Video summary
Watching Blizzard explain the foundational decisions behind World of Warcraft at BlizzCon 2005 reveals a fascinating glimpse into the game's early development, nearly two decades later. The event, which drew nearly 8,000 attendees, served as a platform to announce major expansions like *The Burning Crusade* and introduce new elements such as Blood Elves, Outland, flying mounts, and the Jewelcrafting profession. During these discussions, original developers including Mike Morhaime, Jeff Kaplan, Kevin Jordan, and Rob Parada reflected on their design philosophies, emphasizing that raids were intended to provide aspirational endgame content that kept players engaged through varied encounters rather than repetitive or overly difficult challenges. They aimed to ensure every player felt impactful within smaller groups, avoiding large-scale numbers games in favor of creative problem-solving.
The team placed a heavy priority on establishing distinct class identities and roles, drawing inspiration from *Warcraft III* units and traditional RPGs while making specific mechanical adjustments to balance gameplay. For instance, the Mage was limited with crowd control abilities like Chains of Ice to prevent dominance in dungeons, while the Paladin was crafted as a defensive hybrid focusing on timing and social mechanics rather than button-mashing. The Priest class was differentiated from traditional clerics by offering higher damage potential through Shadow specs, and the Shaman was acknowledged for its initial metronome-like reliance on totems and cooldowns despite being criticized as boring. These choices were often driven by the need to maintain unique roles, such as shifting the Paladin's gear reworks to transform them from a hybrid "Holy Warrior" into a dedicated healer based on raid composition needs, and designing Druids as active shape-shifters rather than passive healers to depart from *Warcraft III* lore.
Beyond class mechanics, the evolution of the talent system moved away from linear tiered structures toward prerequisite-based trees to ensure multiple viable paths and prevent player choices from becoming overly constrained. The developers also shared valuable lessons learned from battleground design, such as avoiding persistent zones that distracted from objectives and separating capture points geographically to prevent clustering. Although they initially prototyped a 5v5 deathmatch mode inspired by first-person shooters, they abandoned it because WoW's class-based combat lacked one-shot kills, making single-elimination formats unbalanced for healers; instead, they explored group duels that eventually evolved into the Arena system. The speakers concluded by highlighting the importance of preserving these original design principles and lore-driven identities in modern iterations like "Classic+" to honor the game's legacy before the era of live streaming changed the landscape of gaming culture.
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All right, those of you guys who don't
know, BlizzCon is this weekend, but I
think it would be really fun to go back
and watch something that I've never seen
before. Now, I'm a big classic WoW guy.
I'm a big classic games guy in general.
There's some videos of the 2005
BlizzCon, which was the first BlizzCon
ever out there that we got a hold of and
we're like, "Hey, it would be really fun
to go through and watch these videos,
especially for like a version of the
game that we appreciate so much and them
talk about the things in WoW and classic
WoW back then, talking about like the
design principles of the game and what
they were thinking and what they saw."
And I think it just might be interesting
to look through this and see what we can
learn cuz there's there's a lot of
different panels and a lot of different
cool stuff. And what better way than to
get ready for the BlizzCon 21 years
later than to look at the first one and
see see some things that will probably
be really interesting. So you'll see
guys like Mike Moheim, Jeff Kaplan. I'm
sure Kevin Jordan is going to be there.
All the the OGs, the guys who originally
made the game are there at Blizzcon.
We're going to watch this video of them
talking about stuff. So let's get
started. This is going to be a long one.
It's gonna be juicy. It's gonna be good.
>> I had no idea that one day I would be
>> I think I think one of the best things
about this, by the way, is going to be
comparing Blizzcon that we see this
weekend to this Blizzcon. I think would
be really funny.
>> That one day I would be standing up here
welcoming almost 8,000 people.
>> 8,000 people.
>> Oh my gosh.
>> We just wanted to make some great games.
>> That's crazy to think about. 8,000
people.
>> Our lives on hold. We would not be here
today doing what we do without your
support.
>> Volume's good enough.
>> And that's really what Blizzcon is all
about. This is an opportunity for you to
meet our developers and speak with them
to learn a little bit about how they
perform their craft and about how
Blizzard goes about making games. Make
sure you check that out. We also have
two very big announcements to make.
>> Two big announcements.
>> The first is related to Starcraft Ghost.
It's
>> added playable Zerg.
>> No way. Still grab Ghost, dude. The game
that never was.
>> And our second announcement. Well, how
many of you looking at the crowd of
Warcraft?
>> In a very short time, we will be
announcing details about the upcoming
World of Warcraft expansion, The Burning
Crusade.
Oh, Burning Crusade.
>> Of course, there's the costume contest.
Jonathan Davis from Korn is here.
>> And he will be judging the song contest
tonight.
>> Thank you. Thank you all. Thank you.
>> Why is World of Warcraft so successful?
I mean, there's
>> Yeah, there's many reasons as you can
tell.
>> Yeah, exactly, guys.
There is one reason that comes to my
mind. It's community.
>> The fantastic community we have players
like all of you.
>> And you know it's it's not it's it's on
a daily basis where we read your
stories, watch your videos. I mean it's
we can't get through a day without it.
So on behalf of everyone at Blizzard and
the Warcraft team, I salute you.
Actually I I should say slash salute
you.
But we are especially excited to be here
today, as Mike mentioned, to unveil for
you our first World of Warcraft
expansion,
>> The Burning Crusade.
>> You will get to play two new races, the
first of which we're debuting today, the
blood elves of Qualas.
>> Players will get to adventure into the
shattered world of Outland and explore
through the dark portal.
exciting new dungeons to name a few.
Medivh's Tower of Kerazan,
>> oh,
>> broken and shattered by vile magics.
Now, this is an exciting one. Caverns of
Time where players
>> players will get to go back into the
past and actually participate in famous
Warcraft moments.
>> Illan,
>> it's crazy. This was before live
streaming, so like nobody saw this.
>> Do we got any Illins out there?
Actually, I don't know. Yeah, right
there. Yeah. You get to go to the Black
Temple, which he calls his home, and
kick his ass.
>> Guys like our age. Yeah.
>> Players will get to purchase flying
mounts. Epic flying mounts in Outland.
>> Oh no.
>> These mounts will allow you to explore
areas of Outland that are otherwise
unreachable. New profession of jewel
crafting. The idea of socketed items
where you can now do more customization
to weapons and armor. Blood elves. What
do you think? Huh?
Guess that means more guys playing
girls. Yeah.
>> Okay. But seriously, replenish your
health, restore your mana, relax.
Welcome to Blizzcon.
>> That was good. Actually, now we have the
Blizzcon raid design panel. So, I think
this is going to be really interesting.
Look at like how they designed the raids
in Vanilla WoW and why they did the
things they did. Let's look at this. So,
we'll start off with the definition of a
raid
>> cuz it's PowerPoint and we got to be
corporate and um No, I'm just kidding.
The the dictionary defines a raid as an
entrance into another's territory for
the purpose of seizing goods or
valuables.
So, we know exactly why you guys are
raiding. Don't think for a second that
we're ignorant to that. uh for today's
discussion when we talk about rating
we're talking about large groups
encountering uh tough NPCs at the end
game. So let's talk about endgame
content and why that is important. We
don't have experience loss in World of
Warcraft and heat only rises. All of our
player characters, anybody who buys
World of Warcraft and starts playing,
they're only going to level up. We also
have to give players something to aspire
to. There's a lot to be said for that
moment when you're sitting in orar as a
newbie and somebody runs through in like
all raid gear and you're like, "Wow,
that guy must be so powerful." It's
crazy. We still to this day, 20 years
later, we still talk about that sort of
experience and how important it is. And
these guys had it figured out and they
understood what they were doing 20 years
ago. Is that not crazy?
>> Or eBay or something. Um,
so, um, anyway, the world is a lot
bigger for everyone if there's unbeaten
content out there. Even if you're the
guy who's like level 30 doing an Arathy
Highlands quest, but you know that the
resident Uber guild of your server is,
you know, trying to kill Nefarian, it it
creates an epic feel for the whole
world. Um, how come there aren't any
low-level raids? If you ever want to
raid something at low level, you could
just try something that's higher level,
but there's no real point to us creating
this raid content that's going to be
trivialized by levels anyway.
>> That's so interesting cuz of Season of
Discovery. Season of Discovery would
have made no sense if there was no phase
level caps like like if they didn't do
that with the phases with like the
different, you know what I mean? Dude,
that's why like I I don't think they
should do mid-level raids necessarily in
Classic Plus because it kind of just
makes no sense.
>> I'll never raid. Why should I care about
raid content in World of Warcraft? Well,
we hear this all the time and then
people end up contradicting themselves.
They actually end up raiding. So, a lot
of people say, "I'll never that's not
something that I'll ever do." And then
they'll get into that like one Zool Guru
braid and go, "That was so much fun. I
got this awesome item. It's actually
something I want to do." I told
everybody yesterday about my mom. She
had never played a video game before and
then um she I I got her into our friends
and family alpha because she loaded up
and go, "Oh, the graphics are pretty."
You know, is that what you do? Um but
>> she actually started playing the game
and she got pretty good at it and now
she has two level 60s and a level 50
that she's like on the way up with that
one. And she plays horde by the way. So
she's
>> um so
>> dance game.
>> My whole point is that people who said
that they would never engage in this
sort of thing might one day find
themselves doing it. She gets invited in
molten core raids all the time. So
there's what I like to call the 1% myth.
Why do you create content for 1% of your
population?
1% is such the convenient number just
pulled out of thin air. Um, our server
programmers Joe Ramsey and Brian Gibson
winch provided me with some statistics.
They're able to log everything. So,
every night at prime time in the US,
there are 500 molten cores with 15,000
players. Uh, 150 Onixas with 2500
players.
>> This is so interesting.
>> 250 Blackwing layers, that's 6,000
players. And 700 Zulgar instances with
10,000 players. But I like to point out
that most raiding guilds do Onixia once
a week and they do molten core one night
a week. So this is different groups that
you're seeing on a lot of servers. We
will see 5 to 700 people in molten core
at prime time every night of the week.
So there's a ton of people. Um on the
weekend like right now um there's going
to be 35,000 people in molten core and
zulgar. So 800 of those molten cores and
700 Zulgaroos
the night Zulgar went live I think
>> what's the website to check like current
rating stats ironforge.pro Pro. So,
right now on Night Slayer, let's see.
Okay, this is in all of Burning Crusade.
Right now, you have 227,000 people
raiding every week. Characters rating at
least once from 19. This is Okay, this
is a character, not people, but this is
characters, but they're they're also
tracking characters. Combine this 35,000
players each weekend. So 35,000 35* 7
321
in vanilla. Wow. The average amount of
people rating per week or the average
amount of characters rating per week is
the same or very similar to the number
of characters rating right now in
Burning Crusade. Kind of crazy. That's
just Burning Crusade. In Mists of
Panderia, like classic 2019 that became
Mist of Pandaria, there's 43,000 this
week. In classic era, there's 17,000.
I'm going to be honest. I'm surprised at
both the mop number and the era number.
Season of discovery there's still 6,400.
That's kind of crazy actually. Oh, in US
alone. Oh, in classic across all of them
right now you have 4317.
I mean this is a little bit higher than
that. Was wo bigger in Europe in
original vanilla or in the US or was it
equal? I don't know. US versus EU
population
vanilla. Wow, they're they're very
close.
>> So, Anixia was the first raid encounter
that we implemented. I took a picture of
her on her birthday right there. That's
right after she got placed. It's a
placeholder model. We didn't have the
final model for Anixie at the time. Um,
so it's I think August 12th at 11:30.
>> Oh, they just they just increased the
size though. Um, so we wanted to break
the standard raid mold with her. We
wanted to make her a really uh
compelling encounter. So, here's some of
the things that we did. We concepted a
three-stage encounter. Uh, stage one is
the introduction. There she is sleeping
and you know, you see her and your guild
charges in and your main tank better
turn her quick enough or you know that
guy you want to kick out of the guild is
in the welps and um
>> that was crazy. just kick the guy out
already, you know, he's just absorbing
loot. Um anyway, so then, you know, we
thought it was cool. You're fighting on
Nixia. Oh, wow. She looks awesome. We're
all in the right place. Uh we want to
mix it up. Let's have another stage
where everybody changes roles. So, um
and also was like this challenge to us
like, can we make her fly? And and we
did. So, Onixia flies. Um and then stage
three is the all hell breaks loose
stage. Um, and that's where everybody
better do the right things at the right
time. So, kind of like the grand finale.
When we're making a raid encounter, we
sit down and constantly ask ourselves,
what is each class doing right now? Um,
if I'm a druid, what am I doing? Am I
healing? Is there something for me to
hibernate? If I'm a rogue, am I, you
know, am I going to get ripped apart by
the AE? If I I'm a warrior, am I single
tanking this or off tanking? We have to
ask ourselves, what is each class doing?
We never want to approach a raid from
too far back and too big picture that we
forget what it's like to be an
individual player at that encounter at
that time. So um we also try to mix
things up and I think onia is a good
example of that or like the razor
encounter. We don't want everything to
be like this 30 minute snoozefest of
okay here we go everybody start doing
DPS and healing and that's all you're
going to do for the next 30 minutes
because there's just nothing interesting
about that and we also don't want one
boss to feel just like the next boss. So
if you look at Molten Core you know
compare Magar to Lucifer within any raid
dungeon we also want the fights to feel
very different. We don't want them all
the same. So, we always have a duration
in mind before implementing an
encounter. Um, sometimes we come close
to hitting these durations. Sometimes
we're way off. As an example, for
Valance Straws, our whole vision for
that encounter is that it would be a
twominute fight or actually 3 minutes is
the real timer cuz then you're screwed.
But, um, so pacing is important in these
fights. We don't want it ever to feel
like something is dragging out. And if
it ever feels like that, then we've done
something wrong and we need to go back
and fix it somehow. Uh we want to
challenge the players so they feel a
sense of accomplishment. Uh this is a
real tricky one. You you can turn that
knob of difficulty up on the players. If
you ratchet it up too high, it creates a
lot of um frustration on the player
base. Um we try to make it challenging
but not too challenging at the same
time. And then we constantly want to
raise the bar on ourselves. And what I
mean by this is come up with new
encounters that we hadn't done before.
So like in our dungeons, we come up with
guys like Arcadus, which is this awesome
titan who's, you know, bringing guys out
of stone form all around the room. And
then we get to our raid encounter. It's
like we have to do something a little
bit more than that. This slide I call
smart. This is uh to address a lot of
things that always comes up on the
board.
>> Dude, I just I love listening to Jeff
talk. Like I I think I think Jeff Jeff
is just such like a he has such a good
energy about whenever he's talking about
things and presenting things. It's just
so interesting. I'm such a big fan of
Jeff, dude. And he's he's he's like one
of my favorite people to listen to talk.
It's so good.
>> Um how come you guys don't make a smart
raid boss when a smart raid boss kill
all the healers first? Okay, for one
second, pretend that you play a priest.
And
and let's pretend Onia is so brilliant
that she's figured out somehow to kill
the priests first. So, your raid charges
down into Anixia's lair and bam, bam,
bam, bam, bam, all your priests are
killed. Did that somehow make the
encounter
more fun for anybody at that point?
Everybody always likes to play the
realism card, you know. Well, I would,
of course, I would kill the priests if I
was, but um you know, there's not really
dragons at the end of the day. And you
know,
they don't walk around with like helms
of wrath stashed under their wings. So,
you know, sometimes you got to do stuff
to address game play. I like to say that
killing players is easy. So I I think
Jeff, if he wanted to,
>> he could kill you in any way that you
could possibly imagine. He could kill
the druids by mind controlling the
priests and having him kill the druids
if he wanted to.
>> And then then Scott could send you to
Thousand Needles, kill you, and break
all your gear. You know, we have amazing
tools. It's not like we're limited by
technology. We we could kill you anytime
we want, like like in the beta.
That's Magmadar and Stormwind and those
are real players. Um
>> I think dude dude these days like when
you hear stories or see things like this
where it's like oh yeah this is in the
WoW beta. We just spawned a boss
randomly in Stormwind cuz we thought it
was funny. That's why when you go back
like go back in time and like think
about the uh when we were doing the
classic beta and we were like walking
around Stormwind and Omar showed up and
he was like super big and he was like
dancing and I was like oh the GMs are
here. Like it's cool. It's like a cool
experience. It's memorable for a lot of
people you know.
>> That's Yeah, we could put everybody. We
could put Ragnaros in Razer Hill. I
think that was nobody still to this day
knows who put Rag Ragnaros in Razer Hill
but he was there. So that's Magmodar in
Stormwind. Um, so killing players is
really one of the easiest things that we
can do. Um, it doesn't even take a lot
of thought. You know, we can be really
noncreative and just oops, you know,
cleave but for eight billion and
everybody's dead. Um, so the point is
it's not like it's us against you guys.
We're not trying like Nefarian is not
our baby and don't kill him. Um, we put
them in the game so you'll kill them,
you know, like we want you to kill our
raid monsters. We put loot on them
because we expect you to kill those
things. So, you have to get away from
this assumption that we have to have
content that we just don't want the
players to beat. We want you to beat our
encounters, but we want the encounters
to challenge you in a fun and creative
way. We want you to as players to walk
away and say, "We really had to work on
our strategy. We didn't get it on.
>> That is true.
>> Yeah. We want the players to walk away
and say, "Spound."
>> Thank you for the three months. I know,
right?
>> On the first try, you know, maybe we
didn't even get it on the first two
weeks of trying, but we were able to,
you know, unify as a raid and and beat
this thing. So, uh, challenging players
in a fun way is the designer challenge.
That's that's what we have to come up
with. So, this brings us to our next
slide. These are raid creatures and who
kills what the most. In one day, Valen
Straws killed 24,000 people. And then
you have the Blood Lord with 11,000
people and Fire Maw is at like 10,000.
And I threw some other stuff in there
like on on the low end of the scale. Uh
is the Rashi Adder. That's like one of
the snakes in Zulu. Oh my gosh. Um
4,000. The Fire Walker, which is just
funny. Like I love watching people pull
those, you know? Like make the paladin
pull the the fire walker. I'm I'm
serious too. It's like Anyway, as
comparison,
>> I love that.
>> The gadget bruiser is weighing in there.
So, maybe we should put
>> Bruiser killed 19,000 people in one day
>> on that guy or something.
He's earning his keep goblin style. Um,
also the defas pillagers. I'd like to
point out that the alliance is not easy
mode. Anybody who's leveled been level
14 in
>> Yeah.
Moonbrook, they're like you see four of
them start at once and you're like, "Oh
god." We had that one guy. We're trying
to do Hakkar. We're testing him.
>> Here we go.
>> And we know the we Jeff made up the
encounter and Jeff's telling us what to
do and he's like, "All right, guys. just
don't remove, you know, the curse,
whatever you do. And this dude is just
spamming, you know, and he's like, when
we want the curse removed, we can't get
it removed. But this one time, there's a
guy just everybody stripped of it. And
sometimes, uh, things occur on
production realms that cannot be
simulated in house. So, a lot of the
testing that we do is not actually on a
production realm, but on our own
personal servers.
>> Yeah, true.
>> So, then we try to test it on the PTR,
too, and I'll get to that in a little
bit. So, a lot of players wanted a
Blackwing layer kept off the PTR. So,
players wanted the sense of competition
and surprise revealed u by keeping Black
off the PTR.
>> That's crazy. I I didn't even know that
cuz I wasn't like I wasn't like a
cutting edge raider or anything whenever
I played in vanilla like that. That's
crazy. So, dude, they did not even
publicly test
Blackwing Layer because the players
didn't want to. They listened to the
players. They said, "No, no, we we want
to." Which is cool. I mean, that's what
I'm like that's what I'm saying about
like Classic Blaz. I'm like, "I I think
and I hope that they decide not to do a
beta." I think that would be cool.
That's crazy. They actually did that.
>> Um, so we did that, but we felt like
ultimately the zone was not tested as
thoroughly as it needed to be and it
suffered for that. And for that, we
apologize. We make mistakes. We never
claim that we're in foul.
>> That's why they'll not do it again.
>> So, as all of you guys know, we followed
it up right away with Zulu Guru. We put
it on a test server and we feel like it
was a pretty solid zone when it came
out. Uh, relatively few bugs there. Wow.
Was in alpha/BA
for over one year. Um, and our current
patch turnaround cycle is somewhere from
3 to 8 weeks. And this includes
development and testing. That's a really
short period of time. WoW was so
polished when it came out, the 1 to 59
game, because we had a long time to work
on that content and make sure it's
solid. Well, you take something like a
zone like Blackwing Lair under
tremendous demand from the player base
to get it out as quickly as possible.
Um, and it sort of puts an an extra
burden on us to to make sure that, you
know, we get extra testing or whatever.
I just want to remind everybody that
these patch cycles are extremely fast
compared to normal development. So
sometimes that that causes us to let a
bug here and there slip in and we try to
fix those as quickly as possible.
Obviously,
I'll just finish up with uh looking at
the big picture a little bit. Our goal
is to have enough content to keep a
fulltime raid busy each night of the
week
>> um for a week. For the expansion, we
want to deliver a menu of raid content.
Um kind of the way that raid content has
worked out so far in WoW has been very
linear and we feel like this causes a
lot of problems. And then finally,
bigger is not always better. Um um what
I'm talking about is raid size. Um, even
hardcore raid players, and I know lots
of them, and I am one myself,
appreciate a smaller raid. Adding more
people to a raid does not make it better
somehow. All it does is make us turn to
math to go, okay, we've got to ramp the
DPS up, and then they've got to ramp
their character, you know, power up. And
it kind of does this whole inflation of
the game that's not necessary. If we can
keep raid sizes smaller, each individual
who shows up counts for more and their
decisions feel more impactful. It's much
cooler if each person in the raid can
feel like they're contributing to
something rather than, you know, okay,
Jeff is DPS, Steven is healing, you
know, Alex is more DPS, God is healing.
Like, we don't want it to be a numbers
game. We want every individual who shows
up on your raid to feel like they
matter. So that's what I mean by bigger
is not always better.
>> I I completely disagree. I know damn
well these guys I've done 40man raids.
There's plenty of people in those raids
that they they're they're glad to get
carried. Okay. These guys do not pull
their weight. They know they don't pull
their weight and they are totally fine
freaking collecting loot even though
they're not doing a damn thing. I know.
Hey, he's wrong about it. Everybody says
40 man never organized it. I mean I
organized it and you're like but you're
a streamer. I organized it before I was
a streamer. I actually think 25 man
raids are dumb. I think 20 man should
have should have been the number. But uh
it's funny. I talked to Jeff about So I
talked to Jeff about this a few months
ago. I was like, "Why'd you guys go with
25?" And like he was like, "I don't
know. We just picked a number that was
like less than 40 that we thought
sounded cool." That was pretty much it.
It literally was just that they just
picked a number that was less than 40
that they thought sound There was no
math, no real thought behind it. They
just said 25. But it's like, yeah, in
hindsight, 20 was actually probably a
better choice. I think that things are
different than this and I think that 40
mans have their place. Uh I think 40
mans have their place, 20 mans I I think
there should be 40, 20, and 10 man raids
in in Classic Plus. Wasn't it 25?
Because there were 12 classes and that
meant two of each. No, wait, there's not
12 classes. What?
There's nine classes cuz it's eight and
then plus one whenever they add Shaman
Paladin. No, I think all the size of the
vanilla raids make sense. Next, PWL,
AQ40, MC. I think 40man makes sense for
the size of all those raids. And I think
that it would be nice to add more 40man
as well. Uh but I think they should add
more 20man. Uh and they should add more
10 man. That's what I think.
>> Started uh trying to come up with
classes for World of Warcraft. We looked
at a lot of different sources, but
primarily what we were looking at was
kind of traditional role playing game
classes. And then the other big thing we
looked at, of course, was
>> So So yeah, what they're what they're
going to talk about is like the the
class design. And that's that's for me,
dude. Gameplay and design is the key to
this thing. You bring everybody in.
Like, have you guys heard the like it's
like marketing terms. Have you guys
heard like the steak and the sizzle?
That sort of analogy thing in school. I
feel like the stake is gameplay,
uh, class design. And these things are
almost they're they're very tangible,
but they're almost treated like
intangibles because you they're they're
subconscious, right? Those things really
keep you invested into the game. Those
are the things that are like the
gameplay loop really keeps you like,
hey, like I like this. I don't know why
I like this. Why does this feel so good
to me? I don't know. But that's really
what it is. It's it's class design and
that class identity and all these things
that I've talked a lot about and I'm I'm
I'm a real stickler for it because I
think that's really what makes Vanilla
WoW vanilla. But I think it's a little
bit less exciting than the sizzle in
this case, which is, hey, new dungeon,
new raids, new zones, new this, you know
what I mean? Uh, but I think it's the
most important. It's the most important
and it's the like in development and
stuff, it's probably like the the thing
that takes the least amount of time, but
you just kind of have to get it right.
Whereas, if you want to build out like a
new raid or a new zone that it takes
like grinder time, you know? So, one of
the uh first approaches was another uh
philosophy that we use at Blizzard a
lot, which is called concentrated
coolness. You know, rather than just
having, let's say, a class and we just
kind of throw a bunch of random stuff on
it. We want kind of everything about the
class to feel focused and to make sense
with
>> By the way, those of you guys who don't
know, I believe this is Rob Parardau.
Rob Parardau is like there's a few guys
that are like the minds like the secret
weapons behind WoW and and what made WoW
what it was and this is one of them. Rob
Robardau was one of them. I don't think
he's currently still at Blizzard. I
think Alan Adam left and came back. Jeff
Kaplan is not there anymore. Jeff left
like 5 years ago. He started his own
studio, not publisher or and they're
making a game called Arcaron. That's
what it is. I just looked it up. Anyway,
let's continue. everything about the
class to feel focused and to make sense
within the context of that class. But we
also wanted to make sure that there was
a separation of roles between every
class. Something we didn't want to do
was have just a few classes and then
have a bunch of hybrid classes that fit
in between. Obviously, some classes
ended up on the cutting room floor. And
a couple of those classes we mention up
here is the necromancer was a popular
unit in Warcraft 3. Obviously makes
sense as a class. Didn't quite make it
in. Um, the death knight was another
example of a very popular hero type in
Warcraft 3 that didn't make it. So, the
uh origination of the mage came uh
obviously from kind of traditional role
playing games and it also came out of a
couple units that we had in Warcraft 3,
the sorceress and the arc mage. So, you
can see some of the abilities on the
mage really kind of look a little bit
like the the Warcraft 3 heroes. You
know, in particular, you know, an
emphasis on fire magic and frost magic.
you know, we really wanted uh to really
kind of keep that same vibe and and
coolness with the uh from the Warcraft 3
element. One of the major
>> I think I think that's one of the key
things that you notice throughout all of
WoW and uh Kevin Jordan. So Kevin Jordan
was the original class designer for
vanilla WoW and he was in charge of all
the classes in vanilla. He played a
paladin based but Kevin I talked to him
and you can see these old videos from
years ago where I'm talking to Kevin.
This is This is seven years ago, dude.
This is with uh with Kevin Jordan. Oh my
gosh. This is like right whenever I went
full-time streaming, I think. Actually,
because I went full-time whenever I
moved into this house, the house in this
video. But yeah, I mean, just talking to
Kevin, this guy is just a freaking gold
mine. Just complete gold line of of
information. Genius. It's so I mean, we
got to we got to we got to we got to get
Kevin Jordan back on stream someday.
He's working on his own game right now
that I think is coming out in the fall.
He's working on another game right now.
But um but yeah, I mean what a time. But
yeah, so Kevin Jordan talking to him and
I was like, "Yeah, like a lot of the
abilities, a lot of the class design,
all this stuff in in Warcraft, not just
World of Warcraft, but in Warcraft in
general, it's based in RP. A lot of it's
based in roleplay. What does that mean?"
It's like, well, look at whenever they
had like Torin, for example. It's a
race, not a class, but you you'll
understand the point. Whenever they
initially made torin in WoW, they were
too big to be able to sit on mounts. And
because they were too big to sit on
mounts, they gave them planes running.
So you if you ran for 3 seconds in one
direction, then you would get a speed
boost like you were on a mount, right?
They got rid of that pretty quickly
because from a gameplay standpoint, from
a design standpoint, it just didn't
work. But they started initial kind of
discussion point of how things work
while they were trying to figure this
game out and build it was, hey, what
makes sense in roleplay? I think it's
interesting kind of seeing all this
stuff and and seeing how this plays out.
summon water elemental spell. And that's
because um what we wanted to see out of
the mage was not really a pet class. And
we wanted to reserve that for for other
classes. And we felt like if we did that
with a mage, it would actually kind of
water down how the mage would play in
ambassador multiplayer game. And one of
the spells that he had early in
development was called chains of ice,
which brings us to um our crowd control
philosophy with classes. So, when Chains
of Ice was on the mage, the way that it
worked was that you could actually um
cast it on any enemy monster and that
monster would stay in place and you can
cast on any number of monsters. And what
we found out very early on was all you
had to do was take a mage to any dungeon
and you only had to fight one monster at
a time because the mage could cast
chains of ice on all the rest of the
monsters and if you had a six pull, an
eight pull, whatever it was, the mage
could lock them all down except for the
one. And what we really wanted to
achieve was to make sure that uh all the
classes that had crowd control had very
limited crowd control. We wanted to try
to get everyone involved in the crowd
control if possible. We didn't want to
have like one class that really changed
the entire game.
>> Okay,
>> so here's a comedic interlude about the
mage. Thank
>> comedic interlude. Proceed.
>> You Penny Arcade. I hope you guys have
all gone by their booth.
So, uh,
>> Penny Arcade, by the way, those you guys
who don't know, Penny Arcade is PAX.
Yeah, Penny Arcade is PAX, like PAX
East, PAX West.
>> Just out of curiosity, how many
>> It started as a comic and a website.
>> Porn players.
And how many play Alliance?
>> Wait, they had more Alliance.
I think from yesterday we probably
should have learned our lesson and
actually separated the crowd, but
>> Okay, dude.
Okay, dude.
>> The origination of the paladin came
pretty much 3, which was um a little bit
unique in that um it's a very defensive
class. You know, historically, if you
look at traditional RPGs, you know, it's
very much a hybrid warrior priest class.
And while our paladin certainly had
that, we really wanted him to
concentrate on defense. We wanted the
paladin to be one of the easier classes
to play, it was actually intentional.
And the main reason was we found that uh
the paladin was a very attractive class
for people to want to play initially cuz
they felt like it was supposed to be a
hybrid class and we can skip some of
these.
>> The negative aspect that would come with
doing that which is the paladin probably
out of all of our classes has the less
uh the least the paladin would kind of
have an easier time. Now, there is a
kind of a negative aspect that would
come up with doing that, which is the
paladin probably out of all of our
classes has the less uh the least amount
of button mashing to do in combat.
>> So, that's something that we're
continuing to look at and continuing to
try to address. We want to try to make
sure that continu
>> constant struggle between too complex
versus not enough to do. Here's the
thing. Easy to play, hard to master. All
right? Like when you're when you're like
a a vanilla brain, okay? You're you're
like a chess grandmaster vanilla brain
that you're you're sitting back, you
have like a bird's eye view of every
situation, dude. That's what you got to
understand when you're playing the
vanilla paladin. Like, oh, look at these
other classes. Just that that that that
just I'm spamming. I'm spamming, right?
What about I'm playing a rogue
two two two sinister strike. Sinister
strike. Sinister strike. No,
Paladins don't do that. Okay, paladins
don't do that at all. Paladins, we are
noble. We are stoic. We don't mash the
buttons for us. It's about grace. It's
about the style. It's about the timing,
dude. It's about giving the old seal
twist.
I got my seal of command up. And then
within point4 seconds, I want to swap my
seal. And I'm going to seal justice. And
I'm going boom. Guess what? White hit.
Seal of command proc. Seal of justice 2
seconds stun. Cast command judgment
double damage because you're stunned.
Hodge another six seconds 8 second stun
then a repentance and I dance
for six seconds
and then I attack again I kill the guy
look that's what happens that's the
style that's the that's the you know
what people say all the time what is the
stat priority for a for a paladin do I
go strength do I go crit do I go agility
what do I do attack power no none of
those important stat for a paladin
charisma how else are you going to
convince them all to give you the loot
in raid. Okay, you got to have some
charisma, dude. You gota you gota you
gota be you gota have some negotiation
power anyway.
>> So that's something that less uh the
least amount of button mashing to do in
combat. So that's something that we're
continuing to look at and continue to
try to address. We want to try to make
sure the paladin continues to be fairly
easy to play, but we do want to make him
a little more interactive over time. The
priest was a probably a little more of a
unique concept in our game than you
might have seen in uh other traditional
role playing games. A lot of I think
other RPGs have the
>> there's a reason paladins have aura
troop. Paladins invented aura chat
>> sort of priest class and we wanted our
priest to again separate itself a little
bit from other RPGs and that's how also
we portrayed the priest in Warcraft 3
which is much more of a caster class. A
lot of people when they first started
playing the priest were surprised to see
that they're wearing cloth robes and
such. But that also allowed us to uh
make the priest a little more
interesting on the damage side. You can
see like if you uh spec much more as a
shadow priest or even without being a
shadow priest, our priest has a lot more
damage potential than you might see with
more the traditional cleric. And then we
came up with the idea of uh racial
specific spells which you know we
decided to do with a priest obviously
and you can see kind of each man the
racial spells are such a cool RP thing
but it really makes things rough and
you're seeing this a lot in like in
Burning Crusade you see it a lot. I do
think it's cool, but like I mean you see
it in vanilla where like dwarf priest is
just king, but it also happens again in
Burning Crusade in Anniversary. They
give them like their what is it?
Desperate prayer or whatever. Dwarf
Priest is is also like insanely good in
Burning Crusade cuz they have they have
more bonus stuff. They homogenized it a
little bit so it's not quite as bad.
Troll Priest has a 20% mortal strike
which is really good especially for like
certain comps. Let's say you're like a
if you're like a double healer warlock
team with a troll priest then um yeah I
mean you have like a mortal strike built
in that's like super nice.
>> Initially the shaman didn't have totems
and you know he wasn't a particularly
interesting class when you compared him
to let's say the mage or any other cast.
>> Dude shamans are and I I will say this
shamans are probably one of the weirdest
classes in vanilla but like when we talk
about class identity and and you know
making sure the classes are distinctly
different from one another. Shaman hits
the nail on the head. Like, man, the the
class fantasy around like using your
totems. And I get that they're like
annoying, but they're so powerful.
They're so powerful. Such a high impact.
They're high impact buttons. And I know
people are like, "Oh, I hate having to
like set all my totems at the same time
or I hate this." But I think stuff like
that is just so important. I I really
do. I I think having like these distinct
differences in the classes and like you
place your totems and it's like this is
like a big time thing. I mean, dude, I
was in a I was in an arena match the
other night. We were looking at it and
we're like, dude, this guy's healing
stream totem did most of his healing
healing stream totem and we ignore it.
I'm like, damn, if I'm running by and I
see a healing stream totem, I should
just I should just judge it or
something. Just something easy, you
know? I'll throw something at it. Maybe
maybe I just walk by and I auto it if
I'm not in range of anything else,
right? Because then he at least has to
cast the healing stream again. Maybe he
doesn't notice, right? We found very
early on that it wasn't a particularly
interesting class because you would just
kind of wait for all your abilities to
be up on their cool down and it, you
know, you're kind of just punching a
metronome. You know, you'd wait for the
taunt ability to come up. This is going
to be an interesting one that you'd wait
for the strike ability come up and then
press that and there really weren't a
lot of choices to make since there
really was no reason not to punch those
abilities every time they came up.
>> Oh my gosh,
that's crazy. Oh my dude, I I already
had like so I've never gotten a chance
to talk to him or meet him or anything,
right? Rob Partardo,
but like I talked about this on stream
not too long ago. I have so much respect
for for Rob Partardeau. Like like my
respect for Rob Partardeau was already
here. It just shot up. So me and Draova
Draova came over the other day.
Actually, Draova was in town and and we
were like hanging not the other It was
this is like I guess maybe a couple
months ago or whatever, but Draco came
over and we're like hanging out and just
like catching up and stuff cuz cuz I I
hadn't seen him in a long time. We
talked I'll say like semi- irregularly.
So like we'll just we keep in touch,
right? But like he's he's like adult
now, you know? He has like a job and
things. Uh I'm a loser. So we were
talking about exactly what Rob
Partardeau is talking about right here.
He says you wait for the strike ability
to come up and press that and there
really isn't anything else. really
weren't a lot of choices to make.
>> And it's crazy. Draco and I were having
this discussion and I talked about this
on stream and people said I was dumb,
but I'm like I think inherently having a
button to press every x amount of
seconds is just kind of boring. Like
from a design perspective, it's just
kind of boring. Now, what do you do
about that? I don't know. But I think
from a design perspective, like hey, you
know, Crusader Strike, even though I
love Crusader Strike, right? I love
Burning Crusade, all that. Just hitting
Crusader Strike every six seconds. And
hey, make sure you hit Crusader Strike
as often as possible is kind of boring.
Just just inherently just on paper it is
a boring thing to do. It's not um it's
not like the rest of the Paladin class
which is very like proactive and
reactive where I have open globals and
I'm seeing what they're doing and I'm
making a play on something or hey let's
be let's be aggressive. You watch me do
arenas if you if you watch me do my late
night arena streams or whatever and it's
like I'm playing with Mosquito or Settle
or whoever, right? And like sometimes I
like I'll I'll bubble offensively,
right? I'll bubble and I'll go I'll use
my defensive cool down as an offensive
cool down and I'll be like, "Hey, I'll
bubble and then bop and I'm like, "Yo,
kill this guy." And then we're both just
sending into him. Even though he's a
healer, he's like chain lightning,
lightning bolt, whatever. That's what I
think makes the Paladin class so cool is
just having this like open playing field
where you can kind of have that
proactive and reactive gameplay and it's
just constantly things are changing.
>> So the hunter was another uh interesting
class to develop. I want to point out
something that's really really
important. By the way, it's so funny.
Watered down version of Paladin. The way
he talked about Warrior is so funny
because I remember in the original on
the original WoW website, you would go
to look at like the class descriptions
and it would say what they're best at
and it said a warrior best at taking
damage. And we thought it was so funny
because we're like, dude, warriors suck.
And warriors did suck, but not really.
It was just that people did not
understand how to play them back then.
That's part one. Part two, there was a
warrior re rework in patch 1.6 that gave
us basically the version of warrior that
we have now in vanilla. Changed how
mortal strike works, changed changed how
a number of things work, right? But
that's the version of warrior we have
now was after the 1.6 rework. But also
back then, if you play back then, I
don't remember having very many DPS
warriors. Most warriors were tanks.
Almost all of them were tanks. If you
went to a raid, very few of them would
be DPSing. And if they were, they'd be
like arms putting mortal strike on the
boss, taking up a debuff slot, not
knowing what they're doing. But now
whenever people understand all the math
and all the different parts to playing a
warrior and they they know all the
minmaxs, they know the itemization, they
understand how hard they scale with with
stats, warriors became kind of like I
would say I was going to say the god
class in vanilla. I would say they're
one of two god classes. We used to take
eight warrior tanks to every molen core
and never had a DPS warrior. Yeah, I
think the other god class is mage
>> really. You know, if you look at other
games that have done rogues, a lot of
times they're very similar to kind of
what I was talking about. My pet peeve
with the warrior was you ended up with a
uh very monotonous sort of class that
you just waited for cool downs and used
that.
>> That's so interesting. That's so
interesting. I that like blow that
that's so mind-blowing to me that that
Rob Partardo brought that up because
like that sort of press the same button
every x amount of seven. It is kind of
boring, right? It is kind of boring, but
that's also what WOW is. And I guess
they just never figured out like a a I
mean really for almost every class it's
like you have rotations, you know? It's
so interesting. One approach we tried
was the idea of every single Warlock pet
would be this extremely powerful sort of
pet and you would just bring them out
for that fight and then the next fight
you need a different pet. So you might
in this fight you
>> that see like stuff like that that he
just mentioned that that's like a cool
idea in theory but it it sounds like
it's super tedious.
>> It's the succubus because the succubus
was really high damage or had crowd
control and the fight would end and now
the succubus might be on a 15-minute
cool down. So the next fight you'd be
kind of forced to use, let's say, the
infernal and then he' now be on a cool
town. So you
>> I think I think the way they developed
that to where it's like having cool
downs on pets and it stuff like that, I
think I think it would just be too much.
>> So the druid came from Warcraft 3 again
and it was we kind of made our druid as
a combination of all the
>> the big recurring theme of this whole
thing, you see how different each one of
these classes are and and I think this
is a very very important thing to to to
think about in class design. If you're
looking at the class design of like a
classic plus, you have to maintain this
class identity. Every single one of
these classes are so different. Not only
in like just what they look like and and
just the the aesthetic and the way the
abilities are. It's it's not just like
all that. They're completely different.
Not every class has pets. Not every
class has an interrupt. Not every class
has uh crowd control, right? Or at least
like a hard CC, soft CC. Uh you know
what I mean? It's It's so good because
every class feels special in what they
can do. They should be different. When I
think about this stuff, I think of a way
to be like, man, I I do think they
should give Paladins Crusader Strike,
right? Especially, it's again, I I can't
It blows my mind that Rob Partardo said
that because Draov and I were talking
about it and we both agreed. We're like,
"Yeah, it's kind of it is kind of like
lazy dumb to just like hit a button
every x amount of seconds." But yeah, to
hear Rob Partardo say it too just like
kind it kind of blows my mind because
that's kind of what WoW is. And I do
think they should give Paladins Crusader
Strike. We'll we'll get to this. I
actually do have my SFAN version of
Paladin Classic Plus Talents Paladin
rework. Some of we're going to work on
stream together, but I actually have
that finally like the visualization
stuff done cuz I've had it for a long
time. But as far as like the cool like
the visualization of it for stream for a
YouTube video, I finally have that done.
So, uh we're finally going to do that.
have that to you before Blizzcon just so
like people can see like oh this is kind
of what I think they should do.
>> We really struggled for a long time
about whether or not you know how true
we wanted to stay to that lore and like
our creative director at first really
was was uh insistent that only night elf
males could be druids because that's the
way we portrayed the night elves in
Warcraft 3.
That's so interesting because what I
said earlier was uh well like whenever I
was talking about like talking to Kevin
Jordan and how like everything was
really based in roleplay first. That's
like a that's so good.
>> The fighters you know they're the ones
that you know kind of wore the pants in
the night elf family. You know the
you know the male stayed at home and
wore the robes and you know talk druid
of magic.
So we wanted our druid rather than just
kind of be a staff wielding robe wearing
tree hugger, we wanted him to be a shape
shifter, you know, kind of that concept
of, you know, take that druidic.
>> So that that like the tree hugger is
kind of like how uh the tree hugger was
like the dark age of Camelot Drew was
like that. Look at how different this
looks. Character skills, reputation,
right? You already have this, but look
at how different this looks. So also
this style of putting in attribute
points, this it was like this in Dark
Age of Camelot, too. like a lot of old
MMOs like you had like a certain amount
of attribute points that you could just
spend.
>> Moving on to another system that was
definitely more developed and as you can
see
>> and then this it's funny I'm I'm keep
talking about Dark Age of Camelot today.
So, the Dark Age of Camelot, the window
for like your skills and stuff looked a
lot like this originally if you if you
were a Deox player. But I also know like
having talked to some of the old devs
like like Kevin Jordan, Mark Kern, who
you know, everybody we talk to, they
drew a lot of influence from from
different games, namely EverQuest,
right, from a PvE perspective. Dark Age
of Camelot was the game that convinced
them. It was the game that convinced
them to put PvP in the game because
originally they weren't even going to
put PvP in the game. says this is Tom
Chilton. So Tom Chilton is another one
of those guys that's like uh I I
actually should have mentioned him
earlier uh when I was talking about like
Bordeaux and Alan Adam and these guys
who like these guys who like are the the
there's there's a number of them, right?
But he's on the list of guys that were
like on the heart and soul of the
original design of World of Warcraft.
Look at the first version of the talent
trees. Tier one talents. What is this
for? An orc mage? This is for an orc
mage.
>> How does it all work out? So, we started
with this UI mockup here, which
>> what does this look like? Oh, yeah.
Somebody already said, "Dude, this looks
like the Mist of Pandaria talents. It
looks just It looks like It looks like a
elementary version of the the Mist
talents. Isn't that funny?"
>> Sort of has a a motif of actually going
left to right where you would have tier
one talents, for example, and you would
purchase talents in tier one. And once
you got all the talents in that tier, it
would automatically open up the the Uber
talent at the at the end of that tier.
>> The Uber talent,
>> we didn't feel like the actual UI
implementation was as clear as we
wanted.
>> That's why I said fire, frost. It's an
orc mage. Yeah, it's it's an orc mage.
>> Fire frost and arcane. So, here was
another method that we talked about
going with. You'd be able to select
pretty much
>> Yeah, you it's linear. It's too
firepower. increased fire damage, 2% elf
>> any talent there, assuming you had the
the points required to spend it in and
you'd be able to spend multiple points
in the talent kind of like you can
today.
>> Exceptional talent.
>> The problem with this one, it it didn't
feel very visual. It didn't feel like it
it jumped out at you as to what it meant
like and how it related to the
exceptional talents that were down
below. Um, the ones that you see at the
very bottom section, exceptional
talents, would kind of be the the
onepoint talents that you automatically
get if you spent enough points in the
tree. In trying to go with something a
little bit more visual, we went on to
the next evolution. You have a, you
know, set of talents that have, you
know, prerequisites. There's a there's a
definite path that you can kind of see
how you might work your way down the
tree. Talents potentially would have
multiple prerequisites. We thought this
would actually be a pretty interesting
way to go. This was really kind of the
screenshot where we decided, you know
what, I think we're we're on the right
path. And I think we can, you know, go
ahead and take this and refine it a
little bit more and turn it into
something that's actually really usable
in the end. We started to realize as we
did a little bit more design work in
that previous one that we were going a
little too far with the prerequisites.
Not only should the prerequisites not
necessarily completely constrain the
>> Dude, this is so interesting. Looking at
the talent tree design and like how it
developed is so interesting to me cuz
yeah like everything is basically too
it's too streamlined. Too streamlined.
No, not good. It's too streamlined.
You're not giving enough agency to the
players. You're not giving enough uh
you're not you're thinking for the
players too much and there's no
creativity in getting to like build your
class.
>> I think we can, you know, go ahead and
take this and refine it a little bit
more and turn it into something that's
actually really usable in the end. We
started to realize as we did a little
bit more design work in that previous
one that
>> we were going a little too far with the
prerequisites. Not only should the
prerequisites not necessarily completely
constrain the player in terms of what
choices they're able to make, but we
also wanted to make sure that there were
a lot of different paths to get down the
tree. If you have too many
prerequisites, it really cramps your
ability to get down the tree in
different ways. What some of the things
that make our class balance a
considerable challenge are that we have
a lot of different types of gameplay. In
addition, we have issues where sometimes
our approach to a character class
doesn't necessarily match the vision of
what was intend for that character
class.
>> We've certainly seen this to some degree
in the paladin case. We always kind of
imagine the paladin class as being the
holy warrior where you would get in
there with the warriors and you had your
plate armor on so you could take the
damage and you would be beating on the
mob. And yes, you would be a healer in a
backup situation, but that's not really
how it's kind of played out over time
because healing is such a strong
mechanic. So, we're always facing
>> I think what happened back in the day is
every raid needed x amount of healers.
So, all the hybrid classes ending ended
up getting relegated to healing because
you had a 40-man raid. And if you're
just looking at like a kind of natural
split, like you would get like probably
like like 12 healers back then. I'm
talking back then, like you you minimum
probably had 12 healers. So if you
wanted a little bit of every class and
getting everything in, then you have a
priest, you have a druid, and you have
shaman or paladin. So four of each, four
to five of each one. Then there's not a
lot of room for non-healers. And that's
that was kind of like the emergent sort
of gameplay. So they reworked, a lot of
people don't know this, they reworked a
lot of the gear and a lot of the I guess
design of the Paladin class to lean into
certain things more so like the holy
tree if you went deep holy had a lot of
damage talents before and all the bonus
healing stuff was at the top of the tree
before the 1.9 rework. The judgment gear
and the the lawbringer gear were way
different whenever the game launched.
Especially judgment. If you got judgment
gear in molten core because judgment
used to drop in molten core before they
uh a little bit before they added black
wing layer they they took it out and
they put it back in in Blackwing layer
and they reitized it. There was like a
set bonus that it was like if you crit
you have a chance to proc an additional
like 300 holy damage hit or something.
It was great. So it was super super cool
like how they did that like the the
judgment set with a rep paladin set but
they're like man a lot of these guys are
playing holy. So then they reworked the
judgment set into a holy paladin set,
but then eventually reworked it into a
spell power set. Like version two, I
don't remember if it was version two or
three. I can't remember if there was
three or four versions, but the version
of the judgment paladin set before the
most recent one was god tier. I remember
using that cuz we had progressive
itemization before they changed it on
private servers. They would have
progressive itemization on classic. We
didn't get progressive itemization. We
kind of got cucked unfortunately. But
man, I'm telling you, right around that
ZG patch time, you had a paladin in full
judgment gear. These guys are freaking
battle healers. It's insane, dude.
Insane. It was so fun. Me, Spoogie,
Draco going out there like threeman
paladins like doing crazy stuff like
fighting people off in Black Rock
Mountain.
Those are the days, dude. Those are the
days. This is in 20 This is Blizzcon
2005. The next panel, battleground
philosophy. Oh, originally Ultra Valley
was going to be persistent. I didn't
know that. persistent zone. What we felt
like this was going to get us is it was
going to get us the feel that it was
feeling that it was very meaningful kind
of battleground since there was only one
of them. I don't know if a lot of you
can see it, but it says LFG Cororac,
please don't tell. That was definitely
one of an example of one of our quests
that didn't line up with the overall
quest objectives. We had Cororak. We had
an objective out there to kill a troll
boss that had nothing to do with winning
or losing the battleground and rewarded
you with some really pretty good loot if
you completed the quest. So, a lot of
players out there that went to Alterak
Valley weren't even necessarily
interested in winning or losing. All
they really cared about was I just want
to kill Borak and get my ice bar spear
or whatever and get out of here. So
another lesson that we learned was we
don't want to make players compete for
loot in a battleground. So what this had
the side effect of doing is it caused
players to compete over loot.
>> Yeah, it's like people are like not
helping do the objective.
>> Have you know rogues going around
stealth doing nothing but looting and
that really
>> oh my gosh does not match up with
wanting to have team based behavior.
Another lesson that we learned was that
the capture and respawn points shouldn't
be in physically the same location.
There should at least be some amount of
meaningful separation geographically
between them. Epic big fights good, but
a giant cluster at the graveyard bad. So
that brings us to the next point, which
is that players want a feeling of
obtainable resolution. They don't want
to get in there, fight for a long time,
and then have to leave. Some of you have
probably heard that we were working on a
battleground named Jar Crater. Um, some
number of months ago, we were actually
working on it in Tainara Crater,
>> and as a result, it shared a lot of the
basic design philosophies and tenants
that we used for Altra Valley. Even the
way the very map was built wasn't going
to lend itself well to a very different
style of gameplay. A lot of us want a
battleground that has that very
obtainable resolution that you can
>> This is 2005 a short amount of time.
>> So with Gurubashi Catacombs, it was
going to take place in Strangle Thorn
Veil at
>> Now this dub I think is interesting.
>> The Gurubashi arena, which most of you
guys know there's a little goblin quest
out there, free-for-all PVP. This was
going to be the area beneath that where
they held the tigers that they would
release those out. Um, and we wanted to
really go for that whole Stranglethorn
vibe. We felt like there's a good Horde
Alliance um, mix in Stranglethorn and
some good tensions already there. As we
were play testing, we're like, "Capture
the Flag is awesome. Let's try
Deathmatch out." Our whole thought
process going into it was that this was
going to be a five on five single
elimination deathmatch map. There's a
>> Oh my gosh. Like when we do allstar 5v5
in Guru Bashi Arena, they wanted it to
be allstar 5v5. lot of us at Blizzard
who like games like Counter Strike and
Quake and HalfLife and Unreal and all
these first-person shooters where you
know
>> Oh, wait. Maybe it's No, no, it's No,
it's an arena. He's No, my bad. It's not
Allstar. It's just an arena. It's a five
arena
>> specifically for that for World of
Warcraft. We started very early
prototyping on this one. The screenshot,
I think it's the only one that exists of
um the Gurubashi play test and we spent
a whole afternoon playing on the map.
You can see the textures are very rough.
They're not really applied right. um is
the first treatment to this map. We
learned a lot from the Gurubashi play
test. Uh World of Warcraft is not a
first person shooter.
>> Well, lots of first-person shooters, you
know, everybody is exactly equal and it
just depends. Did you pick up the rocket
gun or the grenade launcher? Or maybe it
is a class-based first-person shooter.
And you know, Tom just killed me with
his anti-tank guy, so I can come back
instantly as infantry or next time as a
sniper. Well, WoW is not like that. You
have your character, like it or not, for
a long period of time. There's also no
rail gun, one-shot sniper kills. There's
no head shot in World of Warcraft. These
are all things that really drive
gameplay dynamics in first person
shooter deathmatch maps. So, deathmatch
doesn't really work out in WoW PvP. It's
not fun being the healer in single
elimination deathmatch. You guys all
know what to do if if a group is coming
at you and you've got that big torn
warrior but that undead priest casting
bubble in the back. Bam. That guy's got
to die. you know, he's just and he's
wearing a dress and he dies easily.
>> The torin takes forever to kill. You
know,
>> we had all these guys who like play
like, "Yeah, it's awesome. We can't wait
to put it in the game." But um you know,
we have to go.
>> But it's also funny cuz it's like you're
saying healing is not fun. This is in
the context of vanilla WoW and also
people not knowing how to peel properly
and how to like protect their healers.
So, this is pretty funny. like people
like didn't understand like how to CC
people cuz especially in vanilla and a
5v5 like CC would have been so broken
before like the normalization they added
in Burning Crusade. There's a lot of
coolness in that Gurubashi um catacombs,
you know, that that five on five.
There's something to be said for that.
So, we didn't just dismiss it and say,
"No, that was a bad idea." We just felt
like that wasn't a good battleground.
But the idea of a group duel, that's
something that we'd like to explore
further down the road. So,
>> a group a group duel,
>> they want to explore a group duel
further down the road. Interesting. That
eventually is what became arenas.
>> This is the first prototype that we
actually played it at this point. Um, so
very early on we just like to get
something in the game.
>> Wow, look at this. Look at this. This is
the this is the initial like world
building like they're building the map
and like wow editor whatever I guess for
for Arathy Basin.
>> Play it. We can very quickly. Okay,
let's try it 20 on 20. Um, and when we
do something like this, it allows us to
test out, you know, how quickly can I
get from the stables to the town hall?
It was a town hall at the time. Um, how
quickly can I get there on an epic mount
on a regular horse or just on foot?
Because if at this stage we want to move
something or totally remove like the
lumber mill, it's very easy. And we
didn't just set an artist back, you
know, six week in his time.
>> It's like watching Mon
visible from any spot. We thought that
would make it accessible in the
battleground, too. Like from right here,
I can see the mine. I can see the center
of the map. I can actually see beyond
the map a little bit. I can see the
blacksmith and the lumber mill. Um, in
our battleground, we have an expanded
area of interest where you can see all
of the characters all over the map. We
we kind of got away from the the lore
based names like Stone Hearth and Ice
Blood and all of those names um where
you might not necessarily know where
that was. There's only one mill in Arai
Basin. So if somebody says mill, you can
visually recognize it and you know
exactly where they're going to go. We
also came up with the thought that we
didn't want to just reward the winners
and we we did this through our resource
system. Even if you lose, you walk away
with something from the battleground.
So, Arai Basin was the first
battleground to do that. And then later,
more recently, we've implemented our
token quest system. So, people in Warsaw
Gulch and Altarak Valley are also
rewarded a little bit even if they lose.
Of course, the winners are always
rewarded more.
>> Interesting. That was interesting. That
was interesting. So, yeah. And that that
kind of covers like the raid design and
the character class design of Blizzcon
2005. So, I think it's like I said, I I
think this has been super interesting to
look at and and seeing the way that they
approached the design of the game
originally and kind of maintaining a lot
of those same sort of like vanilla
design principles for a classic plus. I
think that's super important. So, I
think there's stuff to learn from here
and I think it's just interesting
hearing some of the old old guard like
the Tom Chiltons and the Rob Parardos
and the the Jeff Kaplan, right? hearing
some of these guys Chris Metson talk
about the game design as it was back
then and you know learning from it and
seeing uh seeing what you can kind of
take from that as far as kind of
maintaining things like class identity
and tank identity right healer identity
you know having these different roles
and I think that was really really
interesting whenever we talked about the
class design hearing about the raid
design how they approach stuff that was
kind of fun just like in general but
even like the lore and stuff like that
Chris Mson left Blizzard for a for a
long time I think for a good amount of
time but but now Chris Mson is back So,
it's just fun hearing. You hear all
these stories about Chris Metson just
being like this mad scientist of lore
and he's just spouting off, but like
when you actually see it in 2005, like
kind of the first BlizzCon ever, it's
it's pretty cool. So, anyways, thank you
guys for watching the YouTube video.
Thank you guys so much. Uh, make sure to
follow me everywhere. I'm going to be
live all of Blizzcon. I'll be on the
floor IRL streams, you know, react at a
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