Level design DateTime:5/23/2012 10:37:34 AM
Blizzard settled on wanting to have at least 600 quests to try and compete. Then the game went into alpha. "We had an internal alpha, and I think it ended around level 10. It had awesome things like shield bash would stun for 10 seconds with no diminishing returns so you could just infinitely shield bash something. Level design is also important, something Kaplan pointed out using a screenshot from Valve's Half-Life 2. The scene showed three combine guards, two flanking a gate and one brandishing a baton. The use of lighting is no accident; it just didn't happen on its own. You can buy cheap wow gold here !
He moved on to quest goals, and about how WoW was being built as a content driven game. Kaplan was careful to point out that WoW's content was not meant to be user-created or randomly generated, everything had to be hand-crafted. Early on, there were discussions about how many quests should be implemented. At the time, EverQuest was the ruler of the MMOG kingdom, and that game had around 1200 quests. Quests are yet another form of directed content, and Kaplan's discussion of how they're implemented in games was the primary focus of the talk. Beyond the gate lay a pool of light. "Obviously the only way you can progress through this level is through the gate over there…There's some unwritten rule of game design that if you want to draw attention to something you flank it with two guards and then the player just [does a zombie-like walk] towards it. Look at…that source of light…aiming directly down at where [Valve] wants the player to go. Buy cheap wow gold here ,we have cheap wow gold for sale !
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