the war of worldcraft: crafting a mmorpg from the top down
TRANSCRIPT
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)
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)
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
• Burning Crusade – romping through the astral plane…
• High fantasy technologies, cosmic themes, ‘spaceships’…