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World of Warcraft: Wrath of the Lich King Interview

MMO PC Interview by Oli Welsh

16 May, 2008

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It probably wouldn't be fair to say that Blizzard is worried. But with two determined attempts on its hegemony of fantasy MMOs coming this year (Age of Conan and Warhammer Online), last week's Wrath of the Lich King showcase at the company's Californian HQ was, at the very least, a firm reminder of why you might want to keep playing World of Warcraft. The timing, two weeks before Conan's launch, could hardly have been a coincidence. And the reminder was effective - the next WOW expansion impressed us deeply.

Blizzard has a reverential and protective attitude to its talent though, and there wasn't a sense that lead designers Jeff Kaplan and Tom Chilton, or producer J. Allen Brack, were feeling the pressure when we spoke to them. They are well insulated from it, on a roomy campus plastered with WOW art and crowded with fantasy figurines, piles of comics and Rock Band units.

Kaplan, a slight, unassuming man with a ruffled hair and a charming, far-off air, is responsible for questing, dungeon, environment and story design. Chilton, round-headed, close-cropped and thoughtful, a veteran of Ultima Online, has the unenviable task of managing player-versus-player balance and character class design. The towering, pony-tailed Brack is the man who organises their efforts and those of the rest of the WOW team: he came to Blizzard from Sony Online Entertainment and Star Wars Galaxies.

Eurogamer: It's a brave move, making all raid dungeons accessible to groups of 10 players as well as groups of 25. Why did you make that decision?

Jeff Kaplan: The first official 10-person raid - Karazhan - became really popular and was our most-done instance out of any instance in Burning Crusade, and we realised that players just love doing this content. After we made Zul'Aman [the second 10-man raid, released in a patch last year], we felt like we had proved that not only could we do a 10-person dungeon that was just as epic in scale as any of our 25- or previous 40-person stuff, but the level of skill required for Zul'Aman really proved that it wasn't a casual versus hardcore thing any more. There were guilds who could do Karazhan but couldn't do Zul'Aman, and I think we really showed everybody that we can do a progression on its own.

We'd rather you define your experience by your social group than anything else.

'World of Warcraft: Wrath of the Lich King' Screenshot 1

Sholazar Basin, where "evolved Murlocs" reside.

Eurogamer: It certainly means I'll be able to see more of the game than previously. But do you really want that? Do you want everybody to be able to see everything, or do you need a certain degree of exclusivity at the top?

Jeff Kaplan: I do want everybody to see all of the content, but I do not believe that will be the case. There'll be some exclusivity, just because by the time we get to the very ends of the raiding tiers, the content will be pretty difficult.

The point of this wasn't to make it so that all raiding was super-casual and everybody could do it. We wanted to preserve some of that hardcore raiding that exists - we have fully sponsored 25-person raiding guilds now, they're almost professional gamers at this point. So we really want to embrace those guys as a community as well.

But I think Burning Crusade was way too hardcore out of the gate, at the lower raiding tiers. Even the entry-level 25-person raid, Magtheridon, was way too difficult. I'd like to have the 10 and 25 both start off very accessible and understandable, so that players of any skill level who had hit max level would be able to have success, and then progress from there.

Eurogamer: So it becomes more about player skill than social organisation, in terms of moving through the game.

Jeff Kaplan: Later on, much later on. That's the thing - we didn't have any curve in Burning Crusade. We just had: "OK, welcome to level 70, here's a brick wall. Maybe you can climb it." Some players did and some players didn't. I'd rather have players start experiencing raiding and then decide for themselves if they want to keep progressing through it.

Eurogamer: I've recently been enjoying the Dustwallow Marsh revamp with a lower-level character. Have you got any more plans for reviving the mid-level experience?

Jeff Kaplan: That's a topic that comes up I would say daily around the team - which zones we want to redo, how we would redo them, which ones are more important than others. I think the Dustwallow example was a resounding success. I think that just worked out great, the zone is super fun, we got nothing but positive feedback, and it makes levelling up a pleasure when you hit that level range. The only bummer is when you do the final quest and have to move on! We definitely want to do more of those, though.

'World of Warcraft: Wrath of the Lich King' Screenshot 2

Forsaken get their own architectural style this time.

Eurogamer: Some of Wrath of the Lich King seems almost like a greatest hits compilation of original WOW...

Jeff Kaplan: For sure. You know, we spent a long time working on the original game, five years. We finished that and were really happy with it but I think we all needed to have that exploratory moment where, creatively, we wanted to push it as far as possible. That was Outland and the Burning Crusade.

Northrend's been kind of a coming home moment for a lot of us. We got it out of our systems, you know? Really just embracing the old world again, getting back to that core Warcraft storyline involving Arthas, getting back on the continent of Azeroth, and just being in familiar high-fantasy areas. It's been nice. This expansion is just sort of coming together, the team is really behind it and, like, in love with it. I really get that sense that everybody's making it for themselves, which is the best feeling.

Eurogamer: Burning Crusade felt like quite a sweeping change to the game. Do you think you can achieve that again with this expansion?

J. Allen Brack: Woah. I think in terms of the content, we'll meet or exceed Burning Crusade in every case, particularly the quests. If you look at the quests in the original game and Burning Crusade, no comparison, night and day, Burning Crusade is significantly better. We'll see a similar jump with Lich King.

It will be somewhat challenging to equal the jump in terms of the classes. You had some classes before Burning Crusade that really didn't see how they could work, and now are very functional. Paladin and druid tanking comes to mind. It's hard to compete with "you can't tank with a Paladin, and now you can". The classes are in a much better state than they were.

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Comments: 1-18 of 18 in total

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Benno
16/05/08 @ 13:03
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lol

Yeah i really would like more graphical improvements
Edited 1 times, most recently on 16/05/08 @ 14:04
Whitewalker
16/05/08 @ 13:24
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So after this expansion a graphical overhaul...that will be interesting.
Buztafen
16/05/08 @ 13:25
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Hehehe....geeks....snigger....

/continues watching Star Trek TNG: The Inner Light.
FunkyRenegade
16/05/08 @ 13:43
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@Crofto
I have to disagree slightly, saying it's totally devoid of skill in the later raid instances is a bit far, the skill is in the organisation and making sure you're doing the right things at the right times. Especially when you have elements of randomness such as the Shadow of Death in the Teron Gorefiend encounter, you have to adapt to the situation depending on who's hit with it. I'd like to see more things like that in the level 80 raids, but we shall see :)
It's similar to saying there's no skill in playing football, because you just have to be organised and have a strategy.
Edited 1 times, most recently on 16/05/08 @ 14:43
groovychainsaw
16/05/08 @ 13:50
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Yeah, but funky you gotta admit one good football player can carry a team through individual sklill, wow is a lot more robotic than that, with each person playing their role, and (as crofto said) having planned out or researched the most effective strategy. There is rarely a moment of blinding brilliance from a single player that turns a raid. Personally, raiding for me is too much like being a cog in a machine, i can see the levers im pulling too clearly. At least PvP is a bit more interesting because you never know what strategy you're going to have to use for the next fight...
fervent_platypus
16/05/08 @ 13:52
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Wow, but the Blizzard guys either don't know the MMO competitive landscape or are just using two bad examples to bolster their argument against making sweeping graphical changes to WoW. Both EvE and DAoC have had, on numerous occasions, major graphical changes to their clients without splintering the player base across multiple different front-end programs or causing undue performance issues. Just because UO, EQ, and (presumably) WoW aren't engineered in such a way as to make graphical upgrades easily obtainable it doesn't mean that,"there isn't really a clear model as to how to do that successfully." It just means that Blizzard don't have as clear cut a solution to that problem as they could have.
Edited 1 times, most recently on 16/05/08 @ 14:54
Wyrm
16/05/08 @ 14:06
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Graphical rework would have to be very carefully done, WoW has a very unique style that forms part of it's appeal for me. I actually think it looks gorgeous as it is. But, I think I'd trust them to go ahead and do it, they know their strengths.
zozart
16/05/08 @ 14:15
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That's all cool. But when are they are going to fix my fucking battlegroup (Ruin) ?

/me smoulders.
Optyk
16/05/08 @ 14:27
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but whens it out?!
FunkyRenegade
16/05/08 @ 14:59
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@Groovy
it depends, I've had a few moments when a boss has been on a few % left and two or three players have managed to polish them off pretty sweetly. One example was Malchezaar, we had him at 1% and an infernal dropped on the only safe spot the ranged and healers had left (all the melee dps was dead) and the tank managed to finish him off alone. I know it's not the same, I was just making an analogy :P
But yeah, overall I'd agree that PvP is way more interesting for the reasons you gave, and the fact that there's a lot more "holy shit!" moments.
Krelle
16/05/08 @ 15:07
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There is deffo a fair share of "skill" needed to raid successfully in Wow.
Everyone who says otherwise havnt played with unskillful players. (No, not clueless, just sucky. Or mayhaps both..)

But is skill more important than than Strategy and or Trial'n Error? Obviously not.
MightyMouse
16/05/08 @ 15:40
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The degree to which individual brilliance plays an impact varies hugely even between games i the same genre. In halos 1&2 you could, with a bit of luck, win through a 1v3 situation. In halo 3 it was slowed down a bit more and you just can't (assuming the other players aren't suffering heart attacks at the time). You can already do quite a bit of very unlikely stuff with a bit of thought, but moving too much away from the group mechanic would be a mistake imo.
jimr9999us
16/05/08 @ 18:01
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This interview gives great insight as to why WoW is at the top.

After turning the pc gaming community on its head, these 3 men still possess insight, perspective, and humility.

Awesome. Keep these in-depth developer interviews coming! I'd love 3 pages on the examination of button-clicks per minute!

Seriously!
MBar
16/05/08 @ 19:51
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but whens it out?!

Feb 2008, last I heard.

But then, I haven't cared in about six months.
DarkTimes
16/05/08 @ 23:46
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Having lead a reasonably successful raiding guild, I've trialled enough new members to know the gap between a good and bad raider can be very large. Yes, the skills of a good raider can be more cerebral than reflex based, but given how few average players are able to perform to the sorts of standards that serious raiding requires, I think it's unfair to say that raiding is easy, or requires little skill. In my opinion, knowledge, strategy, communication and team-working are probably harder skills to source than fast reflexes and a good trigger finger, and people who excel in all areas are very hard to come by.
Edited 2 times, most recently on 17/05/08 @ 00:48
BigJonno
17/05/08 @ 16:31
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I'd say it's less skill and more knowledge. You've got to understand how your class works, how you mesh with other players, what the monsters can do, that kind of thing. A good example is paladin tanks. I've recently levelled a protection paladin into the 60s and it drives me crazy when I see all the prot paladins out there who don't have a clue what they're doing. They're completely different from typical warrior tanks and need different gear and different techniques to play effectively. It's not so much skill (in a FPS, twitch-game, reflex sense,) more understanding.
FunkyRenegade
17/05/08 @ 17:56
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There's two completely different sides to the game in PvP and PvE endgame though,
Solo SKILL can be found in abundance in PvP, for example I was doing a 3v3, Paladin (me), Warrior, Mage. Me and the Warrior went immediately for their healer, but found ourselves destroyed by their mage and warrior, leaving their healer dead. and Me and my warrior dead. The mage managed to kite and god knows what else to this other Mage and Warrior taking them both out on his own leaving me and our warrior in disbelief.
But group skill is found in the PvE side, without good teamwork and near-perfect organisation you wont ever make it out of the T4 25man raids.
Nikalai88
30/06/08 @ 22:59
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You know Blizzard might not be the most innovative company but the amount of thought and detail that they put into the simplest areas that other developers would simply ignore is amazing.

Comments: 1-18 of 18 in total

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