Friday, February 13, 2009

A whole new World of Warcraft

For as long as World of Warcraft (WoW) has existed as an online multiplayer experience, there have been millions of ‘citizens’ of its virtual cities — cities stretching from the very darkness of the underworld to clifftop havens and wooded Utopias — who have come and gone to and from every corner, explored every nook, and are as unique as a nebula. Yet, in WoW, they all share two things in common, no matter their class, race or level: they pay a monthly subscription fee and they have insatiable appetites for more.

Video games, in many ways, are like any other form of entertainment: their primary mission is to generate revenue by relieving consumer boredom. But, in another more important way, a video game is far different from a movie or book. A movie promises nothing more than a few hours. No matter how often it is replayed, it can’t be replayed in a different way — ever. With a video game, this feature — its replay value — becomes a serious question of merit. For Blizzard, the makers of

WoW, anything but infinite replay value would mean eventual failure, as the subscriber base of 11.5 million and growing would eventually conquer and grow bored.

But, as the sun rises in the east over the barren wastelands that are . . .  the Wastelands, Blizzard promises to keep subscribers happy and, most important, busy with what appears to be one expansion per year, worldwide in-game events at least every few months and a slew of new instances.

The first expansion, the Burning Crusade (TBC), became the fastest selling PC game in history when it was released in 2007, and quickly took the top spot for the best-selling as well. With it came two new races — the draenei for the ‘
Alliance’ and the blood elf for the Horde — and it also raised the ceiling from level 60 to level 70. Also introduced were new weapons, armor, items and a new continent to explore — the Outlands.

But it wasn’t enough. Again, a few months ago, fans were camped outdoors, waiting in lines that wrapped corners, to lay hands on Wrath of the Lich King (WotLK), wherein Northrend, the fictional home of the Lich King himself, became available for veteran players (level 55 or above). WotLK climbed the sales charts and within its first week of release surpassed TBC.

With WotLK came a few much-needed aesthetic upgrades. The breadth of Northrend, the newest continent, is phenomenal, and the attention to detail is stunning. From the snow-covered peaks, to the bushes — yes, the bushes — each with a unique flare, and the budding greenery sprouting out of the frozen cracks in permafrost earth, Blizzard took care to mind the details. At $39.99, the production values are amazing, and it almost takes your mind off the $14.99 monthly subscription fee.

But fans bought WotLK to expand their part in epic battles, not to stare at the trees. Where’s the splaying of mortal enemies and the ransacking of coffers? It’s here  — only now there are player-controlled war machines, used to besiege castles and forts, and entirely new zones specifically crafted for player versus player (PvP) combat. Not to mention a new class: the death knight, whose power and appeal is only topped by the fear generated by such a name. There are also 10 new realms to explore, each as appealing as the next, from wooded winter-kept forests to the vast frozen tundra.

Can WotLK sate those sitting at the massive dinner table of WoW? Will the Lich King grow tired of fending off death knights, or will the death knights grow tired of picking on the Lich King? The answer to both is yes. WoW, no matter the upgrades or expansion packs released, will remain a perpetual infant, feeding at the breast of its consumers, forever needing attention and coddling. The good news is that the fans are more than willing to change its virtual diaper. The question that remains is if

Blizzard will be able to provide the cloth once a year or if it will fold under the pressure of caring for such a massive creature.                             

Chris O’Neal is a recent college graduate with an itchy writing finger. In his spare time, he neglects his fiancée and rabbits to immerse himself in video games and comic books.In other words, he’s a nerd.


 

Posted by JImmy at 02:06:08 | Permalink | No Comments »

Feature: ‘Design Language: Design by Darwin’

In this feature, veteran game designer Noah Falstein (Sinistar, Koroni’s Rift) commemorates Charles Darwin’s birthday with an insightful look at how
Darwin’s evolutionary ideas have influenced game design.

Falstein notes that Darwin’s evolution theory of natural selection can be seen not only in obvious games like Spore or Illusion of Gaia for the SNES, but also in traditional role-playing games:

“Often these games don’t follow the literal understanding of how evolution works in the real world, since it is a basic game design principle to adapt reality and make it more fun.

For instance, I believe there is a good case for the argument that the process of leveling up in role-playing games owes a lot of its popularity and acceptance to people instinctively feeling it is related to the way the real world works in an abstract sense.

Admittedly, the evolution of a horseshoe crab’s shell to protect it against predators is a big step from gaining enough strength points to be able to carry plate armor in a standard fantasy RPG, but the parallels are there.”

The Sinistar designer also argues that the use of “lives” in games key into players’ more basic survival instincts to get them to care about the decisions they make in their games:

“In fact, an MMORPG like World of Warcraft is just full of elements that would have been familiar to and crucial to survival of our primate ancestors.

Elements like life and death struggle, tribal allegiances, division of labor among specialties so your group or tribe can flourish, and wilds to explore filled with dangerous creatures are all things we have been hard-wired by evolution to care about deeply.

This sort of understanding of human evolution also helps explain the fascination that children have with animals. For all of human history, learning about which animals can harm us and which ones are friendly or useful is a major survival trait, and it’s no surprise that children have evolved to care about those questions.

The ones who didn’t have the predisposition to learn were probably often eaten before having their own children. But it may be surprising to realize that this is a large factor in the commercial success of games such as Pokémon.”


 

Posted by JImmy at 02:05:12 | Permalink | No Comments »

‘World of Warcraft’ Lead Designer Moving On To Blizzard’s New MMO

Jeff Kaplan, the lead designer of “World of Warcraft,” has announced that he’s going to be working on Blizzard’s next-gen MMO full-time.

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In a post on the game’s official forums,  “World of Warcraft” lead designer Jeff Kaplan wrote, “I wanted to take a moment to let the community know that I’ve switched roles here at Blizzard to work on our upcoming, unannounced MMO.”

He went on to thank “WoW” players and the development team, and for those concerned about “WoW” without Kaplan, he said, “I still plan to be very involved with the future course of ‘World of Warcraft,’ but will leave the day to day operations of ‘World of Warcraft’ to my partners in crime, Tom Chilton and J. Allen Brack.”

At BlizzCon 2008, we confirmed that Kaplan was indeed working on the project alongside his “WoW” duties. We wish him the best of luck in his new endeavor.

Posted by JImmy at 02:04:01 | Permalink | No Comments »