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GDC08: Live from Rob Pardo talks about Blizzard's approach to MMOsGDC08: Live from Rob Pardo talks about Blizzard's approach to MMOs Elizabeth Harper Rob Pardo, Blizzard's Senior Vice President of Game Design, is speaking at the Game Developers Conference in San Francisco this afternoon and rogue builds talent is here live to catch it all. Though the auditorium is just filling up, Pardo should be out in a few minutes to tell us all about Blizzard's approach to multiplayer game design. Catch the full details after the break. Gallery: GDC08: Blizzard's approach to MMOs 12:01 PM PST: Pardo takes center stage! Blizzard makes the multiplayer game first and fills in the single player game next. A good example of this is Starcraft 2: development had very little done on single player except for basic story development. Once you have a great multiplayer game you can build the single player game, but it's hard to go the other way around. 12:03: PvP is different than co-op. Important aspects:
12:06: There are also non-combat styles of player versus player. For example:
12:09: Skill differentiation is important -- skill should be part of advancement and competition. Examples of skills:
12:12: Game balance. You can't have everything, so you have to pick criteria to focus on. For World of Warcraft, Blizzard wanted:
12:15: Math vs. fun
12:21: UI affects balance
12:27: Balancing never ends
12:31: Player psychology -- not always predictable!
12:38: Incentives drive behavior. As an example, look at Alterac Valley... When Blizzard designed it, they wanted it to be an epic battle where each team would rush into the middle of the Valley and meet in an epic battle between Horde and Alliance. However it turned into an issue where both sides would run right past each other in order to storm the opposing faction's base. Pardo notes that if there were a /wave emote usable while mounted, they would wave at each other as they passed. "Have fun storming my castle!" 12:40: More examples:
12:44: Visual clarity
Who runs faster? Who can take more hits? Make it visually obvious. It's more difficult in an MMO because players can customize their characters, but Blizzard has tried to suggest these types of things with class armor sets. (Just look at the same character model in two different armor sets.) 12:47: Maps
12:50: Matchmaking
12:52: E-Sports
Q: What about spectator mode for WoW PvP? A: We didn't design WoW up-front to be an E-Sport game. We're now trying to retrofit this in -- I hope one day to implement some sort of spectator mode, but it's not trivial. Q: Asymmetry seems to be wanted by many players... A: You can't balance a Zergling and a Zealot one-on-one. You have to take a bigger approach. At first we're balancing for fun. Q: On balance and psychology... why don't you have specific statistic reports on the web showing informational breakdowns on who wins which battleground/etc? A: This is an example of where information can work against you. We consciously don't present which race wins most in Warcraft 3. The numbers could be skewed by a few really skilled players who favor Orcs, and then everyone wants to play Orcs and it's unbalanced. Q: Do you think there's a sweet spot you can hit where your game is balanced or do you have to keep buffing things to keep players happy? A: For example in StarCraft we haven't made a balance change in a long time. For example, in StarCraft a couple of years ago we implemented a bug fix patch which introduced a balance bug. If we weren't actively watching it and ready to fix it, the game could have died. Q: What's your opinion on cross-server interaction? A: When we first developed WoW we wanted the realms to be communities in and of themselves. But it's something we've slowly been softening our stance for -- you can see this already in cross-realm battlegrounds. In the future we might consider doing cross-server chat. Q: You were saying about not letting super-weapons into the game... A: In a competitive player versus player game you want to avoid weapons, skills, tactics, that one player can get that the opposing player doesn't feel they can realistically stop. As an example, in Descent 2, they introduced powerful weapons -- a new player could pick up a power-weapon and one-shot you. You don't want that. Q: You stated that you developed the PvP side first... is that also true for WoW? A: For WoW we developed the PvE side first, it was focused on PvE. This goes back to the fact that we didn't design it for E-Sports. Q: What's become more apparent in Alterac Valley is the chokepoints that seem unbalanced. Horde has a chokepoint in the center of the map while Alliance has a chokepoint right at their base. If the Alliance holds the chokepoint, both sides get honor, but if the Horde holds the chokepoint, the Alliance gets nothing. A: This is kind of off-topic... AV is the ultimate post-mortum in PvP game design. We talk about AV about once a month and implementing changes. Q: Are there any plans in the future to integrate any kind of video capture? A: It's on the wish list, but I don't know if it's realistic to get it any time in the near future. We didn't design the technology up-front to allow for it. Q: Have you considered micro-transacrtions in WoW? A: We chose to go with the subscription-based model instead of that approach. We've taken the approach that we want players to feel like it's a level playing field once they're in WoW. Outside resources don't play into it -- no gold buying, etc. We take a hard line stance against it. What you get out of microtransactions is kind of the same thing and I think our player base would feel betrayed by it. I think that's something else you have to decide on up-front instead of implementing later. Q: But it might make it easier for the casuals to catch up.... A: They aren't going to be the ones spending the money. Q: You mentioned that in Alterac, people weren't quite doing what you thought they would. How often do people do unexpected things? A: People do unexpected things all the time. The coolest thing about doing multiplayer game design is that you do get better at predicting player reactions, but they always surprise you. Q: How often do they do exactly what you think they'll do? A: I don't know -- when we do our job right, I guess. Q: I know WoW wasn't designed for PvP necessarily... but what do you think of players who just stand near people for killing and get honor, while people doing defense and not killing anyone would get less honor, even though they're helping the team more. A: It's very hard -- whatever you do, players will find a way to exploit it. If I had the ultimate solution, we wouldn't have Alterac Valley issues anymore. If you can think of any way to exploit something you'd better not put it in. Q: About end-game balance... you reach max level, you don't get any experience, but there are all of these raids you can run. Why do you have a content cap as opposed to a level cap? (I.e. you could keep leveling, but there's only content up to level 70.) A: The reason we go with a level cap approach is that ultimately, we need to know what we're balancing our game around. If we had a soft cap and players could keep leveling, players will keep leveling and then there won't be any quests, any content, and you run into the South Park issue where you're killing thousands of boars... we're devoting our time and energy to developing new content so players at the bleeding edge hopefully won't have to wait more than a month or two before there's new content for them to explore. Q: What about balancing solo play? Does it bother you that a warrior levels more slowly than a hunter, for example? A: We wanted to make sure that all players could have a fun play experience by themselves. From a balance perspective, it's not so hard to do that. It's more complicated when you try to give everyone a role in the group and make everyone viable in PvP and you throw in talent specs... 1:19: We're out of time and Pardo has left the building -- but stay tuned for more updates from GDC. Author: This original article is the property of wow gold. We provides independent customer of cheap wow gold and power leveling.
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