[0:00] hi my name is ian has a hostess I'm the [0:01] game director on world of warcraft hi my [0:03] name is Patrick McGruder hi my name is [0:05] Jim Edo I'm the lead gameplay engineer [0:07] on the world of warcraft team and I am [0:09] the visual development supervisor we are [0:11] here to take you through the history of [0:13] world of work [0:30] I joined the team in the summer of 2008 [0:34] I've been at Blizzard for just shy of 10 [0:36] years now I've been playing well the [0:38] Warcraft [0:38] since day one back in November 2004 all [0:41] the Warcraft presents players with a [0:43] vast world to explore to adventure in to [0:46] meet friends potentially to make enemies [0:48] it's a place where players can play out [0:50] their fantasies of being a hero and do [0:53] so alongside millions of other players [0:55] from around the world it's set in the [0:57] world of Azeroth the home to the [0:59] Warcraft franchise going all the way [1:00] back to the RTS games of the mid-90s it [1:03] places players in the shoes of one of [1:06] the denizens of this world it's a world [1:07] of swords and sorcery a world of high [1:10] fantasy and adventure you begin [1:12] unassuming beginnings setting off to [1:14] make your name in a world full of danger [1:16] and great glory to the errant as you [1:18] explore as you do things like humble [1:21] deeds you know helping farmers with [1:23] beasts that are attacking their crops - [1:26] unearthing plots that may have touched [1:29] upon some of the major issues of the day [1:31] in that world you gain power you gain [1:33] renown [1:33] in many ways it's a classical fantasy [1:35] role-playing game in a world full of [1:37] thousands of other people so as players [1:38] grow in stature they would take on more [1:40] powerful foes by the end of that initial [1:42] journey players were heroes in this [1:44] world players had toppled some of the [1:45] great threats facing Azeroth we're [1:47] looking for new adventures both in terms [1:49] of the confines of the story but also as [1:51] human beings playing the game they [1:52] wanted to see what was next what great [1:54] foe awaited around the corner [1:59] Masek world of warcraft was the base [2:02] game before any expansions existed this [2:04] was just world of warcraft as a [2:05] standalone product that came out in [2:07] North America in November 2004 it came [2:10] to Europe some months later in the [2:12] spring of 2005 and the rest of the world [2:14] to follow it really was this moment that [2:17] united people who has the war effort yes [2:19] franchise seized this excitement for the [2:22] MMO genre really opening up what had [2:24] been a relatively niche genre to the [2:27] broader audience of gamers from all [2:29] walks of life all ages all backgrounds [2:31] it became something of a cultural moment [2:33] back at launch at the very start of [2:35] World of Warcraft there were eight [2:37] playable races and nine playable classes [2:40] these races half court members of the [2:42] Horde half members the Alliance the [2:44] Horde side you could be an orc control a [2:47] tauren or a member of the undead [2:49] forsaken on the alliance side you could [2:51] be human [2:51] dwarf elf or no and these were the [2:55] canonical Warcraft races the players [2:57] have seen and interacted with going back [2:59] to the realtime strategy roots of the [3:00] franchise and then there were character [3:02] classes it were a mix of you know sort [3:04] of traditional fantasy archetypes and [3:06] abilities that have been seen in the [3:08] realtime strategy games so you have the [3:09] warrior wading into toe-to-toe combat [3:11] wearing heavy armor wielding my weapons [3:13] or shield the stealthy rogue hunter with [3:16] an animal companion spellcasters a mage [3:19] master of the arcane arts or the [3:20] elements warlocks who are summoning [3:22] demons and binding them to their will [3:24] hybrid classes like druids who commune [3:27] with nature can turn into various animal [3:29] forms that they're in touch with and [3:30] then back then there were two classes [3:32] that were limited to specific factions [3:34] only horde players could be shamans who [3:36] were sort of hybrid melee combatants who [3:39] also could harness the power of the [3:40] elements as well as totems with a [3:42] certain ritualistic shamanistic vibe and [3:44] then on the Alliance side paladin's [3:46] warriors of light who combines a mighty [3:49] sword arm with invoking light for [3:51] healing and support of magics and so all [3:53] in all there were nine character classes [3:55] playable eight available for the Horde [3:57] eight available for the Alliance which [3:58] was better between shaman and paladin [4:00] was a major point of contention [4:01] back then and it depended on who you [4:03] asked and most would say the grass was [4:04] greener on the other side [4:05] it's one of the pillars from what world [4:09] crafts was having a largest broad appeal [4:11] a lot of games were pretty realistic in [4:14] terms of that aesthetics a lot of MMOs [4:16] were based off of token fantasy [4:18] realistic medieval kind of setting and [4:21] we knew we wanted to develop a style [4:24] that was different than what was being [4:25] done we had Warcraft which is the roots [4:28] of what a World of Warcraft is and they [4:30] had established a style that was very [4:31] colorful it pushed a lot of exaggerated [4:34] shapes created heroic characters epic [4:37] environments to craft adventures and [4:39] epic stories and so we knew okay if [4:41] that's the root of Warcraft we would [4:44] take that and use that for the [4:45] aesthetics of World of Warcraft making [4:47] something that was very memorable for [4:48] the players from the first moment when [4:51] it came out back in 2004 there were [4:54] indications that it was going to be [4:55] somewhat different game and the ones [4:56] that had come before there were [4:58] countless people lining up around the [4:59] world on release night to get their [5:01] hands on the very first boxes Blizzard [5:03] actually found themselves quickly unable [5:05] to meet the demand [5:07] just from a server perspective just in [5:09] terms of the sheer load Blizzard had [5:11] planned for conservatively actually what [5:13] if more people come to play this game [5:15] than any other past MMO games such as [5:18] EverQuest and competitors at the time [5:19] even those expectations and projections [5:21] weren't enough to meet the initial [5:22] demand when wow first came out it was a [5:27] hundred percent what server are you on [5:29] was everything if you were on mal Ganis [5:32] you could only interact with people who [5:33] were on mal Ganis and we realized very [5:36] quickly that while mon gannets itself is [5:38] overloaded that's okay we're gonna get [5:39] that capacity up and then people are [5:41] gonna want to do more so we wanted to [5:43] figure out how to cook them in able [5:45] players to play because World of [5:46] Warcraft is about playing the game with [5:48] your friends it's about doing things [5:50] together in a shared world and how could [5:52] we get that experience moving forward a [5:55] lot of those first months were spent [5:57] really just trying to keep up with [5:59] demand just trying to stabilize the [6:01] service to get to a point where players [6:03] could just come home from work login and [6:05] I'll have to wait or not have their [6:06] servers be down due to load I was just a [6:08] player back then I bought the game the [6:10] very first day I came out I want to say [6:12] it was Thanksgiving weekend coming up I [6:14] remember coming home excitedly logging [6:16] in that first night playing and then [6:19] could not wait to get back to the game [6:20] the next day only to discover that my [6:23] server was offline and was one of five [6:25] servers that were going to remain [6:27] offline for the next two days they were [6:28] so hopelessly overpopulated they [6:30] couldn't run with any sort of stability [6:31] so we had a little enforced initial [6:33] break from the game once they got up and [6:34] running again [6:35] we all jumped back in and picked up [6:36] where we left off in many ways that was [6:38] the story it was a testament to how [6:40] magical that experience was back then [6:42] despite pretty frequent down times long [6:45] periods of lag and instability poor [6:47] responsiveness not because of any [6:49] technical shortcoming of the game but [6:50] because of the unprecedented player [6:52] demand and the load that was hitting the [6:54] server's everyone realized they're a [6:55] part of something magical that we had [6:56] never seen before in a game we [6:58] definitely got bonus points as a game [6:59] just for those unique social elements [7:02] whereas now the ability to interact with [7:04] others in your gaming experiences has [7:06] taken for granted almost every console [7:08] PC mobile game you pick up in play is [7:10] gonna have some of those interactive [7:11] social elements what World of Warcraft [7:13] has done over the years is add new ways [7:16] new modes of engaging new places to [7:18] visit in the worlds to explore and has [7:21] really provided just this ongoing [7:22] engaging gameplay experience that leans [7:25] on the uniquely social nature of the [7:27] experience so whether you are joining up [7:29] with four players 20 friends or making [7:32] new ones to go take on powerful dragon [7:35] explore dungeons or test your skills [7:37] against other players it's a game that's [7:39] really been able to build itself from [7:41] the ground up as a fundamentally social [7:42] game at the same time it's a game for [7:44] everybody it's a game that from its [7:46] earliest days was one that could be [7:48] played alone if you were looking for [7:49] just meditative peaceful exploration if [7:51] you didn't want to deal with others you [7:52] want to come home after a long day of [7:54] work and explore tranquil elven forests [7:56] do good deeds there that was the game [7:58] that it could be for you 13 years ago [8:00] it's the game that it still can be for [8:01] you today in many ways that really is [8:03] the story of classic world of warcraft [8:05] before any of the expansion the first [8:07] year was one of stability then the next [8:08] year was content updates that were more [8:10] traditional in the sense of modern [8:12] content updates adding new environments [8:15] to explore new bosses to defeat new [8:17] dungeons to conquer and some balancing [8:19] to the game and adding some additional [8:20] features like fleshing out player versus [8:22] player combat all of those things came [8:24] in with a course of the base game that [8:26] really just set the stage for the [8:28] expansions to [8:29] [Music] [8:37] first expansion we created was the [8:39] Burning Crusade and it was pretty [8:41] challenging from a visual art direction [8:43] standpoint because it was very different [8:45] than what was created for classic Wow [8:47] this was the first major expansion to [8:49] World of Warcraft players journeyed [8:51] through the mysterious dark portal to [8:53] the broken world of outland which was [8:55] the home of one of the major races that [8:58] is found in World of Warcraft at the [9:00] orcs this was a whole new world to [9:01] explore with its own cultures multiple [9:03] zones and dungeons new enemies it [9:06] massively increased the scope of the [9:07] game we spent a lot of time thinking [9:11] about that aesthetics of it we got the [9:12] story and the design and oftentimes [9:14] that's the first inspiration for the [9:16] artist and we get a rundown ok what's [9:18] the kind of the gameplay for the [9:19] expansion the story arc and maybe some [9:22] of the characters and then once we find [9:24] out about that our imaginations start [9:26] going wild we start to imagine how could [9:27] these worlds look like it was coming up [9:29] with like all these brand new worlds [9:31] literally another planet was really cool [9:32] really fun to do it was a lot of [9:34] opportunity visually to create different [9:36] experiences it also brought with it new [9:40] features such as much more formalized [9:42] structured competitive player versus [9:44] player combat new races to play from [9:46] blood elves and the drew nigh for the [9:48] horde and Alliance respectively access [9:49] to new classes that hadn't been around [9:51] before new abilities in the truest sense [9:53] a significant expansion of the base game [9:56] on all vectors along all lines of [9:58] progression there was more to do more to [10:00] earn more to seek more to explore a lot [10:04] of the initial systems of the game had [10:06] been fleshed out over the course of the [10:08] classic World of Warcraft period Burning [10:10] Crusade really formalized them into [10:12] permanent structures rating was an [10:15] activity that involved you know groups [10:16] of back then 25 players getting together [10:19] and taking on from the most challenging [10:20] foes in the game Burning Crusade also [10:22] introduced 10 player raid size so it's [10:24] somewhat smaller groups could still have [10:26] that epic experience about needing to [10:28] get together a full number of 25 people [10:30] the arena system was added in Burning [10:31] Crusade which allowed players for the [10:33] first time a chance to mash themselves [10:35] and match their skill against others [10:36] from around their region to determine [10:38] who was the best truly and get rewards [10:41] in the process that was actually also [10:42] the beginning of World of Warcraft [10:44] eSport [10:46] Warcraft World Championship back then a [10:48] fledgling eSport league started to [10:49] broadcast while arena tournaments resto [10:52] druid and keep a few barely alive crazy [10:55] deep into damp Ania there's a lot of [10:57] excitement or on seeing the best from [10:59] different countries go head-to-head [11:00] against each other determine who the [11:02] best World of Warcraft players were in [11:03] the world rewards became more [11:06] streamlined better tuned and balanced or [11:08] as it had been the Wild West previously [11:10] and one subtle addition to the game that [11:12] really laid a foundation for the next [11:14] decade to come was a system that the [11:16] World of Warcraft team called daily [11:18] quests previously quests had been [11:20] something to guide players through the [11:22] game's context a lot of massively [11:23] multiplayer games prior to World of [11:25] Warcraft didn't have much structure to [11:27] them you would go out into his own and [11:29] be expected to just find enemies and [11:31] defeat them often repetitively for long [11:33] stretches of time to get stronger to get [11:35] items and grow in power [11:36] well the Warcraft overlaid a thorough [11:38] network of level up quest lines but not [11:40] all have not forgotten it's telling [11:42] stories state your business giving you [11:44] purpose to your actions the reckoning is [11:46] at hand in guiding you through the world [11:48] as you explored it in the classic game [11:49] those quests pretty much came to an end [11:51] once you've reached level 60 the maximum [11:53] level in the base game Burning Crusade [11:55] raised that to 70 but it also added this [11:58] whole new set of daily repeatable quests [12:00] they were only available at max level [12:02] that were randomized and varied and will [12:05] give players a new thing to do new [12:06] quests to explore and pursue in a [12:08] regular basis when they were logging in [12:10] it made outdoor gameplay a staple of the [12:13] end game experience in World of Warcraft [12:14] rather than something that you just did [12:16] while leveling up that's something that [12:18] the team has really continued to expand [12:20] upon and it's now really a core pillar [12:22] of what makes the franchise what it is [12:24] introduced for the first time in Burning [12:25] Crusade was the ability to fly around [12:27] you could at max level are flying mounds [12:30] that let players for the first time soar [12:32] through the skies get around the world [12:34] bit more quickly a bit more easily it [12:35] also opened up literally a whole new [12:37] perspective on looking at this expansive [12:40] world that before had been seen you know [12:42] from beneath the tree canopies and much [12:44] closer [12:47] [Music] [12:48] flying was fun for both of our team oh [12:51] yeah we had to figure out how to let [12:53] characters fly one of the mute methods [12:55] of art that we did was introduced sky [12:58] boxes because in out man you literally [13:01] saw great dark beyond you saw energies [13:03] raking through base and creating these [13:06] nebulous clouds in the sky and it was [13:08] very fantastic and we had to kind of [13:10] develop a new technique to sell that and [13:12] we had done a lot of really awesome [13:14] visual development on how that stuff [13:15] could look like now it was time to kind [13:17] of translate that and actually execute [13:19] on it so we implemented this new Sky box [13:21] system that we didn't do in classic Wow [13:23] that was very exciting come one of the [13:25] big question was how fast can they fly [13:27] at the time our servers had a whole lot [13:28] of interaction limitation that how fast [13:30] a player could go if you fly too slow it [13:32] feels kind of lame so you wanted to go [13:33] nice and fast but how fast is too fast [13:35] well how fast can we fly you go through [13:37] this world how can we make it feel good [13:39] cuz if you fly too fast you end up and [13:40] there's nothing below you and then [13:42] things are loading and it's not a great [13:43] player experience right and you miss all [13:45] the cool stuff that we all write and all [13:46] the cool stuff that arts put in until it [13:48] loads in or whatever and classic wow you [13:50] know we created a lot of cool cool [13:52] worlds like different zones biomes [13:54] each were their own very distinct [13:56] aesthetic feel and look but we never [13:58] really had to think too much about [13:59] transitions when you transition from one [14:02] zone to the NEB there was certain paths [14:03] that we know players would take to go [14:05] from one zone to the next and we could [14:06] control that and make that a very nice [14:08] blend and transitions like I say a snowy [14:10] forest two more icy mountains and there [14:13] were areas where we didn't have to [14:14] really worry about transitions at all [14:16] because players never were able to get [14:18] up there unless they were somehow like [14:19] climb all the way up to the mountains [14:21] but with the introduction of fly mounts [14:23] right now it's a huge it really changed [14:26] the way we built zones and different [14:28] landscapes and design visually the [14:31] landscapes too we now had to actually [14:32] think about transition zones and how one [14:35] last gate transitioned into the next one [14:36] get it to feel right and feel correct in [14:38] order to sell the fantasy of what we're [14:40] trying to do all the way down to what [14:42] the view distance when you're here how [14:44] do we deal with fog how do deal with [14:45] lighting all these things suddenly [14:47] became more of a problem once the player [14:49] was elevated and able to see from Taric [14:51] our forests over to Hellfire and see the [14:53] line and see the between them you had to [14:55] make these beautiful transitions first [14:56] before it was kind of hidden [14:59] where my personal story begins as a [15:02] member of blizzard as a member of the [15:03] World of Warcraft team was on the eve of [15:05] Wow second expansion Wrath of the Lich [15:08] King you shall be someone who had played [15:14] the game ardently it was an honor to be [15:17] able to come work on the team to help [15:19] shape the game that I'd look for so long [15:21] ratha Lich King took players to the [15:23] frozen wastes of northrend an area also [15:26] introduced and with its roots in the [15:27] lore of the realtime strategy games to [15:30] face off against Arthas the Lich King [15:31] probably the greatest most notorious [15:34] villain ever introduced in Warcraft this [15:40] also introduced an all new character [15:42] class the death knight as well as [15:43] systems such as vehicle combat which [15:46] played out in this massive battleground [15:48] called winter grass advancements to the [15:51] rating game the expansion of daily [15:53] quests as a system integrated cinematics [15:55] in some cases having powerful [15:57] single-player moments where you could [15:59] see the world around you and transform [16:01] there was new technology that the team [16:03] had invested in around this time called [16:05] phasing that let players actions in [16:07] effect influence the world around them [16:09] so whereas before there was always a [16:10] pretty heavy element of suspension of [16:12] disbelief where you would rescue a [16:14] prisoner from the villains lair and have [16:16] the prisoner thank you but then because [16:18] of the conceits of the massively [16:19] multiplayer world a couple of minutes [16:21] later the prisoner we back in their cage [16:22] for someone else to rescue because it [16:24] was just a shared world whereas now for [16:27] the first time you could take over an [16:28] enemy base and have it turn into a [16:30] friendly one for you yourself you can [16:32] see the results of your actions played [16:33] out in the world at large this was used [16:35] to great effect in storytelling in [16:37] elements such as the death knight class [16:39] starting experience and elsewhere [16:41] throughout Wrath of the Lich King so a [16:42] live game with such a rapid iteration [16:44] cycle is the ability to come in do [16:47] something at my desk put something into [16:49] the game and then literally see players [16:51] reacting to that thing ten days later in [16:53] our public test environments or back [16:55] then our beta servers that's an [16:56] incredibly rare privilege I didn't [16:58] realized the time as someone that was [16:59] sort of new to the industry new to the [17:01] environment just how rare a privilege [17:02] that was to have such a tight creative [17:05] iterative loop and rapid feedback over [17:07] the course of Wrath of the Lich King we [17:09] continued to expand [17:10] the pond features and try to create new [17:12] ways for players to play the game with [17:14] each other and one of the biggest [17:16] changes ever introduced to World of [17:17] Warcraft was the dungeon finder feature [17:19] that was added in patch 3.3 it was a [17:21] matchmaking service it was something [17:23] that's probably pretty routinely found [17:24] at games today it allowed you to quickly [17:26] find other players interested in doing [17:29] the same content that you are looking to [17:31] do rather than standing around town [17:33] looking to manually form a party of [17:35] adventurers to go into a dungeon you [17:37] could just say I'm a damage dealer [17:38] looking to do a dungeon into yourself [17:40] into the system and the game would find [17:42] you for other players of the right group [17:44] composition looking to do a dungeon as [17:45] well and put you right into the action [17:47] we have you know various character [17:48] classes in world of warcraft that occupy [17:50] different roles we have tanks whose job [17:52] it is to sort of stand up in the front [17:53] and absorb the brunt of the enemy's [17:55] attack healers who keep the tanks the [17:57] rest of the group alive and then damage [17:59] dealers who the ones who dish out the [18:01] damage to defeat the enemies that are [18:02] confronting the players a balanced group [18:04] requires one tank one healer three [18:06] damage dealers and putting that group [18:08] together could often take manually [18:10] upwards of thirty forty minutes you'd be [18:12] standing around saying all right there's [18:13] four of us ready to go we just need to [18:15] find one healer and then we're good [18:17] and then maybe someone has to go or [18:18] someone has their internet go out and [18:19] you're back to square one but the [18:20] dungeon finder was and what its promise [18:22] was was automating this process it [18:24] massively decreased the barriers to [18:26] entry for this content led to far more [18:29] players than ever before participating [18:30] in the dungeon gameplay that is some of [18:33] what makes will the Warcraft special [18:35] field World of Warcraft does it just [18:36] about the best there is [18:37] this revolutionized the way people [18:38] played the game and it remains a [18:40] linchpin of the game for the past 10 [18:42] years [18:43] I'm shortly at the dungeon finder was [18:44] added the world Warcraft was integrated [18:46] into blizzards battlenet platform which [18:48] is its cross game communications [18:50] platform allowing players for the first [18:52] time to chat with their friends who are [18:54] planning at the time starcraft 2 wings [18:56] of Liberty is just about to come out [18:57] that would later expand to include [18:59] Diablo 3 overwatch etc so today players [19:02] do battlenet can chat with their friends [19:04] and other servers not functionalities [19:06] only continuing to expand as people play [19:08] games throughout the Blizzard ecosystem [19:09] another feature that we added in Wrath [19:12] of the Lich King is the dual spec system [19:14] or a dual talent system that one was [19:16] born of many folks realizing hey you [19:19] know this is kind of a pain point [19:20] because especially the hybrid class [19:22] when you talk about their paladins in [19:23] your druids in other classes as well who [19:25] can play different roles do you want to [19:27] go to a dungeon and you want to have a [19:28] good group and to have a good group need [19:30] to have that balance of the one tank one [19:32] healer three damage dealers so a player [19:34] would go hey I'm playing the druid I'm [19:37] currently a resto druid I'm a healer but [19:39] we need a tank [19:40] I'm gonna go switch hold on everybody [19:41] I'll be back in fifteen to twenty [19:43] minutes [19:43] that really wasn't fun cuz you had to go [19:45] back to town and spend a lot of money [19:47] and suddenly all your spell's are [19:48] different so you have to change your [19:49] action bar all over the place my [19:50] solution for action bars was I had [19:52] screenshots on my desktop of this is [19:53] what I look like as holy this is what I [19:55] look like his pride and this is what I [19:56] look like his rent I was playing a [19:58] paladin I'm just hitting the one two [20:00] three four key it's all you know wired [20:01] in my head at this point for playing I [20:03] don't remember what that spell is I just [20:04] know the two does what I wanted to do [20:05] and then I'm like we can do better than [20:07] that [20:07] so we eventually envisioned dual spec [20:09] start it is how do I save action bars [20:11] and it turned into what it is now [20:13] Deathwing has returned [20:17] [Music] [20:21] Cataclysm was the most ambitious [20:23] expansion blizzard had ever made up [20:24] until that point [20:25] Cataclysm set out with a massive [20:27] undertaking of actually breaking the [20:30] world the so told the story of this [20:32] great dragon Deathwing who burst forth [20:34] from within the earth and unleashed [20:36] chaos and catastrophe across Azeroth [20:39] areas were flooded areas were broken [20:41] apart massive crevasses appeared but [20:43] what this did what this provided was a [20:45] vehicle to remake the original world [20:47] they had been crafted in 2004 and in [20:49] fact in many cases back in 2003 during [20:52] the pre-production development of the [20:53] game to embrace some more of the modern [20:55] conventions and Technology and the way [20:57] that the team had come to build content [20:59] by 2010 as Cataclysm raised the level [21:02] cap has it introduced some new features [21:05] new professions interest yeah and that [21:06] bite it also took the unprecedented step [21:08] of going back and remaking everything [21:10] that had come before so the entire level [21:12] 1 through 60 experience in all of those [21:15] zones were fundamentally transformed [21:17] both visually art wise but also in terms [21:19] of the stories that were being told [21:21] there the timeline had advanced there [21:22] were new characters occupying those [21:23] spaces with a truly radical [21:25] transformation of the world art we had [21:28] to look at the old zones okay now it's [21:30] all being destroyed how do we actually [21:31] make it look cool and chaotic but not [21:33] too chaotic now that we're going back to [21:35] some of the classic zones that was the [21:37] start of actually upgrading some of the [21:40] aesthetics of the classic areas so we [21:42] started looking at all the assets that [21:44] we paid on the trees and all the tile [21:46] sets and we started to slowly update [21:48] some of the zones and that is kind of [21:50] like the start of the art in world of [21:52] warcraft where we slowly started to [21:54] update more and more that was when we [21:55] decided you know it's time to start [21:56] upgrading all this stuff yeah yeah and [21:58] engineering has been big on that because [21:59] they've worked on how to you know [22:01] streamline the bow engine so it could [22:03] run more smoothly more efficiently and [22:05] allow us to actually have more polygons [22:07] and more high-res textures and now we [22:09] can upgrade the visuals [22:12] when the initial trailer was announced [22:15] at Blizzcon seeing side-by-side [22:17] juxtapositions of areas like the [22:20] thousand needles dry barren area dotted [22:23] with tall stone spires turned into [22:26] essentially a giant lake or the blasted [22:28] lands that had been utterly ruined by [22:31] the opening of the Dark Portal the [22:32] potential that it created in terms of [22:34] revisiting and re experiencing content [22:36] that have been around for years the [22:37] players may have thought of is something [22:39] in the past some of the other challenges [22:40] we face is one of those things you don't [22:41] tend to think about as a player but we [22:44] have all this data for the world as it [22:46] is in Burning Crusade in in Lich King [22:48] and now we have all this data for the [22:50] world that is very different in [22:51] Cataclysm how do you get some of that [22:53] data to what we call propagate when you [22:55] make a change here because we're still [22:56] supporting the live game as we're [22:58] developing Cataclysm and making changes [23:01] but that was one of the bigger technical [23:02] challenges that we faced was how do we [23:03] manage all of this data because the [23:05] tools team they did a great job of it [23:07] because we literally just changed [23:08] something like 90% of the world [23:10] thousands of quests numerous NPCs you [23:13] name it bit changed in Category that's [23:16] pretty big yeah [23:17] the most difficult thing that making [23:19] Cataclysm really was revamping and [23:21] rebuilding the outdoor world they're a [23:22] bunch of maps where the team went [23:24] through drew up maps of all of the [23:26] existing zones that had been the game [23:27] from its earliest days and they [23:29] color-coded them green yellow red green [23:31] zones were okay these are the ones that [23:33] were they're pretty fine actually we're [23:35] not going to do much to them they do [23:36] some minor tweaks here and there we're [23:37] gonna leave them as is yellow will see [23:39] some more heavy overhaul and red is [23:41] pretty much complete redo from the [23:43] ground up including our level design and [23:45] the stories being told there but once [23:47] the team embarked down that road and [23:49] started with the red zones they realized [23:51] one was that it was very challenging [23:53] both visually but also storytelling wise [23:55] to have the old and the new side-by-side [23:57] and second that once we cracked open [23:59] that door the team as a whole had an [24:01] appetite in through perfectionists and [24:03] suddenly before he knew it some of those [24:06] green zones were becoming yellow some of [24:07] those yellow zones were becoming red at [24:09] the end of the day almost the entire map [24:11] ended up being completely redone so [24:13] what's set out to be something more [24:14] surgical ended up being an almost [24:16] complete reinvention and recreation of [24:18] the base game outdoor experience that [24:21] was even to this day I would say [24:22] probably the single largest task the [24:24] World of Warcraft team is everyone [24:26] there definitely some technical [24:27] challenges the process of actually Sun [24:29] during the world [24:30] out from under players basically needed [24:31] to have two separate versions of the [24:33] world in parallel how do we sunder the [24:35] world out from under the players make it [24:36] believable and not mess everything up in [24:39] the process because when they logged out [24:40] they were above the ground and when they [24:42] log in the secretary position is now [24:44] inside of a mountain or inside of a fire [24:46] pit or their high up in space because [24:48] there's now a crater where they were one [24:49] of the original requests from design was [24:51] kill all players on login told me hey [24:53] hey patty we get to kill all the players [24:55] wait what so one of the initial thoughts [24:58] was why don't we just kill everybody and [24:59] move into a graveyard I'm like I'll come [25:00] up we can do better than that so we did [25:01] there was a lot of challenge in handling [25:03] that situation the transmog system [25:05] transmogrification transmog for short [25:07] that was introduced in Cataclysm this is [25:08] something that has made appearances [25:10] later on in Diablo 3 it's been recently [25:12] expanded upon during our Legion [25:14] expansion it's a core part of the way [25:17] players experience the game today the [25:18] basic premise of the system was the [25:20] ability to take the armor the weapons [25:22] equipment that you're wearing as a [25:23] character apply the appearances of other [25:26] pieces of equipment that you have [25:27] whereas previously people strove to [25:29] obtain the most powerful items in the [25:30] game this is a limited set of gear that [25:32] might come from the most challenging [25:34] dungeons the most challenging raids the [25:36] long run most players looked pretty much [25:37] the same as each other maybe some [25:39] differences here there everyone's long [25:41] term goal was this fixed state that [25:42] negated and undermined a lot of the [25:44] sense of individuality and [25:45] self-expression that is part of what's [25:47] most exciting about the MMO genre [25:48] transmog it's ultimately glorified [25:51] dress-up but it's awesome [25:52] now suddenly rather than a whole bunch [25:53] of identical looking clones standing [25:55] around the city you saw a mix of colors [25:57] and looks for many players collecting [26:00] outfits and collecting appearances is [26:01] one of the major motivating factors they [26:03] have in playing the game they will go [26:05] back and do old content they will do [26:07] things not for the story but for the [26:09] cosmetic rewards and the appearances [26:10] that content yields it's just a reminder [26:13] of how profoundly important the concept [26:15] of self-expression is to the genre the [26:17] raid finder were looking for read system [26:19] those introduced and our 4.3 dragon soul [26:22] content update that was essentially an [26:24] expansion of the dungeon finder that [26:25] have been introduced late in the Wrath [26:27] the Lich King that allowed players to be [26:29] match made into forming even larger [26:31] groups to tackle our raid content which [26:33] let more players than ever before [26:34] experience some of the game's most epic [26:36] battles [26:37] course than easier difficulty setting so [26:38] that they could see the story [26:40] face the villains that were the ultimate [26:41] antagonist in the world unlike some past [26:43] expansions that had only had one raid at [26:45] the start cataclysm came out with three [26:47] separate red zones when the expansion [26:48] first released and now this is the 10 or [26:50] 25 player large-scale group content [26:53] intense collaboration people proving [26:55] their skills proving their ability to [26:56] work together to overcome the challenges [26:58] in front of them but I think back to the [27:00] first few months of Cataclysm I think [27:03] back very fondly to the time that was [27:05] spent with my friends with my guild [27:07] mates going through those red zones for [27:09] my kind the truth [27:11] question is what is worth fighting for [27:20] [Music] [27:25] Mists of Pandaria was in many ways it [27:28] was a deep breath it was an interlude [27:30] following on the heels of a series of [27:32] expansions where there's a great villain [27:35] and an existential threat to the world [27:36] mists of pandaria was getting back to [27:39] the original spirits of world of [27:40] warcraft a vibe of exploration and [27:42] discovery [27:42] there wasn't any immediate villain or [27:44] existential threat facing the world it [27:46] was about this mysterious new landmass [27:48] Pandaria shrouded in mist s-- that have [27:50] been discovered and yes the great forces [27:51] of Azeroth the horde and alliance both [27:53] mobilized they wanted to explore it they [27:55] wanted to understand its secrets they [27:56] wanted to lay claim to its treasures [27:58] they were both embarking upon a journey [28:00] of discovery mists of pandaria marked an [28:02] advance in our storytelling weaving [28:04] months long in fact years long narrative [28:07] arcs through our content through the [28:09] many content updates that mist had we [28:11] introduced brand new characters develop [28:14] them into villains introduced new heroes [28:16] it was a time that began with peace and [28:18] tranquility but ended with all-out war [28:20] Missa Bend area was one of our strongest [28:23] expansions in terms of art direction [28:25] oftentimes we play off of classic motifs [28:28] whether it be classical fantasy [28:29] archetypes or real world archetypes just [28:31] from the very beginning we knew we [28:33] wanted it very heavily influenced on [28:34] Asian landscape but you know that wasn't [28:36] to be enough right we kind of like put [28:38] in the Warcraft flavor in it and just [28:40] took it to another level so that players [28:42] could just get immersed in it and craft [28:44] their own adventures in this new [28:46] fantastical world first time I saw jade [28:48] forest I couldn't believe that I was [28:50] looking at World of Warcraft yes [28:51] whoa these mountains oh my goodness that [28:53] was Jim cannibal what a work I've [28:55] already has a very colorful aesthetic so [28:56] this one we just pushed it even further [28:59] and we were able to do like these really [29:01] nice blends and transitions that weren't [29:03] possible with this new tech you're [29:05] looking like unlined mountains and such [29:06] wouldn't look the same without that yeah [29:08] and that's just a constant evolution of [29:09] not just the art style but our technique [29:11] and our how we work too because with the [29:14] M diffusion now artists didn't have to [29:16] paint shadows and fake shadows within [29:18] our textures we actually allowed the [29:20] engine to do that for us so say that's a [29:22] lot of time so now you know it's awesome [29:24] tell them all the tricks mr. pan area [29:27] had for content updates and in any way [29:30] is looking back that served as a model [29:31] what we've done most recently with [29:33] Legion what we'd like to continue to do [29:34] going forward after initially exploring [29:36] the confident of Pandaria the first [29:38] content update [29:39] five one took players to the coast of [29:41] Pandaria as horde and alliance forces [29:43] had both set up small bases there and [29:45] were clashing with each other for [29:46] control of the territory their resources [29:48] within the second patch the thunder king [29:50] took us to the Isle of Thunder off the [29:53] coast of Pandaria where we were [29:54] introduced to an all-new villain the [29:56] leader of the Mogu race called Thunder [29:58] King and the Zandalari trolls who were [30:00] his allies this was a huge chunk of [30:02] content with many quests for players to [30:05] explore guided linear scenarios that [30:08] were used as a storytelling device that [30:09] had not previously been done probably [30:11] the biggest or second biggest raid zone [30:13] we've ever made in World of Warcraft's [30:14] history as its capstone from there over [30:16] the course of the next two content [30:18] updates the story veered backed asura to [30:20] the conflict growing within the Horde as [30:22] the forth fought against the Alliance in [30:24] the final update of mists of pandaria [30:26] Garrosh Hellscream the war chief the [30:28] leader of the Horde one of the two major [30:29] factions in world of warcraft and a [30:31] character the players had first met back [30:33] in Burning Crusade and Outland he had [30:35] taken his pursuit of power in the name [30:38] of the Horde a few steps too far and [30:39] wittingly or not had turned into a [30:41] tyrant and sparked all-out war were not [30:44] only the Alliance his own faction worked [30:46] to overthrow and oppose him to the final [30:48] rain zone of the expansion the siege of [30:49] Orgrimmar was an epic 14 boss journey [30:52] into the depths of the fort capital of [30:54] Orgrimmar culminating in a battle [30:56] against Garrosh Hellscream himself [30:57] Garrosh Hellscream was the first that [30:59] was born entirely within World of [31:01] Warcraft all of the others Billiton the [31:03] demon lord kil jaeden the Lich King [31:04] Arthur's who I mentioned earlier all of [31:06] those had their roots in the realtime [31:07] strategy games and especially in [31:09] Warcraft 3 Garrosh Hellscream he was [31:11] born in Outland in 2007 and that was a [31:14] poignant and important character arc it [31:16] marked the first time that a major [31:17] villain like that had been created [31:19] within this world and played out that [31:20] full story arc within it when we build a [31:22] new expansion in world of warcraft first [31:24] and foremost we're creating a world the [31:26] players are star of the story but the co [31:28] star is the world it's not about any [31:29] specific character any hero and a [31:31] villain it's about the setting it's [31:33] about the mood the atmosphere the [31:35] environment what comes with that of [31:36] course are new types of races new allies [31:39] new cultures and so there's definitely a [31:41] lot of Asian inspiration behind the [31:43] content of Pandaria players met races [31:45] like the mischievous monkey like hosen [31:47] the wise Jinyu and of course the [31:50] sagacious [31:51] but occasionally boys [31:52] and are one of the strengths one of the [31:54] unique things about the expansion was [31:55] that didn't have a villain that actually [31:56] makes it harder to convey to players in [31:59] some ways to introduce from the outset [32:00] it's much easier more approachable to [32:02] wrap your head around well there's the [32:04] bad guy who's on the box purpose this [32:06] expansionist to go kill him or her it's [32:07] more challenging when it's just go to [32:09] this place making sure the players [32:11] didn't feel purposeless without the [32:13] clear objective in front of them and [32:15] instead felt encouraged to just explore [32:17] and destroy come to them secondly in [32:19] mist of pandaria we added an all new [32:21] gameplay type that we call scenarios [32:22] previously we'd have five player [32:24] dungeons we'd had 10 to 25 player race [32:26] scenarios were meant to be a bit more [32:28] bite-sized and organized for three [32:30] players because and didn't have specific [32:32] role requirements I mentioned earlier [32:34] the concept of tanks or healers or [32:36] damage dealers scenarios could be done [32:37] with any group of people that you had [32:39] the idea was grab a couple friends jump [32:41] in have some fun one of the hardest [32:43] things we can ever do in World of [32:44] Warcraft is pioneering an all new type [32:46] of content I think once we have gotten [32:47] experienced making a sort of content we [32:49] learn lessons we learned from experience [32:51] we'd build upon that we were fine we'd [32:53] try some new things within the confines [32:54] of a structure that we know but when [32:56] we're setting out to break those rules [32:57] and try something all new there's a lot [32:59] of challenges that took a lot of [33:00] iteration and they really a process in [33:02] many ways that continues to this day [33:03] that began back then to nail the right [33:06] gameplay for this scenario there were a [33:11] number of people who were turned off by [33:12] the theme by the motif of the expansion [33:15] they saw mists of pandaria they saw [33:17] these pandas that and Dharan race but [33:19] though in fact they dated back to [33:21] Warcraft 3 they looked at it and said [33:23] this isn't the Warcraft I know the [33:24] Warcraft I know is about orcs and humans [33:26] and Dragons and this feels like a [33:28] different game this feels almost [33:29] childish in retrospect and many of those [33:31] players would say those who passed on [33:33] the expansion for that reason made a [33:35] mistake players who gave it a chance we [33:36] got into the story quickly discovered [33:38] that it actually was one of the most [33:40] complex narratives and beautiful [33:42] environments that World of Warcraft has [33:44] ever presented to this day as players [33:46] today discuss what was your favorite [33:47] expansion was the best expansion mister [33:49] Pandaria tends to figure prominently in [33:50] those discussions what an expansion [33:52] means is more of everything that you [33:55] like but also something new a new angle [33:57] a new approach a new way to spend your [33:59] time in Azeroth new zones to explore new [34:01] quests to complete new dungeons to [34:03] conquer but for a long time we had had [34:05] these little companion past critters [34:06] scattered around the world and in many [34:08] cases players could collect them and you [34:09] could summon your pets we had the idea [34:11] of making a fully fleshed out system [34:14] that incorporated those companion pets [34:16] and gave you something to do with them [34:17] and that something was training them [34:19] raising them battling them against each [34:20] other battling them against your friends [34:22] pets and bound them against ones in the [34:24] underworld it was this whole separate [34:25] meta progression that really gave some [34:27] legs and some depth to the collection [34:29] game that had just been purely [34:30] superficial up until that time and it's [34:32] something that you know was a big hit [34:34] and mists and that we've continued to [34:35] expand upon to this day one of the [34:38] challenges that the engineering team has [34:39] been working towards solving for years [34:42] as removing barriers between players we [34:44] started with cross-server powder grounds [34:46] we move forward with what's called cr-z [34:48] cross chromosomes instead of being on [34:50] only your home server you could [34:51] potentially end up on another server and [34:53] if you invited a player to your party [34:55] suddenly bang you're in the same group [34:56] together cross realm dungeons with the [34:58] introduction of the looking for raid [34:59] looking for dungeon tools we realized it [35:01] didn't make a lot of sense to limit [35:02] those only to your server we want you to [35:05] be able to pull from the region populous [35:07] so that your queue isn't as long [35:08] official if you're out on the highest [35:09] population server you might be waiting a [35:11] while for that tank to show up or that [35:12] extra DPS to shovel what must we give in [35:18] return [35:23] increase warlords of draenor it came out [35:27] in the fall of 2014 it was technically [35:30] visiting the same space as we visited in [35:33] Burning Crusade just in a different time [35:35] period in a different timeline this [35:36] marked the beginning of story arcs that [35:39] weave from one expansion into the next [35:41] but the end of mists of pandaria we the [35:43] heroes toppled Garrosh Hellscream leader [35:45] of the Horde but we didn't kill him he [35:47] was imprisoned was going to stand trial [35:49] instead he managed to escape with the [35:51] aid of some powerful allies opened this [35:53] portal back to drown on the origins of [35:56] his race to the origins of the orcish [35:58] people who would later become the [35:59] backbone of the Horde he was disgusted [36:01] by what he'd seen around him and was [36:02] resolved to take a different path this [36:04] time to achieve the destiny that he felt [36:06] he deserved as I mentioned earlier the [36:08] star of an expansionist is the world [36:10] this was a case where the story was an [36:12] excuse for us to get players into the [36:14] world we wanted to share with them this [36:15] is the world of Draenor the homeland of [36:17] the orcs as described in instruction [36:19] manuals written by Chris Metzen 23 24 [36:22] years ago and an awesome place that was [36:24] at the heart of Warcraft lore that we [36:26] never been able to show players the [36:27] orcish race that they now know it has [36:29] iraf originated in this world scattered [36:32] across a harsh climate mix of desert [36:34] frozen tundra lush jungles different [36:37] tribes that had their alliances have [36:39] their conflicts and a whole new host of [36:41] enemies and allies Clara's Worth plunged [36:44] into the heart of this world as they had [36:45] to navigate its dangers be the heroes [36:47] that they're always meant to be the [36:49] major feature of worlds of drown or was [36:51] what we call the garrison system no the [36:53] conceit here was the players at this [36:55] point are not just regular heroes [36:56] they're actually commanders they've [36:58] risen in stature in the world of Azeroth [37:00] to the point that they're actually in a [37:02] position to set up a fort set up a [37:04] defensive emplacement and band others [37:06] lead a literal army in pursuit of their [37:09] shared goals one of the first things [37:10] players did when they arrived in Genoa [37:12] was flame a plot of land and begin to [37:14] construct a few buildings and recruit a [37:16] few followers a garrison was a [37:18] persistent space of your own in the [37:20] world that you could customize as you [37:22] saw fit it also introduced some [37:24] asynchronous gameplay elements where you [37:26] would have an army of followers that you [37:27] would send off to complete missions you [37:29] would choose to customize and level up [37:31] your followers and pick the best ones to [37:33] counter the threats posed by certain [37:35] missions to maximize your likelihood of [37:37] success you might send them to explore a [37:38] cave or to assault some naval outpost [37:41] somewhere and that would take 12 or 18 [37:43] hours real time you might go to work [37:44] come in come back home log in at the end [37:46] of the day and your followers would have [37:48] returned from the mission you could see [37:49] the results for the first time there was [37:51] a way of having events in the game [37:52] unfold while you were away from the game [37:54] it was used to further both the [37:56] storytelling and players fantasy as not [37:59] just a hero when their own right but a [38:00] commander of other heroes late in [38:02] warlords of draenor this is really tied [38:03] to a specific expansion we introduced [38:05] something called the WoW token the while [38:07] token is it's a way for players to [38:09] exchange with each other time for [38:11] in-game currency or token is real-life [38:13] asset that can be purchased and listed [38:15] on the auction house in within our game [38:17] you sell it to another player the player [38:19] gives you gold that player can consume [38:21] the token and add a month of game time [38:23] to their account now the reason why this [38:25] exists the purpose that this serves is [38:27] twofold first off with the popularity of [38:28] World of Warcraft over the years there [38:30] was a lot of interest in in-game assets [38:32] in-game currency there was real world [38:34] value to the time the players had [38:36] invested in making their characters [38:38] wealthy or more powerful in the game [38:39] world [38:40] there was no literal illicit black [38:41] markets selling in-game currency for [38:43] real-life currency the way a lot of the [38:45] bad guys got this in-game currency was [38:48] by hacking accounts compromising [38:50] accounts and a bunch of activities that [38:52] were really negatively impacting the [38:54] game for all players we recognized that [38:56] there is this demand there are players [38:57] who want to buy gold they want to buy a [38:59] game currency but the only options [39:01] available for them to do it were harming [39:03] the game so the while token effectively [39:05] killed two birds with one stone [39:06] it gives players who want to spend money [39:09] to get some in-game gold a way to do it [39:11] by transacting securely and safely with [39:12] other players on the other hand it lets [39:14] players who have a lot of gold [39:16] effectively playing the game for free [39:17] they can subsidize their game time by [39:19] spending gold and Wow tokens and what is [39:21] ordinarily a subscription-based game [39:24] they can effectively earn their right to [39:26] play it for free at least for some given [39:27] number of months depending on the goal [39:28] they have well the largest feature of [39:31] warlords [39:31] has been mentioned was Garrison's it was [39:33] also one of the most significant [39:34] technical challenges because up until [39:36] then in the server technology side we [39:37] had a thing called an instant server [39:39] which is where you would go to run your [39:40] dungeon they were set up to handle five [39:42] person ten person 25 person 40 person it [39:45] had a bit of an overhead for that [39:46] suddenly the [39:47] design realized we were going to need [39:49] millions of Garrison's at the same time [39:51] that's a big technological challenge [39:54] that we number what embraced and I think [39:55] we succeeded at but it really laid the [39:57] groundwork actually for the future [39:59] sharding technology they came in in [40:01] Legion and 7'o that led to such a smooth [40:03] launch we have been successfully driving [40:06] the technology so that players never [40:09] feel like they're waiting for the world [40:10] to catch up and ever waiting for the [40:12] world to populate there's always people [40:13] in the world yet we can launch a massive [40:16] success like Legion with its millions of [40:18] players on day one and it doesn't feel [40:20] overpopulated we just split him apart [40:28] [Music] [40:33] Legion passion came out in end of August [40:37] 2016 Legion is head-to-head [40:40] confrontation with one of the core [40:42] enemies in the Warcraft franchise the [40:44] Burning Legion there's their demons we [40:46] bought them in the Burning Crusade that [40:48] first expansion over ten years prior [40:50] they've been a primary villain [40:51] throughout the realtime strategy games [40:52] so Legion saw them assaulting our world [40:55] as opposed to us going elsewhere rifts [40:57] opened and powerful demons came through [41:00] and we were fighting for survival across [41:02] our option do this to have a chance of [41:04] even standing up to them we needed to [41:06] seek out new aid that we never got our [41:08] hands on before in the forum first and [41:10] foremost of artifact weapons which all [41:12] players began their journey through [41:13] Legion by seeking out and claiming now [41:15] these were 36 fabled weapons with unique [41:18] backstories unique arc and a deep [41:21] progression system the players could [41:23] seek out and claim as the special weapon [41:25] for their class and it would be you know [41:26] their source of aid and strength in the [41:28] face of the Legion the artifact weapon [41:29] served two main purposes in our minds [41:32] first off it's incredible fantasy these [41:34] are some iconic weapons in the Warcraft [41:36] universe that we wanted to get into [41:37] player hands there's a reason why when [41:39] you look at legends you think about the [41:41] sword Excalibur and the number of [41:43] fantasies and stories that have been [41:44] told around mighty weapons is something [41:46] that resonates but second the way we [41:48] crafted this feature in some ways [41:49] reflected lessons learned from the past [41:52] dozen years making old-world crafts [41:54] prior to that we build artifact weapons [41:56] as a feature that was going to be tied [41:58] to the Legion expansion players will not [42:00] carry the art [42:01] was forward into battle for Azeroth and [42:02] expansions beyond what that meant was we [42:05] could really double down on the amount [42:07] of depth and complexity and power that [42:09] could be earned through this system in a [42:11] way that we never would be able to if we [42:13] were signing up to continue to support [42:15] this for further expansions and the [42:16] concern there isn't effort on our part [42:18] it's more about the complexity of the [42:20] game the game's balance just how overall [42:22] bloated it might get with years of [42:24] layering new systems upon new systems [42:26] upon new systems we've decided to make [42:28] more of our mega features limited to [42:30] specific expansions like the garrison [42:32] that you built up in wallow to drown or [42:33] that's still back in drown or you can go [42:35] visit it whenever you want but it's not [42:36] something that you brought forward with [42:38] you we're not updating garrison as we [42:39] release new content updates your [42:41] artifact weapon was your trusted [42:42] companion throughout Legion now of [42:44] course we're always looking to learn [42:45] lessons and take the most successful [42:47] elements of those features and carry [42:48] them forward in the design of the thing [42:50] that comes next [42:51] just as the garrisons from drown or [42:52] heavily inform the design of the class [42:54] order halls in Egypt these were shared [42:56] spaces these are effectively club houses [42:58] for members of a given class so all the [43:00] warriors would go hang out together the [43:02] Rogues would scheme and plot in their [43:04] secret lair beneath the city streets the [43:06] classes would work together to overcome [43:08] Legion threat Legion was an expansion [43:10] that doubled down on class identity like [43:12] never before [43:13] we own the visual aesthetic side [43:14] revamped a lot of mechanics of our [43:16] in-game combat to make them just feel [43:18] more dynamic punchy more visceral we've [43:20] course introduced a brand new hero class [43:22] the demon hunter if we were ever gonna [43:23] make this class in World of Warcraft [43:25] this was the time to do it their purpose [43:27] in life is to fight demons they're elves [43:28] who sacrificed great things they've [43:30] sacrificed everything in order to gain [43:32] the power to fight demons they try their [43:34] own powers against them the most dynamic [43:36] highly mobile almost action gameplay [43:38] class that will the Warcraft has to [43:40] offer they attack by dashing through the [43:42] battlefield leaving blazing trails in [43:45] their way offer in some ways an all new [43:46] way to play the game playing a new class [43:48] like that and in the case of even hunter [43:50] that was one that was paying off really [43:51] 15 years have build up going back to [43:53] Warcraft 3 and seminal moments in world [43:56] Warcraft history like our Burning [43:58] Crusade expansion where we first [43:59] introduced non-player character demon [44:01] hunters that players could see and fight [44:03] against one of the significant additions [44:04] to Legion was a legion companion app it [44:07] was one of the first times that the [44:09] World of Warcraft team had made an app [44:11] for iOS and Android it allows you to [44:13] lay your order halt while not playing [44:16] Wow we thought this is a very reasonable [44:19] but awesome extension to the game itself [44:21] back in 2004 he was perfectly normal for [44:24] a person playing an MMO to sit down for [44:26] four hours that was kind of expected [44:27] these days a lot of folks don't [44:29] necessarily I was much time they got [44:30] families they got kids sometimes they [44:31] wanted more bite-sized play experience [44:33] World of Warcraft has so many ways to [44:35] play you can play everything from these [44:37] short bite-sized experiences to those [44:40] long epic sessions if you'd like it is [44:42] all about playing the game how you want [44:43] to play it one of the most stunning [44:44] visual aspects I believe for Legion is [44:47] the significant improvement we've made [44:49] to the draw distance and what I mean by [44:50] that is how far you can see this is any [44:53] player of all - Warcraft [44:54] playing Legion you stand in Dollar on or [44:56] you fly over to Dollar on now and you [44:57] look out towards high mountain and you [45:00] see all of sirum are beneath you as you [45:02] look towards their that distance is [45:04] really far and all that stuff that [45:06] you're seeing that would not have been [45:07] possible in an earlier version of World [45:09] of Warcraft there's just too much stuff [45:10] there it was through some significant [45:12] engineering effort and significant [45:14] artifice to make that possible and I [45:16] think really sells some of the most [45:18] fantastic vistas I've ever seen in world [45:20] of warcraft when you're flying in from [45:22] the north over high mountain and you see [45:24] the Turin city down there that valley [45:27] surrounded with the river yeah that just [45:31] goes to show like this a constant [45:32] evolution of just like the tech in the [45:34] art now that you could see far like you [45:36] know two zones away it really changed [45:38] the way we design zones and just [45:40] aesthetically how we come up with [45:41] visuals for for the different zones we [45:43] emphasize more time and effort into just [45:45] art direction and visual design for our [45:48] landscapes now cuz we knew as players [45:50] they can actually see into the distance [45:51] and see if we could compose shots better [45:54] because I each one you could actually [45:55] see literally the transition from the [45:57] zone you're in to the next zone that's [45:58] right next to it to the zone that's next [46:00] to that one so that was one of the big [46:02] challenges for that just be able to come [46:04] up aesthetically designs that work in [46:06] tandem légion effectively had six [46:07] content updates patch seven one seven [46:10] one five seven two seven three without [46:12] fives in between alternating between [46:15] major content releases that took players [46:17] to new outdoor zones gave them the new [46:19] raid to tackle a new dungeon smaller [46:21] releases added [46:22] and more evergreen background ways of [46:24] playing the game with systems such as [46:26] micro holidays periodic events that [46:28] happen throughout the calendar year the [46:30] diff players unique ways of engaging at [46:31] the game or an expansion of her time [46:33] walking system that lets players revisit [46:35] old content for current rewards [46:37] massively multiplying the number of [46:39] dungeons or raids that you might have [46:40] available to do and a given gate we were [46:42] able to deliver content updates in a [46:44] pretty regular cadence throughout the [46:46] lifetime of Legion with the goal of [46:47] players always having something new to [46:50] do or something just around the corner [46:51] to look forward to that was an ambitious [46:53] challenge that we took on as a team but [46:55] I couldn't be more proud of the team's [46:57] effort in delivering on those goals we [47:00] have paid the price for sharing this [47:02] world and we have forgotten [47:13] battle froth is the upcoming next [47:16] chapter in world of warcraft [47:18] it's coming out this summer and if [47:20] Legion was an expansion in many ways [47:22] about character classes battle for [47:24] Azeroth is a return to the roots of the [47:26] franchise it's an expansion about [47:27] factions it's an expansion about horde [47:29] and alliance this binary identity that's [47:32] been at the heart of the franchise and [47:33] going back to the RTS games in the 90s [47:35] players are going to venture to new [47:38] continents of coal Terrace and zandale [47:40] are in search of aid and new allies as [47:42] Azeroth as a whole is plunged into war [47:44] hoardin alliance are at each other's [47:46] throats they're fighting for control of [47:49] the planet on which they live and [47:50] they're at a stalemate they've reached [47:51] an impasse players were at the forefront [47:53] of this conflict but working at the [47:54] upper hand will control the fate of [47:56] Azeroth the same time there are dark [47:58] threats that aren't necessarily in the [47:59] foreground right now they threaten to [48:01] destroy the world that were fighting [48:03] over even as we're fighting over it and [48:04] so as players ventured to these new [48:06] lands in search of allies they're also [48:08] going to begin to uncover mysterious [48:09] threats and secrets that will need to be [48:11] explored and understood otherwise we [48:13] risk losing the earth beneath us even as [48:15] we're fighting to claim control of it [48:17] one of the things in the new expansion [48:18] they're working on is the islands [48:19] expeditions I think they're going to be [48:21] a truly remarkable new experience for [48:23] the World of Warcraft player and for the [48:25] player who hasn't played World or [48:26] workout before - one of the things that [48:28] I'm super excited about is the new [48:29] artificial intelligence we're adding [48:31] when you start up an island expedition [48:33] it will be with you and to other people [48:34] harkening back to the mists of pandaria [48:35] three person scenarios where role [48:37] doesn't matter you and two other friends [48:38] get together you sign up you get on your [48:40] island exposition and it'll be you three [48:42] against three [48:43] cunning smart well depends on how smart [48:45] you want them you actually can choose [48:46] artificial intelligence BOTS they're [48:48] trying to beat you to the same objective [48:50] you're trying to get to the other thing [48:51] that's truly exciting about them is it's [48:53] in randomized at content and we've [48:55] worked very closely with the art team [48:56] using assets that we have developed over [48:58] the entirety of World of Warcraft to [49:01] make these islands be populated by [49:03] buildings and creatures that will feel [49:05] familiar but not always be the same [49:07] they'll be different every time one of [49:09] the really exciting things we're doing [49:11] for this one is going back to what is [49:13] the foundation of Warcraft and that is [49:16] essentially Alliance and horde coming [49:18] together and being able to go back to [49:20] the just the foundations of what makes [49:22] Warcraft but also updating it so [49:24] modernizing it [49:25] old Warcraft look now with you know the [49:27] new stuff designs in the new art [49:29] direction yeah it's definitely about the [49:31] Horde comes in and they're establishing [49:33] a base and the Alliance says no you're [49:35] not a sad-looking that base we're going [49:36] to burn it down or the Horde says we're [49:37] going to build a base here Alliance get [49:39] the heck out I'm going back and forth [49:40] like that it's all about the war and [49:42] that's what we're front it's gonna be [49:43] twenty players and you and 19 other [49:45] people get together and go take out the [49:46] other faction we're putting the war in [49:48] local there you go world Warcraft it's [49:53] been an incredible journey me personally [49:56] it's been the lasts and 13 and a half 14 [49:58] years of my life first supplier limo [50:00] recently as a developer and could not be [50:02] more excited as a team you to push the [50:04] boundaries of what we can do in the [50:06] MMORPG genre to create worlds to explore [50:08] new adventures to have we have [50:10] incredible stories left to tell each new [50:12] expansion we add to the game we're [50:14] looking to expand the core of the game [50:16] the players have come to know and love [50:17] over all these years but also a brand [50:20] new ways of playing the game new [50:22] features new types of gameplay new [50:24] challenges to undertake and a fresh look [50:26] at you know game that seeks to reinvent [50:29] itself every couple of years as we [50:31] update again [50:39] [Music]