the war of worldcraft: crafting a mmorpg from the top down

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The War of Worldcraft: Crafting a MMORPG from the Top Down

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The War of Worldcraft:

Crafting a MMORPG from the Top Down

When the World was Young…(RTS Development)

• Orcs & Humans, baby…

• Races/Cultures were initially based on design need (units)

• Unit function and kit informed how the world was built

• Unit color is everything…

• Based on race design, the geographical flow was linear(Azeroth > Khaz Modan > Lordaeron)

• Backstory – crafting emotional landscapes

• Manuals and illustrations

When the World Came of Age…

• Story drives world design (Vindication, baby…)

• RPG elements demand a more ‘evident’ world(Focused tilesets/ set pieces)

• Geographical flow was more organic • – defined by cultures

(Kalimdor > Northrend > Outland)

Staying relevant - spinning the archetypes

When in Doubt – Build Two at a Time!

When the World Blew Up… and Out!

• Re-envisioning the world from the inside out

• (expansionistic design – player driven)

• Handcrafted world - leave no stone unturned

• Immersion is critical

Art direction and thematic cohesion

• Story and quests

• Letting history do the work…

• Don’t bury the poor kids!

Maintaining the Fantasy

• Tech vs, magic – How far do you go?

• Firearms, Tanks, Steam-Machinery

• Burning Crusade – romping through the astral plane…

• High fantasy technologies, cosmic themes, ‘spaceships’…

Pop Goes the Culture

• Pop References - how much is too much?

• Keep it in the background…

Sharing the Vision

•“Atlas is screwed “ OR “No man is an instanced island…”

•Individual ownership is critical

•Cohesion comes through constant communication and collective belief