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Author Topic: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer [Locked]
Vault_News  3 stars
Title: 0110011010
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Registered: 2005-10-18 12:53:17
Nethaera posted:

Quote:

As a part of our post mortem series on Cataclysm, we sat down with World of Warcraft Lead Encounter Designer Scott ?Daelo? Mercer to hear his thoughts on Cataclysm dungeons and raids.

Q. What were your main goals going into Cataclysm?

We really wanted to make sure we were creating new challenges, strong mechanics, and cool creatures while staying true to the expansion and the themes we wanted to carry out. The three raid dungeons came out well and we had a lot of fun bringing the story of Nefarian and the Twilight?s Hammer to life. We were also able to add some dynamic mechanics in Throne of the Four Winds, which featured players moving across multiple platforms.

Q. How did this evolve over the various content patches?

Zul?Gurub and Zul?Aman were entertaining raids with diverse mechanics, and they translated well when we converted them into Heroic dungeons for patch 4.1. Interesting mechanics and features that once were restricted to raids are now finding their way into our five-player dungeons.
Adding the Dungeon Journal in patch 4.2 was also a major step forward. We wanted to be able to share more information in the game so that players wouldn?t feel the need to go look everything up on external websites. While those sites are great at what they do, we felt like we needed to try to alleviate the need to go out of the game to find the information players wanted to see.
The addition of Raid Finder in patch 4.3 also opened up more opportunities for players to be able to experience our raid content. The feature has proven to be extremely popular, and not just with people who had given up on raiding. Many players use Raid Finder to gear up their secondary characters, gain Valor for the week, or just because it?s fun.


Q. What do you think worked best?

We?ve been reasonably successful with our tuning across all four raid difficulty modes. There were a few warts here and there, but we delivered on the idea that 10-player and 25-player raids could exist at a similar difficulty. We also had some memorable dungeons and cinematic moments in Cataclysm. I?m particularly fond of the interactive bombing run in Grim Batol involving the red drakes. Players really got a sense of the epic scale of Grim Batol, and how well they performed in the event could make clearing the rest of the dungeon much easier.


With our improved tools and the experience we?ve gained over the years, we?ve become better at finding ways to explain the mechanics of our encounters. Our bosses do a better job of warning players of incoming threats. In Dragon Soul we also began to better inform players of mechanics that caused them to die. Providing a better understanding of the encounters to players is an important goal. We feel that losing to a boss and not understanding why is frustrating, just as beating a boss and not understanding why you won is not as satisfying.


Q. What didn?t work out as planned or expected?

Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them. The difficulty also increased the effective amount of time required to complete a dungeon to a longer experience than we wanted. With the release of patch 4.3 we?re now in a much better place. We?ve always talked about being able to complete a dungeon over lunch, and the Hour of Twilight dungeons get us back to that goal. End Time, Well of Eternity, and Hour of Twilight all provide epic play experiences to our players, but at the real sweet spot of difficulty, complexity, and time commitment.


Q. Was there anything that surprised you about how players reacted to a particular encounter?

Not particularly. Something we?ve learned over the years is to expect the unexpected. The community is very creative and intelligent. The most important thing for us is that players are having fun. They often find interesting ways of approaching things that maybe we didn?t expect, but as long the creative solution is still fun for everyone, we usually don?t have a problem with it.


Q. What have you learned from Cataclysm and what are some of your top goals for Mists of Pandaria?

We learned we could create a crazy encounter like the Spine of Deathwing. It took a lot of hard work from the whole team and it was a difficult design challenge to tackle. How do you orchestrate a fight on the back of a gigantic flying dragon without inducing nausea? How do we make sure you feel like you?re on Deathwing? Delivering that experience was really important and everyone wanted the opportunity to work on it. What was really great was that we launched the story of Cataclysm with the cinematic that showed Deathwing having his elementium plates being put on, then we end the expansion with those very same plates being torn off. It gives some real closure to storyline.

For Mists of Pandaria, we will continue to provide new dungeons and raids while also presenting interesting new types of content in the form of challenge modes and scenarios. Players will also be introduced to new enemies in the Sha, Mogu, and Mantids. Making those creatures come to life will be a lot of fun.


Q. Do you have a favorite dungeon or encounter from Cataclysm?

There are so many. The Conclave of Wind was a great one. Working out interesting mechanics that allowed players to go from platform to platform was a lot of fun and the environment felt really epic. A fight like that was a goal of the encounter team for a very long time.
Blackwing Descent was another favorite and working out the mechanics for the Atramedes fight gave us a lot to think about. How do you create an encounter with a blind dragon that fights? So we gave him sonar and showed the interaction with a sound meter on the player?s UI.

In Bastion of Twilight, we really got to sell the corruption angle on Cho?gall which made for another really interesting fight.


Q. Is there a certain mechanic that you always wanted to do but couldn?t do prior to Cataclysm?

Not really. There are so many cool ideas to work with that I never feel held back. It?s easy to be creatively inspired by the people around you and their energy. It?s never a problem of coming up with ideas. It?s usually deciding which ones we want to go with next, but the possibilities are endless.


Q. Do you have a ?dream? dungeon or encounter that you?d like to create if you had the opportunity?

I?ve never felt that I haven?t been able to do the things I want to do. Everyone on the team is completely dedicated to giving us unlimited opportunities to make epic and awesome experiences. But, if I have to mention something, it would be huge giant death robots. We had Mimiron in Ulduar, but you just can?t have too many death robots.


Q. Thank you for your time, Scott.

You?re welcome.



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Spookysheep  4 stars
Title: Lieker of Cheese
Posts: 1,248
Registered: 2002-1-9 06:49:19
Q. What didn?t work out as planned or expected?

Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them.



Is this guy really so retarded as to understate the millions of lost subs as "some" of them?

Though the length of the new heroics certainly was not the only reason, it most definitely was the MAIN reason.

 

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Ugh_Lancelot  3 stars
Title: Ooo...bouncy!
Posts: 766
Registered: 2002-6-17 14:37:05
Well, technically, "many," "most," and "a few" are all subsets of "some."

 

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Alpha_Swift  1 star
Posts: 97
Registered: 2002-7-16 05:31:22
Spookysheep posted:

Q. What didn?t work out as planned or expected?

Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them.



Is this guy really so retarded as to understate the millions of lost subs as "some" of them?

Though the length of the new heroics certainly was not the only reason, it most definitely was the MAIN reason.



He knows the truth, he's just staying with the party line to keep his job.

 

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Taloquin  1 star
Posts: 141
Registered: 2003-11-20 18:12:14
So, wait, I'm confused...

People still read blue posts expecting some sort of insight?

WTF?!?!?!

 

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Ugh_Lancelot  3 stars
Title: Ooo...bouncy!
Posts: 766
Registered: 2002-6-17 14:37:05
Taloquin posted:

So, wait, I'm confused...

People still read blue posts expecting some sort of insight?

WTF?!?!?!


Insight, no. Learning processes normally associated with a post-mortem, yes. Obviously, one is not expected, the other is even if only at a rudimentary level. But when taken in the context of rose-colored glasses, it's perfectly explainable.

 

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kyrv13
Posts: 9
Registered:
Spookysheep posted:

Q. What didn?t work out as planned or expected?


Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them.



Is this guy really so retarded as to understate the millions of lost subs as "some" of them?


Though the length of the new heroics certainly was not the only reason, it most definitely was the MAIN reason.



The follow up question should have been, why did you make them more abruptly more difficult, how was that going to be a good thing?


Assuming they don't just make random changes, WHY did they change it?
Ugh_Lancelot  3 stars
Title: Ooo...bouncy!
Posts: 766
Registered: 2002-6-17 14:37:05
kyrv13 posted:

The follow up question should have been, why did you make them more abruptly more difficult, how was that going to be a good thing?

Assuming they don't just make random changes, WHY did they change it?


I'd like to hear their answer on it, too, though I suspect it would be an evasion and not a real answer. If I had to guess, I would guess that the difficulty was set high initially with the intention of doing something similar to the stacking "nerf" buff that they add to raid zones once the novelty has worn off. If that was the rationale, then it unfortunately got forgotten in the confusion, or someone thought that the design decision to make gear easier to obtain (whether or not it actually held to be true in reality) would balance itself once folks geared up again. If so, then I suspect they did not count on people renaming "difficult" to "tedious" and just electing to not do the content in anywhere near as great of numbers as WotLK.

You'd think the success of the "faceroll easy" LFR raids would have told them all they needed to know about difficulty levels and player enjoyment.

 

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Marzuk  1 star
Posts: 153
Registered: 2002-10-21 16:08:17
kyrv13 posted:

The follow up question should have been, why did you make them more abruptly more difficult, how was that going to be a good thing?

Assuming they don't just make random changes, WHY did they change it?



The vocal minority complained constantly about the dumbing down of the game, how there was not enough challenge, how everything was faceroll, how people had far too many purples. and how welfare epics were ru. This was usually accompanied by a tail of how hard heroics were "back in the day" before WoW was "noobified".

Though I will say that it does not surprise me at all that people cried out for challenge, then hated it when they actually got it.
Taloquin  1 star
Posts: 141
Registered: 2003-11-20 18:12:14
Marzuk posted:

kyrv13 posted:

The follow up question should have been, why did you make them more abruptly more difficult, how was that going to be a good thing?

Assuming they don't just make random changes, WHY did they change it?



The vocal minority complained constantly about the dumbing down of the game, how there was not enough challenge, how everything was faceroll, how people had far too many purples. and how welfare epics were ru. This was usually accompanied by a tail of how hard heroics were "back in the day" before WoW was "noobified".

Though I will say that it does not surprise me at all that people cried out for challenge, then hated it when they actually got it.



As someone who was around in the "old days" when wipes during dungeon runs were common, without everyone bailing on one wipe with atleast one reference to someone in the party being a "noob", I have to challenge your statement, atleast a little bit.

Back in the day, when you had a wipe, it was generally attributed to the mechanics of the encounter. There are (were) a fair number of encounters that, due to RNG, would wipe a group just because the healers of the raid got hit with the debuffs repeatedly. Would even apply to 5 mans (after nerfs), which includes a noob hunter trying to kite Drak in UBRS. It might have taken a few wipes back in the day with a noob hunter trying to kite Drak, but eventually they figured it out and finally either feigned, or died, in the right spot.

That was actually a challenge. Even if you outgeared the place, if people didn't know what they were doing there were going to be problems. For me this is where "challenge" differentiates from "item level".

Now don't get me wrong, I absolutely hate the "item level" requirements on dungeons now, just like Gearscore in LK. It's just that for stupid people, it's a far better measurement of other stupid people who got lucky in other instances as opposed to actual skill (when skill actually appied to WoW).

I guess for me the only way to apply an actual random heroic, or random raid, level "score" is to have an individual run a solo instance, and measure how far they got REGARDLESS of gear, then apply that to a statistical number that then applies to random dungeons/raids.

But of course this will never happen. This would require thought from the current "WoW Fanbase", as well as the developers. And obviously spending too much thought on something requires outrageous money because sitting on your ass staring at a computer screen is very taxing.

 

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