel, and Jessica Mulligan, that must have been entertaining to see live. One more thing - WoW has 7 Million subscribers now.

15 of 140 comments (clear)

  1. Re:I'm still wondering... by The+Living+Fractal · · Score: 4, Insightful

    Stories within stories. Subplots. Etc...

    You see, while you are right that nobody will ever be able to 'beat wow', there are still parts of WoW you can beat. For instance, every large 40 man raid comes with a story, some better than others of course. Look at Nefarian and Blackwing Lair. There is a LONG story behind that dragon, the lair, the orcs, and the surrounding zones (searing gorge and burning steppes). In fact, before you ever get to step foot in blackwing lair you have to go through some quests that highlight some of the story and lore. And if you want, you can read up on the particular lore of the encounter you are doing.

    Some say "BUT!! BUT!! Once you kill Nefarian he isn't REALLY dead!"

    Yea, well, once you read a good book, guess what, you can read it again. This is no different really.

    TLF

    --
    I do not respond to cowards. Especially anonymous ones.
  2. Re:I'm still wondering... by Red+Flayer · · Score: 3, Insightful
    If there was an actual plotline (in terms of exposition, hook, rising action, climax,falling action, and resolution) then one would be able to "Beat Wow" and Blizzard would lose the fortune they're making in monthly fees,and that wouldn't happen.


    Story != literary plotline. MMOs like WoW are not short stories, they are not even novels. I think you need to redefine your assumption of what 'story' is in the context of MMOs.

    I'd contend that a 'story' in an MMO consists of related events occurring outside the actions of the player, that in turn affect the play experience. It's nothing more than an excuse for changing the setting, which gives players something new. When done well, the players are intrigued by the story, enough so that they don't notice that it's a pretext for introducing new/different content. The point is to keep things fresh enough that people don't cancel their subscriptions.
    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  3. what I would have said by Desolator144 · · Score: 3, Insightful

    They really overkilled the issue. They could have just said "Unlike other games, we made it not suck" or more specifically, "We decided to limit including features that people wouldn't like" and it still would have been just as accurate. All they really did was not screw up like most other MMOG companies.

    --
    now stop reading and go play Dance Dance Revolution!
  4. Re:My guess by ifrag · · Score: 5, Insightful

    By ripping off Everquest?

    Take a look at Blizzard's entire track record and there's not really anything groundsbreaking original in there. What Blizzard does it take a good idea, one that has had some success, and they improve on that idea to have *more* success than the previous incarnation. Take Warcraft for example (starting with the actual RTS). It had been done, and most people will point to "Dune" as the innovator. Take Diablo for example, it's basically a roguelike so you could say rogue, nethack, or anything in that genre. Obviously MMO's were not new, Blizzard just took it and molded it to make more money.

    I think it's a good thing to have ideas improved upon and perfected like this, and it helps set somewhat of an industry standard for a certain level of quality. I've played just about every Blizzard game ever made, including that stuff with Interplay back on old consoles and they do make fun games, even if it's just taking an idea and going further with it. I have issues with WoW and went back to Frozen Throne, but it was a good year of gaming.

    --
    Fear is the mind killer.
  5. yeah, right by MarcoAtWork · · Score: 4, Insightful
    In games with tough leveling curves, it discourages you from starting over.


    the levelling curve in WoW is very steep once you hit 60, after you are, say, 5/8 T2 and exalted with the BGs the impact of rerolling is HUGE, not to mention that very likely you'll be stuck in 'alt city' with your guild (having to pass on gear etc.) and have to always use your main whenever possible.

    I can see somebody just hitting 60 with a mix of greens and blues thinking 'hey, that was fun, let me redo it on another character', but the situation is a lot different for the raiding crowd: yeah, it takes a couple of weeks going to 60 (esp. with friends helping you PL and so on), but it takes many many months progressing further, getting your profession's recipes, getting reputation, getting raid gear, getting PvP ranks, etc. etc. etc.
    --
    -- the cake is a lie
    1. Re:yeah, right by llefler · · Score: 2, Insightful
      It doesn't help that people come up to me and mock my lowly armor (most of which i made ingame myself!) just because i'm not a raid gamer.


      A while back I had someone ask my why my lvl 30 warrior didn't have weapons that glowed. I just laughed and went back to hunting. I've been playing since the US stress test and my highest level character is 42. I do have 5 characters on my primary server though. I tend to solo a lot because I'm in no rush to level and spend a lot of time exploring. The best thing about MMORPGs is the other players, and the worst thing about MMORPGs is the other players.
      --
      It is amazing what you can accomplish if you do not care who gets the credit. -- Harry Truman
  6. "Story should always drive the game" by bugnuts · · Score: 5, Insightful

    Unfortunately, this isn't true with WoW.

    That is, unless you consider the story while levelling to be:

    "Greeting [Playername], we have been expecting you for a while now. We of the [Foo] Brotherhood have been trying to drive back the [Enemy] from the [Place] and are in dire need of some [Animal Anatomy]. Please collect [1..20] [Animal Anatomy] and return to us when you're done!"

    [Animal Anatomy] Collected 0/[1..20]

    1. Re:"Story should always drive the game" by Omestes · · Score: 2, Insightful

      I agree and disagree. While the day-to-day content was very much mindless "step and fetch/kill", it does at least have a grand over-arching story, which isn't half bad. I remember finally completeing the Onyxia quest, and having the guards escort me through town, and inviting a massive cloud of newbs to watch the guard slaughter her. I actually had some emotional resonance to that, it made me feel proud. Perhaps this was because I was playing on a RP server, so I had a bit more pathos for my character than I would have on a PVP server.

      When I was just wondering around with a friend, we stumbled on the Dark Portal, I didn't even realize it was there. But being a massive fan of the whole Warcraft series, it made me very happy, to actually wonder upon it. since it is the very (virtual) cause to me wasting years of my life on playing Warcraft games, and thus is a somewhat important momument. Same thing with standing before Thrall. The general context of the game is completely imbedded within a good story, even if the daily questing generally isn't (though some of the big threads are pretty good).

      I agree though, that some of the game is ruined by the "hardcore" folk, I was generally casual, and much maligned (being one of perhaps 3 feral druids on our server at the time, and wearing pure shadowcraft, cadaverous). And the emphasis on level 60 raiding is rather annoying too, where the game enters the diablo "Barbie" trap, where it becomes all about collecting better outfits, and who has the most spare time to waste. Your behind if you don't have 6 hours to waste on Core runs, and your behind if you want to play your character the way you see fit, and not in some cookie cutter build. The endgame is boring, its more about status than fun.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
  7. 60 ain't the end in WoW by Opportunist · · Score: 2, Insightful

    Yes, it's not really hard to hit 60 in WoW. But that's not the end. It's the beginning of the grind.

    In WoW, every character is essentially the same. There are no "stat points" to push around (more dex, more str, more hp, more whatever), the only thing resembling "stat points" that you distribute is your talent points which can be invested in one of three trees. Now, unless they changed it HEAVYILY since I dumped it, there is (depending on your character class) 1-3 ways to stat it, unless you want to end up with a useless character.

    In other words, there are 2 different kinds of healers, 2 different kinds of Fighters and, if I remember correctly, one kind of Paladin that does not suck worse than a $2 whore.

    So at 60, if there wasn't anything else, everyone would be at the same level. If you're 4 years or 4 weeks old, you're the same. And here comes the difference: Equipment. That's about the ONLY thing that divides the cracks from noobs. And, of course, the best equipment (read: the stuff you need to actually join raids for the top level mobs) cannot be made or bought, you have to be lucky enough to be there when it drops (because, of course, it also cannot be traded).

    In other words, you spend your next year killing the same ol' stinkin' monster over and over and over, just to see your drop finally been looted accidently by some idiot.

    So yes, the leveling curve ain't steep in WoW. But the grind is there, oh boy, it is.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  8. It ain't all good. by SmallFurryCreature · · Score: 3, Insightful
    Because of WoW's eight (count them EIGHT) characters per server per user account and no limit to the number of servers you can be on WoW has a far greater sense of your character merely being a toon or even just a nickname on irc. But on IRC everybody knows your IP wich makes you at least somewhat identifiable.

    WoW suffers from the internet problem of complete anonymity. Be an asshole all you want, if you end up getting the ramifications for it then you just switch to an alt. Everytime there is a problem with the big servers the smaller ones get swamped by people just being annoying because, well, because they can.

    So the so-called low-levelling curve and easy re-roll capabilties of WoW also has a down side. To counter, in SWG you had one character per server and a limited number of servers. Be an asshole and you had to face the consequences.

    Now imagine a MMORPG were your account gets you just ONE character with ONE name. An alt means buying the game again. So if you get ignored by lots of people that actually has an effect.

    I am not saying that it is THE way to go but just that WoW's way of doing things is not without its negatives either.

    Oh and about the so called casual user being able to get on just as good as the hardcore player. What a load of bullshit. The hardcore player will be able to grind the same instance over and over again, farming all the "phat" loots and kitting himself out of with all the best gear.This allows him to win in PvP easily wich again gives the player better gear.

    Sorry, but WoW like every MMORPG rewards those who can/want to play the most hours. Oh and EVE fans. Think about this for a second. While getting new skills is not based on the amount of time logged in, nonetheless you HAVE to login every now and then to select a new skill to learn plus the game is heavily based on equipment wich is gotten by money wich is only earned while you are playing. So EVE just moved the focus from grinding XP to grinding money. Still the player that can afford to put in the most amount of time gets an advantage.

    Perhaps this really can't be solved. After all it is part of live, train more in a sport/hobby and you will be better then someone who doesn't.

    What instead perhaps MMORPG's should focus on is on making the whole game across the entire XP curve FUN. Yes that first quest and the last quest to be the same FUN! Idiotic perhaps but think about it. Was the first level of Doom, Half-Life a chore? Or were these games fun from the moment you entered the game, not just after you passed level X and gained weapon/skill Y?

    If you want my opinion on why WoW is a success then it is simply because MMORPG's upto WoW just plained sucked donkey balls. WoW still sucks in many way but at least it stays away from the donkey's. Their main competitor SOE on the other sucks donkey balls but has its eye on the horses and wonders about elephants. WoW is a success not because it is that good but because it just ain't as bad as what came before.

    For those who actually played Everquest 1/2 and WoW just compare the two. What really did WoW do different? What major innovations did it make? If you compare the design spec of EQ vs WoW instead of say EQ vs UO or EQ vs SWG or EQ vs Eve then I think you would be hardpressed to tell the difference. It is a bit like comparing Doom/Quake vs Unreal. Just what is the difference?

    What it comes down too is that WoW is slightly better done. Graphics that work in style and performance (but still hardly perfect). Quests that focus less on (kill 10 bears, go back, kill 10 bears, go back, kill 10 bears, go back, rince and repeat until you are blue in the face). Quests that do not have as rare spawns as their objective (although WoW just like EQ1/2 suffers from the need item X to drop wich doesn't to complete, just less).

    WoW is also less obsessive then EQ2 especially about crafting. Just que the items you want and sit back instead of forcing some extremely boring mini-"game" on you.

    WoW ain't a better game t

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:It ain't all good. by DarkGreenNight · · Score: 2, Insightful
      Sorry, but WoW like every MMORPG rewards those who can/want to play the most hours. Oh and EVE fans. Think about this for a second. While getting new skills is not based on the amount of time logged in, nonetheless you HAVE to login every now and then to select a new skill to learn plus the game is heavily based on equipment wich is gotten by money wich is only earned while you are playing. So EVE just moved the focus from grinding XP to grinding money. Still the player that can afford to put in the most amount of time gets an advantage.
      The difference is that a friend can give you 1 million gold/isk, while a friend cannot give you even 1 XP. Helping to powerlevel is not equiparable.

      But even with the money you need to know how to fight, too many people lose lots of money because they don't know how to do it right.

      WoW ain't a better game then Everquest. It is just Everquest done right.
      I agree completely with this. WoW is an easy game to play. 2 minutes into it and I was already PvEing against 2 to 3 NPCs and killing them, with a cleric. It's a light games in which you can play without much worries, either solo or in a group. Fun gaming = more sales.
  9. Re:The Crafting system needs work however by Lord_Pain · · Score: 2, Insightful

    I will have to disagree with your opinion.
    I am not saying you are wrong but there is a different angle here.

    You can get better items then what is crafted if you Raid often.
    I have a Blacksmith who made most of his own equipment and they were great! He is 60th and he STILL uses what he made. Why? Because he does not Raid often.

    So people like me the Crafting system is fantastic.

    --
    -- What's this '-r *' file doing here? -- Oh well, a simple 'rm' should do the trick.
  10. If only.. by geniusj · · Score: 2, Insightful

    If only they could have put as much time and polish into their server architecture as they did into the game itself. Obviously, it's still successful regardless, but I still consider this their biggest flaw.

  11. Re:Progress by fleck_99_99 · · Score: 4, Insightful
    If correctly implemented, you'd hope that 75% of people would choose the "normal" path and enjoy their travels through the game; if done poorly 75% of the people would grind their way through a hero class hating the game while alienating the 25% of people who just want to have fun.
    I've seen this kind of thinking before. (Old Star Wars Galaxies, I'm looking at you.) At the end of the day, time-sinks don't work as deterrents. If the "Hero class" is more powerful, then players WILL schlog through the grind for it. It goes something like...

    Player grows normal character. Player sees difference between normal and hero. Player grinds hero. Hero is more powerful. Content is too easy. New content is generated to challenge heroes. Hero is now mandatory.

    The idea isn't meritless, though -- it's just tricky to make it work.
    --
    seven two six five
    seven four six one seven
    two six four two e
  12. Amazing, actually by argStyopa · · Score: 2, Insightful

    I RTFA and am continually amazed at all the people who bother to post with "Ah, I find WoW to be too boring." or "There's nothing to do" or "There's no story, it's just grinding quests."

    OK, we got it - you didn't like the game. Now eff off. 7 million other people disagree.

    See, Blizzard is a company. They don't have a sacrosanct goal to keep YOU entertained. If what they do appeals to 15 people who are willing to pay (note that part), and annoys/frustrates 5 other people, that's a successful strategy. In Blizzard's terms, if they offend 1 million hardcore gamers, but bring in 7 million casuals - that is a WIN (entirely setting aside the fact that for the same $15/month, a hardcore player is going to use FAR more bandwidth than a casual, be more hypercritical of everything, whinge more on the forums, all of which cost the company more of their own cash....)

    Unless the 5 annoyed people are willing to pay 3x as much as the first 15, it makes business sense to appeal to the mass. It's democracy in action, and people vote with their dollars. It's the same reason that Ultimate Deer Hunter 3D is/was commonly near the top of the game sales charts. I might find it a joke, any regular game player might find it a joke, but people BUY it.

    Companies are after your dollars, not your aesthetic approval (except insofar as it brings in dollars). Don't like it? Try to pay your rent with aesthetic approval and see how far it gets you.

    --
    -Styopa