The Making Of World Of Warcraft
6:00 AM | Cord Kruse | 1 comment
Eurogamer has published a new article which traces the development history of the fantasy MMO, World of Warcraft. Peppered with commentary from Blizzard Entertainment developers, the article details the behind the scenes efforts that went into creating the world's most popular MMO.
Why would Blizzard, a strategy-gaming giant, be choosing to muck around with this niche genre? Didn't they know how few people played MMOs? Did they understand what they were getting themselves into?Read the full article at the page linked below.
Eurogamer: The Making Of WoW
"It felt like a natural progression," recalls Blizzard's grandly-titled vice president of creative development, Chris Metzen, casting his mind back almost a decade. "We had been working on Warcraft III or different iterations of it for a couple of years at the point when we really started to think about World of Warcraft, and a lot of the creative vision really translated from the Warcraft III experience."
Sam ("Samwise") Didier, the company's art director, interjects. "I'm not sure if this is exactly where it started - but at one time, we had a behind-the-character camera in Warcraft III, much like you see in WOW now. We were thinking of a slightly different, RTS-slash-RPG vibe for the game.
"We ended up going back more to the RTS side, but I remember seeing those first builds of the game: you're running around with the Archmage or the Blademaster, right behind him. You see the horizon, and the enemy camps in front... I think that helped to establish the feeling that, wow, our game would look awesome like this."
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