What you are about to see here is something i found on an norwegian new paper, its translated with google translate wich means that it might look a little retarded from times to times.
Anyways i hope you enjoy reading it
This time we are extra nervous
"World of Warcraft" designer Tom Chilton is restless before 'Cataclysm' release.
- We are always concerned when we do something new. We were very nervous when we got both "The Burning Crusade" and "Wrath of the Lich King."
- But this time we are extra nervous, since "Cataclysm" is very different than what we've tended to do, mostly to create more jobs and more levels.
At the other end of the phone, we have Tom Chilton from gaming giant Blizzard. He works as a Game Director on 'World of Warcraft "and is one of the main men behind the highly anticipated expansion pack that comes 7 December, called "Cataclysm".
pressure were the only four games media in the Nordic countries have a chat with the developer now just before launch.
This is totally the third expansion of this massive online game that was first released in Europe in 2005 and still alive and well. Over 12 million players worldwide have a close relationship with an MMO. This means that there are potentially 12 million people who is looking forward to 7 more December than Christmas Eve to himself.
It is undoubtedly ahead of expectations, "Cataclysm" release that can increase the pulse of even brave men and women who work with this game.
NB! Here you can read about our impressions after we beta-tested "Cataclysm" in the summer.
Tom Chilton of Blizzard.
- No idea how big this could be
Yet Chilton believes that the huge user base has not affected how Blizzard develops the game.
- We had no idea how big this would be. We thought it would be great, but we thought maybe that one million visitors came to play it and considered it to be quite numerous.
- It never struck us that it could end up with twelve million players. I think though, that it has affected the creative process. We still develop for the players and does not take our choices are based on the number associated with "World of Warcraft," says Tom Chilton.
- Could you foresee that it would be so popular among girls?
- We knew there was a wider audience than usual when it comes to MMO's, but it has not influenced how we designed the game, or creating content for the game. We have many girls working in development and we are focused on creating entertaining games that collectively set.
Blizzard is known for extreme quality, they do not give out their games unless they can stand for it 100 percent, which also have meant death for some games.
Console initiative "StarCraft: Ghost" had, among other things, pay with their lives, even though the game was almost finished.
Notable areas are
never the same again.
"Cataclysm" upside-down on "WoW"
Chilton says that everything is not always planned in detail. Planning for "Cataclysm" was just a loose idea until the last expansion pack was almost finished.
- It started when we were finished with "Wrath of the Lich King" and wondered how we would take this further. And we had understood the basis of feedback that people were saying that the game will be good until after you've reached level 60
- That was why we went back to the drawing board to see how we can improve the experience of the game from beginning to end, "he said.
- Contrary to what many people think about us, we have not planned far ahead. We may have a hazy picture of where we want to go, but that's it. And so it was with "Cataclysm": The idea was misty until the "Lich King" was almost finished.
- We like to be flexible to the direction of progress, like that, it is only now in the past we've nailed the main idea of where the next expansion will take us.
And the idea of "Cataclysm," which turns upside down the whole world in the game, proved to be a greater challenge than the developers envisioned.
- The size of caught us by surprise. We thought we were smart when we looked at the maps and marked areas according to how much they had to be updated. Areas we dyed green meant they did not need to be updated so much, while the red areas meant that we almost had to do it all again.
- But it turned out that there were more and more areas that were red, for it quickly became a snowball effect when we began to change in the missions. Some were completely illogical, it had moved and the like. It generated enormous amounts of work.
- May you expand the staff to reach the goal?
- Yes, we needed more people. But you do not want to get into too many new people, because then it becomes harder to ensure the quality of the content. The new must be introduced, taught and put into routines, and it also takes time.
- Delay the release of the expansion?
- We had hoped to release it before, yes.
Worgen is one of the
new breeds.
Secretive about the next expansion
Furthermore, Chilton says that they have followed through on what is happening around them. "World of Warcraft" is obviously not the only massive online game on the market. It may just seem that way.
There are obvious competitors, and some of them are doubtless inspired by the success of "WoW". Blizzard observe how interested MMOs segment evolves around their own product.
- We included. One of the things we have kept an eye on, the game-free model. We get many questions about precisely this in relation to "WoW", but people are happy with the model we have for the moment - we have chosen not to do anything with it.
Many games in the same genre as "World of Warcraft" boasts far more advanced graphics, but Chilton reveals that the simple but effective graphics was a deliberately chosen from the very beginning.
- Competitors will probably be able to tune with more advanced graphics, but even before we released "World of Warcraft" we knew we would have stylized graphics in the game where we would focus on a unique atmosphere and not be dependent on the mass of polygons and heavy machine power but that it would still look good.
- In addition, the "WoW" aging with style, "he says.
Anyway updated game engine periodically.
- It has happened repeatedly, and we add new technology as it is natural for expansion packs. In "Wrath of the Lich King" we updated the way the terrain depicted on the game, you see that the areas will change how the game progresses, while in "Cataclysm", it is natural for us to update the water effects. A kind of evolution in relation to extensions, ie.
- And what is so in the next expansion?
- I have not allowed to talk about, "said Chilton, followed by a secretive laugh.
"World of Warcraft: Cataclysm" launched on May 7 December.
Anyways i hope you enjoy reading it
This time we are extra nervous
"World of Warcraft" designer Tom Chilton is restless before 'Cataclysm' release.
- We are always concerned when we do something new. We were very nervous when we got both "The Burning Crusade" and "Wrath of the Lich King."
- But this time we are extra nervous, since "Cataclysm" is very different than what we've tended to do, mostly to create more jobs and more levels.
At the other end of the phone, we have Tom Chilton from gaming giant Blizzard. He works as a Game Director on 'World of Warcraft "and is one of the main men behind the highly anticipated expansion pack that comes 7 December, called "Cataclysm".
pressure were the only four games media in the Nordic countries have a chat with the developer now just before launch.
This is totally the third expansion of this massive online game that was first released in Europe in 2005 and still alive and well. Over 12 million players worldwide have a close relationship with an MMO. This means that there are potentially 12 million people who is looking forward to 7 more December than Christmas Eve to himself.
It is undoubtedly ahead of expectations, "Cataclysm" release that can increase the pulse of even brave men and women who work with this game.
NB! Here you can read about our impressions after we beta-tested "Cataclysm" in the summer.
Tom Chilton of Blizzard.
- No idea how big this could be
Yet Chilton believes that the huge user base has not affected how Blizzard develops the game.
- We had no idea how big this would be. We thought it would be great, but we thought maybe that one million visitors came to play it and considered it to be quite numerous.
- It never struck us that it could end up with twelve million players. I think though, that it has affected the creative process. We still develop for the players and does not take our choices are based on the number associated with "World of Warcraft," says Tom Chilton.
- Could you foresee that it would be so popular among girls?
- We knew there was a wider audience than usual when it comes to MMO's, but it has not influenced how we designed the game, or creating content for the game. We have many girls working in development and we are focused on creating entertaining games that collectively set.
Blizzard is known for extreme quality, they do not give out their games unless they can stand for it 100 percent, which also have meant death for some games.
Console initiative "StarCraft: Ghost" had, among other things, pay with their lives, even though the game was almost finished.
Notable areas are
never the same again.
"Cataclysm" upside-down on "WoW"
Chilton says that everything is not always planned in detail. Planning for "Cataclysm" was just a loose idea until the last expansion pack was almost finished.
- It started when we were finished with "Wrath of the Lich King" and wondered how we would take this further. And we had understood the basis of feedback that people were saying that the game will be good until after you've reached level 60
- That was why we went back to the drawing board to see how we can improve the experience of the game from beginning to end, "he said.
- Contrary to what many people think about us, we have not planned far ahead. We may have a hazy picture of where we want to go, but that's it. And so it was with "Cataclysm": The idea was misty until the "Lich King" was almost finished.
- We like to be flexible to the direction of progress, like that, it is only now in the past we've nailed the main idea of where the next expansion will take us.
And the idea of "Cataclysm," which turns upside down the whole world in the game, proved to be a greater challenge than the developers envisioned.
- The size of caught us by surprise. We thought we were smart when we looked at the maps and marked areas according to how much they had to be updated. Areas we dyed green meant they did not need to be updated so much, while the red areas meant that we almost had to do it all again.
- But it turned out that there were more and more areas that were red, for it quickly became a snowball effect when we began to change in the missions. Some were completely illogical, it had moved and the like. It generated enormous amounts of work.
- May you expand the staff to reach the goal?
- Yes, we needed more people. But you do not want to get into too many new people, because then it becomes harder to ensure the quality of the content. The new must be introduced, taught and put into routines, and it also takes time.
- Delay the release of the expansion?
- We had hoped to release it before, yes.
Worgen is one of the
new breeds.
Secretive about the next expansion
Furthermore, Chilton says that they have followed through on what is happening around them. "World of Warcraft" is obviously not the only massive online game on the market. It may just seem that way.
There are obvious competitors, and some of them are doubtless inspired by the success of "WoW". Blizzard observe how interested MMOs segment evolves around their own product.
- We included. One of the things we have kept an eye on, the game-free model. We get many questions about precisely this in relation to "WoW", but people are happy with the model we have for the moment - we have chosen not to do anything with it.
Many games in the same genre as "World of Warcraft" boasts far more advanced graphics, but Chilton reveals that the simple but effective graphics was a deliberately chosen from the very beginning.
- Competitors will probably be able to tune with more advanced graphics, but even before we released "World of Warcraft" we knew we would have stylized graphics in the game where we would focus on a unique atmosphere and not be dependent on the mass of polygons and heavy machine power but that it would still look good.
- In addition, the "WoW" aging with style, "he says.
Anyway updated game engine periodically.
- It has happened repeatedly, and we add new technology as it is natural for expansion packs. In "Wrath of the Lich King" we updated the way the terrain depicted on the game, you see that the areas will change how the game progresses, while in "Cataclysm", it is natural for us to update the water effects. A kind of evolution in relation to extensions, ie.
- And what is so in the next expansion?
- I have not allowed to talk about, "said Chilton, followed by a secretive laugh.
"World of Warcraft: Cataclysm" launched on May 7 December.