For a decade, World of Warcraft has been in uncharted territory-a massively successful game in a genre without an established playbook to follow. Blizzard wasn't just inventing the rules of the game. They were also setting the standard that every other MMO would follow, for better and for worse.
With its biggest update ever still warm from the oven, I had a chance to talk with several developers at Blizzard about the significance of Patch 7. 2 . But that conversation inevitably led to game director Ion Hazzikostas and I discussing the future of World of Warcraft-a seemingly novel idea for a game that's almost old enough to start dating.
It's still far too soon to talk concrete details of the next expansion, but Hazzikostas was able to talk about how new philosophies were transforming World of Warcraft as we know it.
Sins of the past
"No one signs up to make a game that they think is going to last over a decade, " Hazzikostas admits. "You make decisions where you don't think about how it might play out 10 years from now. "
Talking to Hazzikostas, I get the sense that Courant has been paying for the design sins of Warcraft's past for quite some time, and, in a sense, so too have its players. In the early days of World of Warcraft's life, Hazzikostas explains that there was too little attention paid to how video game systems might age over time. There's a lot of baggage that comes with adding another ten character levels with each brand new expansion. The levels themselves aren't the problem: it's the new abilities as well as enhancements that come along with them.
In the past, World of Warcraft had a talent system fairly typical to most RPGs. Each class had three skill trees full of passive buffs and also abilities that centered around a specific playstyle. As you gained amounts, you dropped points into those trees to customize your character's skillset. But one of its biggest flaws was that, with 85 ranges, it was a lot of points to manage. "At some point the entire system becomes an incomprehensible mess, " Hazzikostas explains.
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