Greg-Street

Latest

  • Encrypted Text: Ghostcrawler explains it all

    by 
    Chase Christian
    Chase Christian
    06.20.2012

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. Greg Street, more commonly known as Ghostcrawler, is the lead systems designer for World of Warcraft. While we can never know exactly what his responsibilities are internally, we do know about his external presence: He is the authoritative voice concerning class design. Players flock to his increasingly rare blog and forum posts to read about the direction their classes are headed. There are a slew of developers working on WoW, but his words are the ones that seem to guide our fate. In a completely unprecedented event, Ghostcrawler has been replying to dozens of posts in a Mists of Pandaria beta rogue thread. His posts are so frequent on this thread that he even had time to reply to my comment personally. He's shared several pages of information with us about rogue design in Mists, Blizzard's concerns and design for the class, and class design in general.

  • Mists of Pandaria: Press tour interviews from around the web

    by 
    Anne Stickney
    Anne Stickney
    03.19.2012

    Not only is there a ton of information about the next expansion's features floating around, there are plenty of interviews with the minds behind the expansion as well. All of the fan sites got their own chance to ask developers questions about Mists, so each interview has different information. Check out these links to other developer interviews from around the web. Wowhead interviewed Lead Content Designer Cory Stockton about professions in Pandaria, bind on account pets, titles and mounts, transmogrification, and more. Wowhead also quizzed Lead Game Designer Tom Chilton about monks, questing, dailies, updating old world instances, and the player community.

  • Mists of Pandaria tries to breathe new life into an old World of Warcraft

    by 
    Mike Schramm
    Mike Schramm
    03.19.2012

    Video games these days have a shorter shelf life than ever before. Titles fall out of the top ten within days or weeks (if they ever get there at all), there are awesome new releases arriving every month or so, and even the biggest games are on a yearly (if that) sequel schedule at this point. And yet World of Warcraft has remained a constant. Blizzard's MMO has held millions of players in sway for over half a decade, and those players have killed countless boars, cleared out endless quests, dungeons, and raids, and have vanquished not one but three world-threatening expansion bosses, in the forms of Illidan Stormrage, Arthas the Lich King, and Deathwing and his Cataclysm.So Blizzard is perhaps taking on its hardest task ever with the upcoming Mists of Pandaria expansion. There's no question in the halls of the (recently quieter) Blizzard campus in Irvine, California that the game is at a crossroads of sorts. Blizzard's formula for WoW expansions (define a baddie, and lead a player to gear and level up to the final fight) has worked so far, but it's almost as if the company realizes that the old tricks are getting old.Blizzard needs, then, to take World of Warcraft, one of history's most-played, most-traversed, and most-conquered games, and make it feel new. "This is definitely different fare from any expansion we've tried so far," VP of Creative Development Chris Metzen said in a presentation to assembled press. He then talked about the game on a much longer scale than a few weeks, a few months, or even a Call of Duty-length year. "The big global threat that's coming, to define the next couple years of WoW's gameplay, is really war itself."%Gallery-150969%

  • Ghostcrawler talks game systems in final Cataclysm post-mortem

    by 
    Michael Sacco
    Michael Sacco
    03.07.2012

    Blizzard's Cataclysm post-mortem blog series has seen Dave "Fargo" Kosak discuss quest design and Scott "Daelo" Mercer discuss dungeons and raids; today, Blizzard wraps up the series with a look at Cataclysm's game systems. As with Fargo and Daelo, Greg "Ghostcrawler" Street, WoW's lead systems designer, talks about what worked (the 1-to-60 revamp, choosing a spec at level 10) and what didn't (a long list of other things). GC is surprisingly candid in this particular blog entry, and it's definitely worth a read to get a bead on what Blizzard learned from World of Warcraft's third expansion. The full interview is after the break.

  • Blizzard talks Mists of Pandaria talent tree tweaks

    by 
    Jef Reahard
    Jef Reahard
    12.08.2011

    Blizzard lead systems designer Greg "Ghostcrawler" Street has penned a small novella on the official World of Warcraft website. The subject of the text dump is talent trees, and more specifically, how they'll be affected by the game's upcoming Mists of Pandaria expansion. Street addresses 10 of the most common concerns that players have voiced regarding the changes, and some of his answers are more interesting than you might think. As an example, many WoW players have said that the talent revamp will result in fewer choices across the board. Street admits that this sentiment is "ultimately correct," though he does qualify that with an assertion that players will have more choices that matter. Head to Battle.net to read the rest of his explanations.

  • Ghostcrawler on the philosophy behind the Mists of Pandaria talent trees

    by 
    Adam Holisky
    Adam Holisky
    12.08.2011

    Greg Street, aka Ghostcrawler (the lead systems designer), has posted some comments today dealing with the philosophy behind the talent system changes in Mists of Pandaria. He makes note that Blizzard's been getting a lot of feedback on these changes and that it wants more. (And he's serious, too -- the devs all do listen to what the community is saying.) Some of the more interesting points include that the new system really is giving us fewer choices overall but making sure that the choices we have actually matter. This has been a fundamental shift that Blizzard has been moving toward for the past few years, away from the cookie-cutter builds and non-choice choices. Greg even goes as far to say, "Look, we tried the talent tree model for seven years. We think it's fundamentally flawed and unfixable." That's a pretty huge thing for Blizzard to admit; kudos to Blizzard for realizing this and talking openly about it. The full post after the break.

  • Mists of Pandaria live developer Q&A transcript

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    10.27.2011

    Blizzard held a Mists of Pandaria live developer Q&A this evening. It was moderated by Community Manager Zarhym, with most of the questions being answered by Cory "Mumper" Stockton and Greg "Ghostcrawler" Street. The questions ran the gamut from serious to silly and offered a lot of great insight into the upcoming expansion and the inner workings of the development team. Highlights include, but are not limited to: The new Pandaria faction hubs New guild levels and perks New talent system Pet Battle system, including a possible spectator mode The possible abolishing of prime glyphs Ghostcrawler's feelings on #OccupyGregStreet Matticus. Just ... Matticus. The developers have already expressed interest in holding more of these chats, and I know I'm all in favor of it. For more information on the content of this evening's chat, check the official site, or stick with us after the break for a complete transcript.

  • Everything is Ghostcrawler's fault with #OccupyGregStreet

    by 
    Allison Robert
    Allison Robert
    10.25.2011

    Greg Street, better known as Ghostcrawler (lead systems designer on World of Warcraft), is at the center of a vast game designer conspiracy ruining the in-game lives of millions of players. Or so goes the popular theory espoused by the exploding Twitter hashtag #OccupyGregStreet spoofing (what else?) the Occupy Wall Street movement. As Mike Sacco explained in WoW Insider's back room chat, the joke originated from a conversation he'd had at BlizzCon with Narci (@druidis4fite) of Flavor Text, and as far as I can tell, the first tweets are from Narci and @malgrim on the con's second day. WoW Insider's first tweet with the hashtag went live around 1:00 this morning. Things snowballed from there and reached new levels of hilarity when the official World of Warcraft Twitter account (@warcraft) got in on the joke.

  • Patch 4.3: Epic gems and more on the Deathwing encounter from Ghostcrawler

    by 
    Anne Stickney
    Anne Stickney
    09.19.2011

    Plaintively waiting for epic gems? They're on the way in patch 4.3 -- and the mechanic to obtain them is a little different this time around, according to Lead Systems Designer Greg Street, aka Ghostcrawler. In an interview with Tankspot, Ghostcrawler clarified how those epic gems are going to work. "The way we're hoping to set it up, and we kind of have this working but things could change before we go live, is when you kill a boss on normal or heroic mode, each player gets a geode, and when they open the geode there's a chance they may find an epic gem inside. If not, it'll have blue gems or something like that," he said. Along with the scoop on epic gems, Ghostcrawler talked a bit about the upcoming legendary daggers and how they will work, as well as the Deathwing encounter. For those wondering if the Deathwing encounter will be challenging, it certainly appears so -- and Deathwing himself will change from how we've seen him so far in game. Rather than the plate-wearing, mammoth-chinned beast we're accustomed to seeing, Deathwing will be hurt and resemble something Ghostcrawler calls "Cthulhu Deathwing." The entry for the Deathwing raid will be in the Caverns of Time, along with all other 4.3 instances. For more on the Deathwing encounter, epic gems, tank threat and other 4.3 information, check out Tankspot's full interview. Brace yourselves for what could be some of most exciting updates to the game recently with patch 4.3. Look at what's ahead: new item storage options, cross-realm raiding, cosmetic armor skinning and your chance to battle the mighty Deathwing -- from astride his back!

  • Dev Watercooler: Rate of change

    by 
    Mathew McCurley
    Mathew McCurley
    09.08.2011

    Lead Systems Designer Greg "Ghostcrawler" Street's newest Dev Watercooler just went live today, discussing all manner of timing and the design process behind updating the game. This Dev Watercooler is perhaps my favorite Ghostcrawler has ever written because it eschews the wrappings of a news post and instead focuses on the actual mechanics and thought processes behind the trials and tribulations of updating and changing such a massive game. The post starts off with some general technical information about how WoW works based on its client-server relationships and why the game works the way it does. From there, Ghostcrawler begins to discuss different time frames that Blizzard looks to when deciding when and how to update the game. Time frames run the gamut from patches to exploits, which get little to no attention in terms of announcements, and class balance, which mixes parts of expansion announcements and brand new changes that fundamentally alter a class. If you've ever had an inkling of interest in how game design works and the thought processes that go into keeping a game like WoW running as smoothly as it does, this is the post to read.

  • The slippery slope: Analysing the decline of World of Warcraft

    by 
    Justin Olivetti
    Justin Olivetti
    08.31.2011

    It's the word on the street these days: World of Warcraft is no longer quite the king that it used to be. The massive title has lost around one million subscribers over the past year, even with Cataclysm releasing last December. Gamasutra sat down with Blizzard for a frank talk about why the title is in decline, and what the studio has planned to counter this trend. While Blizzard is pleased with the tune-up that Cataclysm provided to the landscape and questing, some players cite the erosion of difficulty and challenge as a reason for their leaving. Lead Systems Designer Greg Street acknowledges this, but says that the WoW team is in uncharted territory: "We just don't have a lot of examples of games that have lasted this long and been this popular for so long to show the right way to do it. I think coming up with new mechanics and new systems is relatively easy, the problem is integrating it with what we already have. World of Warcraft today is so much more complicated than it was when it launched six or seven years ago." Ultimately, it may come down to players becoming bored more quickly as Blizzard struggles to pump out content to keep their attention. UC Irvine's Thomas Debeauvais conducted a study of 2,865 WoW players across the world, and found that 75% of them had stopped playing the game for at least a month while still being subscribed to it. Blizzard says that it wants to provide faster content updates and continue to overhaul the game's mechanics and graphics to give the players a reason to stay.

  • The Soapbox: Game developers are not rock stars

    by 
    Shawn Schuster
    Shawn Schuster
    03.15.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. Take a moment to think of your single favorite game developer. Is this person your favorite because of his talent? Maybe he made a game that influenced you growing up, or he has a charming personality for interviews. Whatever the reason, we probably all have our favorite game developers whom we hold on a pedestal of greatness. But did this one person make the game entirely by himself? Did Sid Meier write every line of code for the Civilization games? Did Richard Garriott draw every texture in Tabula Rasa? No, of course they didn't, but their names are right there on the box, showing ownership. Despite my own fanboy appreciation of certain devs, the title of this article says it all. With a few notable exceptions, those who make our favorite games make up a collective group of talented people who come together under proper leadership and design guidelines to create something that keeps us entertained for hours/weeks/months/years. So why do we pick out one or two and treat them like rock stars?

  • Ghostcrawler reveals upcoming class changes in Cataclysm

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    12.27.2010

    Lead Systems Designer Greg "Ghostcrawler" Street has posted the blog post I think most of us have been waiting for ever since Cataclysm went live. It features a summary of where the dev team sees the PvE and PvP games at this point, including some analysis of various classes and specs, and some planned changes for those specs that are underperforming and overperforming. In PvE, Ghostcrawler mentions that Blizzard is mostly happy with the tank classes and notes that while healers do have it a bit hard, this is intentional. Heroics are meant to be a challenge. As for DPS, he offered that some classes, such as arcane mages and marksman and beast mastery hunters, are too low in their damage, while others, such as shadow priests and fire and frost mages, are being watched closely before final judgment is made on their numbers. In PvP, Ghostcrawler says Blizzard is satisfied with the decreased emphasis on healing prevention and burst damage. Crowd control and dispel mechanics, especially offensive dispels, may see some PvP nerfs, and priests will specifically be getting some PvP buffs. Stats also got some mention. A lot of stats are being neglected by some classes, and the dev team wants to fix this. Mastery will be either buffed or completely revamped for many specs, such as unholy death knights and retribution paladins. Haste may be made to scale with more attacks, such as Lacerate, Slam, and Steady Shot, in order to make the stat more desirable to certain specs. Check after the break for the complete text of Ghostcrawler's post, including a list of specifically planned (but not finalized) class changes for future patches.

  • Blizzard asks console MMO questions

    by 
    Jef Reahard
    Jef Reahard
    12.07.2010

    Blizzard may be monopolizing today's headlines on account of the juggernaut that is Cataclysm, but the MMORPG giant is also making news on a smaller scale (and on a different platform). In an interview with CVG, Blizzard's Greg Street and David Kosak drop a few hints regarding the company's stance towards console MMOs as well as the challenges inherent in developing for the platform. "I think the control scheme is a part of it, the traditional MMO has always had a lot of typing and is dependent on the mouse and keyboard paradigm," Street says. He goes on to mention that conventional wisdom used to dictate that FPS titles couldn't work on consoles either, and Halo summarily proved a lot of folks wrong in that regard. Along the same lines, Kosak addresses the differences in design from a PC monitor to a television. "On PC you're sitting right in front of a screen, you can have a lot of dense information displayed and very complex control schemes. If you're playing on a couch from a distance with a controller, it requires very different design," he says. Check out more of Blizzard's console questions at CVG.

  • The MMO Report: BlizzCon Special

    by 
    Rubi Bayer
    Rubi Bayer
    10.30.2010

    Casey Schreiner emerged from behind his desk this week to head to Anaheim for BlizzCon. This is a good thing for those of us who didn't make it out there, because Casey brought us a little souvenir: The MMO Report BlizzCon Special. This week's MMO Report brings crowd shots (including some pretty fantastic cosplay) from inside and outside BlizzCon, before-and-after Cataclysm game footage, chats with fans, and the icing on the cake: an interview with Blizzard's Lead Game Designer Greg Street. Take a look at Blizzcon through the eyes of G4 by following along after the cut for this week's MMO Report, and don't forget you can also watch every week over at G4TV.

  • The Light and How to Swing It: BlizzCon paladin info roundup

    by 
    Gregg Reece
    Gregg Reece
    10.27.2010

    Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Please send screenshots as well as any comments to my email at gregg@wow.com. So this is pretty much going to be a collection of blurbs from the BlizzCon 2010 class Q&A panel. Some questions that were asked throughout the day were things that have come up in the past, but others had new information that hadn't even hit the beta servers yet. The panel members from left to right consisted of Greg "Ghostcrawler" Street (WoW lead systems designer), Kris Zierhut (WoW senior technical game designer), Owen Landgren (WoW game designer), Ion Hazzikostas (WoW game designer) and Chris Kaleiki (WoW associate game designer). I went back and tried to do a much more thorough job at transcribing the information than we do in our live blogs (because none of us can type as fast as Ghostcrawler speaks). Also, I've added a "too long didn't read" (TLDR) version of each question at the beginning for those of you who don't read the whole post before commenting. For the rest of you, there is a full transcript as well as links I've found to videos of the panel on YouTube and linked directly to where the question is asked, if you want to actually see what was happening. This isn't official video, so it might get pulled for copyright issues, but until then, it's a great reference.

  • BlizzCon 2010: Day 2 round-up

    by 
    Allison Robert
    Allison Robert
    10.24.2010

    Day 2 at BlizzCon 2010 saw the two most traditionally popular panels (the class Q&A and the general Q&A) go live, but there was plenty at the convention to keep you busy even if you were among the two or three people there not interested in developer panels. Liveblogs We liveblogged the World of Warcraft class Q&A and the World of Warcraft open Q&A panels and transcribed two previously unannounced DirecTV interviews with Greg Street (Ghostcrawler) and Tom Chilton. If you're looking for player complaints, developer snark or news on future game changes, you'll find 'em here. People, interviews and events Matticus caught up with Andy Salisbury for a preview the WoW magazine's third issue, and Anne Stickney interviewed both Richard Knaak and Christie Golden. Robin Torres put together a gallery of the items Blizzard auctioned off to benefit Child's Play, one of them a painting of characters in the upcoming DC Horde comic series. We also took lots of pictures of this year's art gallery. On a non-Blizzard note, someone took a nasty spill during Friday's dance contest. Friday recaps Lisa Poisso observed some happy realm meetups, we recapped an impressive costume contest, and Matticus wrote about the live raid and Paragon's ill-fated defense of Orgrimmar. Future content The Emerald Dream (or should we say Emerald Nightmare?) was confirmed as a future addition during the general Q&A. We don't know if it's going to be an expansion, a patch, a raid or something else, but developers promise that seeing it "is a matter of when, not if." New worgen cinematic The cinematic panel was a lovely peek at how the Blizzard team created the recently released Cataclysm cinematic, but it was also notable for the debut of long-missing cutscene that will power the Gilnean leveling experience forward. Revenge of the login dragon Angry about being voted out in favor of players' favorite candidate for warchief, Abesik Kampfire, the "login dragon" makes an ear-shattering return for the Cataclysm login screen. Closing ceremonies The Warcraft III and StarCraft II tournament winners were crowned (the WoW tournament was still in progress), and Paul Sams, Blizzard's chief operating officer, even started to talk a little about the company's new MMO ... or so we thought. %Gallery-105863% %Gallery-105843% %Gallery-105842% %Gallery-105858% BlizzCon 2010 is upon us! WoW Insider has all the latest news and information. We're bringing you liveblogging of the WoW panels, interviews with WoW celebrities and attendees and of course, lots of pictures of people in costumes. It's all here at WoW Insider!

  • BlizzCon 2010: Class Q&A panel liveblog

    by 
    Allison Robert
    Allison Robert
    10.23.2010

    The class Q&A panel will go live in roughly 20 minutes, so get ready. We'll be liveblogging every minute of it past the cut! I'm afraid you guys are stuck with me again, but the other writers have already warned me that liveblogging any Ghostcrawler panel usually results in fingers falling off by the end, so I've taken the precaution of arranging some Motrin and heat packs off to the side of the computer. I type at 127 words per minute. Bring it, Dr. Street. BlizzCon 2010 is upon us! WoW Insider has all the latest news and information. We're bringing you liveblogging of the WoW panels, interviews with WoW celebrities and attendees and of course, lots of pictures of people in costumes. It's all here at WoW Insider!

  • A City of Heroes-style mentoring system "in the long-term plan" for Cataclysm

    by 
    Michael Sacco
    Michael Sacco
    08.20.2010

    UPDATE: The Escapist has posted the full text of their interview with Ghostcrawler, so I've replaced the "abridged" version with the actual exchange instead. Those of you who've played other MMOs (yes, they exist) might recall a feature from City of Heroes (yes, CoH did it before EQ2) that let you temporarily level down your character to a friend's level, allowing you to do any kind of level-relevant content together. Well, guess what? Blizzard is planning to let you do the same thing in a Cataclysm content patch, avoiding the type of situation you see above. The Escapist recently interviewed Greg "Ghostcrawler" Street about Cataclysm, and this exchange took place: Ghostcrawler: A very simple thing we've done is just put on your character panel what phase you're in. So that you can look and be like "Oh, so the reason I can't see you is because we're in different phases." Long-term, we're trying to work on a system where you can actually go back and forward a little bit. You might be able to scale your character down levels in order to go play with a friend, and even redo quests that you've done before. Part of the reason we're able to do that is because of the technology we originally developed for heirloom items, which are items that scale. And then for the Cataclysm expansion, we've changed spells, so they also scale with level. So instead of having ranks now, your fireball will just get more powerful as you gain levels. So since you can scale both class spells and items really easily, now we think we can actually let you lower your level down if you want to play with somebody else. I kinda wanted to have that for Cataclysm launch, but it's a feature we're working on. John Funk: So do you think that's saying that, like cross-server dungeons, it might be patched in before the next expansion? Ghostcrawler: Yeah. I mean, we gotta get this one out the door first to know how much we need to do for the patches that come afterwards, but it's definitely in the long-term plan. We hadn't heard anything about this feature before, but it sounds great -- this way, you can play with a lowbie friend without drastically reducing his experience gain, and you'll always have something to do together. Heck, it could even pave the way for making old raids relevant again. I'm excited to see how this plays out! World of Warcraft: Cataclysm will destroy Azeroth as we know it; nothing will be the same! In WoW.com's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from brand new races to revamped quests and zones. Visit our Cataclysm news category for the most recent posts having to do with the Cataclysm expansion.

  • Gameplanet interviews Cory Stockton and Greg Street

    by 
    Allison Robert
    Allison Robert
    06.17.2010

    In the flood of Cataclysm news that went live recently, Gameplanet got the chance to sit down with WoW's Lead Content Designer and Lead Systems Designer (you'll know them better as Cory Stockton and Greg Street, a.k.a. Ghostcrawler) and discussed a number of subjects likely to be affected by the expansion. Both interviews are great, and I've highlighted a few points past the cut if you're trying to avoid spoilers (in which case I must respectfully question your choice of website reading material).