PAX East - Evolving Azeroth: Creating a Living World: Past, Present and Future
Some Blizzard members were live at PAX East for a special World of Warcraft panel, streaming now on the official PAX Twitch and YouTube channels.
The panel explores 20 years of world building and design that brought life to Azeroth. Associate Game Directors Jeremy Feasel and Paul Kubit, Associate Design Director Maria Hamilton, and Principal Game Designer Jesse Kurlancheek reflect on iconic moments like the opening of Ahn'Qiraj and offer a look at what's ahead, such as the player housing feature in Midnight, the upcoming expansion.
The Past
- The team talked about what makes up a living world, recapping some examples of things that change in the world.
- The player base isn't monolithic, there are people that enjoy just specific parts of the game (questing, PvP, PvE, etc)
- Daily quests were built out for players that wanted to do quests, helping those players not run out of quests. It also helped the world feel more alive.
- In Blade's Edge Mountains there was a bombing run quest and the cannons would fire back at you. The area would get really laggy on Sunday and Monday, because the cannons were shooting an invisible bunny that didn't despawn and they slowly built up over the week.
- By Wrath of the Lich King, the team knew that there were going to be expansions in the future, lots of expansions.
- The team realized that the world didn't change with you, despite all of your accomplishments. This led to creating phasing.
- Phasing is super useful for showing progression in the world. Both for individual players and groups in the world.
- The downside of phasing is you may not see your friends, or they may not see the same thing that you are seeing. It separates people, so the team is more careful with it.
- Party Sync helps keep friends in the same phase.
- The team used Cataclysm to re-do some
- By the time the team got to Mists of Pandaria, they had a well polished version of the core elements of WoW.
- The team wanted to get away from the old World Quest system, where everything was on a timer and the same, so in Legion they revamped the system to make the world and quests feel more dynamic.
- The team added a buffer, so you didn't have to log in every single day, you could log in every few days and do things.
- The first modern Secret the team added to the game was a murloc egg in Northrend in a cave that granted a pet.
- The team couldn't fit all of the Artifact Questlines in the new areas, so they put some in older places in the game. It allowed the team to reuse older spaces in a new way to tell the next part of the story.
- The team went deep into the lore of each class, as well as putting some of that lore out in the world. You got to see other classes out in the world doing things.
- Dragonflight gave the team a huge map to hide little things out in the world everywhere.
- Scenarios were used for the Tuskarr Soup, so the team made 60 different scenarios to make the event work. This led to updated scenario tech that is still used today.
- Some players got motion sick when Skyriding, so the team added accessibility options.
- Building quests let the team put objectives way up high, so that going to the next one from high above was really cool.
- The Jenafur secret might have been too secret.
- Roadmaps allowed for a lot of speculation, but let players know that the team would be delivering content with a steady pace.
- Roadmaps let the team figure out what is going to happen with the story.
- The team was working on the story for the expansion after Dragonflight, but it was too big to fit in a single expansion. Chris Metzen suggested doing a trilogy instead, allowing the team to bring back everyone that players were excited about.
- The team wanted to experiment with reusing WoW content. One idea was expanding on Timewalking and the other was letting players relive a whole zone / expansion. At the same time, team members were playing D3 and wanted to have Seasons in WoW.
- Remix lets everyone experience this content together, so everyone progresses together rather at different times.
Legion Remix
- The team is going to do do Legion Remix next!
- Legion has a lot of content, so the team is currently working on figuring out how it will work. More info is coming later, with lots of details about the systems.
- Legion Remix will have Mythic Keystones.
- Legion Remix will also have an increased difficulty world tier called Shattered Timeline.
Game Modes
- Plunderstorm had a ton of players try it, a big success. Desire from player base to come up with new WoW game modes.
- The team is working on another new WoW game mode, but more details are coming later. It has a vibe that is on the scary story side of things and it is not a battle royale.
Housing
- Housing has been worked on in WoW for many years, lots of old datamining cruft revealed that.
- The more modern attempt at Housing started years ago, with prototypes and pitches.
- Players have been visiting Azeroth for years, but they finally will have a home.
- Your progression in housing can be forever if you want it to be.
- Quests rewarding you with décor or trophies for your house is exciting for designers.
- With housing, content can come to you. You may help an NPC with a quest and you'll see him come by from time to time.
- The team working on housing has a very bulky roadmap of stuff that they want to do. Player feedback and ideas are being taken into account.
- We'll get more Housing information in the next couple weeks.
- Innkeepers will no longer say "Make this Inn my home", as in Midnight you'll have a home.