Flying
We have to make a lot of decisions when it comes to building and maintaining such a massive world that's near and dear to so many people. We always try to do what's best for the game, all the while listening to how the community is responding along the way. In some situations our point of view shifts as we share in discourse with players. It's all case by case, and at no point is it implied that we're going to design by democracy rather than follow our own collaborative expertise and instincts. But, to put it in motivational poster terms...
"Progress is impossible without change, and those who cannot change their minds cannot change anything."
So what you're saying is because pro-flight couldn't change their minds, you gave up on progressing the game for the better with your development mindset of experiencing the content from the ground floor? Pro-flight destroyed this game going forward. Got it. Thanks.
For years now I've found it to be a such a strange honor to be followed around the internet by expert interpreters, who take plain words in English and replace them with other, more loaded words in English.
Whenever I read a reply to me that starts with, "So what you're saying is..." -- and I've read so, so many -- my first thought is, "What I'm saying is what I'm saying, otherwise I would've said something else."
Forums ≠ Community. 7 Million people play this game. Not many people look at the US Forums/3rd party websites nor even know there is a flying argument going on. The people who don't look at the Forums/3rd party websites may have a entirely different view about flying, but simply don't respond.
You're absolutely right! The listening and discourse extends far beyond the forums, fansites, and social media.
I think they did it to feed the lions before the dev guy does the q&a on Saturday.
Not exactly. We wanted to lock in our decision before hosting the Q&A, because a lot of people were clearly tired of wishy-washy answers on the subject.
Who wouldn't be exactly? sounds like you guys were forced into making the blog when it should have just been a standard of business practice to clearly communicate solid answers
That's an awesome ideal to which we always aspire. But we're also not a hive mind over here. We grappled with the topic as well. And from the beginning we tried to make it clear to the community that we didn't have a final answer -- we were discussing it with the community, as well as internally. We wanted this to be known; but when a clear answer took us too long to supply many people spun it as us kicking the can down the road, or stringing players along.
It has definitely been a learning experience for us. Proof of our infallibility remains elusive! (
Blue Tracker /
Official Forums)
Flying and Patch 6.2.x
When is patch 6.2.x? No one knows.
We won't get flying after we've completed the requirements for it. We will get flying when they put in the patch if we've completed the requirements for it. Blizzard can still take their time about putting flying into current content, and they can still string people along for their subs until then.
The reality is that we don't think it's good for anyone for us to delay Patch 6.2 further to implement this. When it comes to building, testing, and deploying patches, such a change this late in the PTR cycle is far from trivial. More broadly, it's very much a fact that, in a world of production processes and development pipelines, results on a change in design decision like this can't be immediate.
Whether or not you believe this to be truthful is inconsequential. We've explained to the community our change in decision and how we'll go about implementing that change, purely to update everyone and inform you. (
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Ghostcrawler
So when exactly is blizzard going to go crawling to Ghostcrawler and beg him to work for them again?
I mean just look at the nosedive the game took after the great ones depature
I miss him as a colleague and friend. But he'd also be among the first to tell you that the design process for World of Warcraft is very much collaborative, and that he got most of the attention (good or bad) because of his public presence.
The WoW development team numbers in the hundreds, but only a very small handful are spokespeople plucked for interviews or other public-facing discussions.
People like to paint this picture of Ghostcrawler as once steering the great ship that is World of Warcraft, and Watcher taking the wheel in the wake of his departure. The perception just doesn't match the reality. Both of these gentlemen have spoken on behalf of many designers, but that doesn't mean it has been their individual visions being brought to fruition by the rest of the team.
So, you're a collective? Lead designer doesn't really do anything more than bring "order to chaos.". He doesn't actually guide th ship?
Well, no, it's not a development commune either. There are multiple positions with varying levels of responsibility, and developers, or teams of developers, reporting to other developers in a tiered structure.
And there are many lead designers (Greg was a lead designer; Ion is a lead designer). They lead teams like the UI team, software engineering team, class/systems design team, dungeon design team, quest design team, etc.
Using the art team as an example, you have artists and senior artists in each discipline. Then you have leads to whom the individuals on each art team report, such as the lead environment artist, lead character artist, lead dungeon artist, lead concept artist, lead animator, lead prop artist, lead level designer, etc. Overseeing all of these artists is the art director. (Side note: I shared brief, but delightful small talk with art director Chris Robinson in the elevator today. He's a good dude.)
The same is true for the development team as a whole, with Tom Chilton as the game director and J. Allen Brack as the production director.
In the most basic of terms -- not basic for your sake, but for my own -- the design teams work together to figure out what they want to do, and the production teams help ensure developers stay coordinated, as well as manage tasks by priority and enforce deadlines. And, during this part of the process, the community team acts in an advisory role to ensure that community feedback is taken into account along the way.
Some things that may seem very simple from an outsider perspective may entail much more complicated work. A designer wants to implement X. Does it need new tech from our software engineers? Does it need new UI elements? Does it need new artwork? Will X need new localization strings for each language version of the game? Is it going to interfere with, or break, something else in the game? If the answer's "yes" to any of those, do the appropriate designers have time to work on it now, or are they already tasked with higher-priority assignments? Producers help sort all of that out and, depending on the situation, assign a milestone accordingly (i.e. for 6.1, 6.2, 6.2.x, etc. development cycles).
At some point, after countless hours of work by hundreds of people, long days, much coffee, and many internal test builds of the game, we prepare to deploy a patch like 6.2. That's around the time that Ion Hazzikostas, Cory Stockton, Dave Kosak, and some of the other leads sit down with press and fansites to talk about 6.2. That's around the time that we publish numerous articles and statements about the new content or evolving design, or to go into further depth about the philosophies behind the new content or evolving design. That's around the time some people latch onto the names of those lead designers and either credit them, or fault them, for just about everything.
It's a big game and a complicated process. We don't get everything right, whether it be in design or communications. But, as someone who gets to see the inner workings everyday, I can tell you that it's a grand machine, finely oiled by the blood, sweat, and tears of all the people working here.
Unless I'm misreading it, Watcher has the same position the Ghostrcrawler did: Lead Designer. And there are many lead designers (Greg was a lead designer; Ion is a lead designer).
In many ways, yes. A while back Ion's title changed from lead encounter designer to lead game designer, because he does a lot more than just oversee what the encounter design team is creating. (
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Developer Communication and Twitter
Is 140 characters at a time the new attention span of the audience or the developers?
Your question only took 88 characters so you can judge for yourself.
They had attempted to communicate with Twitter because it was faster
Partially this...
I think 140 characters is a good way to force people to get to the point
Partially this except "encourage" is a better word.
Twitter is another avenue in which we can promote the game, provide updates, and respond to folks. Yes, the shorter format is often helpful, but it can also be ignored and thus we tend to get long rants broken up into several tweets. My team and I sift through them every day and communicate them to developers who provide us with insights and answers. Where appropriate, we respond and make sure to also post them here on the forums for those who would rather get information from our site than from Twitter. Win win! (
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Priest (
Forums /
Skills /
Talent Calculator)
Patch 6.2 Change to Shadowform Visual
As a priest player myself I like the option. I've always wanted to disable the effect as I don't like the way most mounts look with shadow form applied, and there's a Glyph to change the functionality to still apply it if I want.
I like having more options. (
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Official Forums)