corey-stockton

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  • World of Warcraft's lead content designer on the future of the game and the franchise

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.15.2013

    World of Warcraft has had a tumultuous time. The past three years have seen the game shed about five million players, but it still counts 7.6 million subscribers, far more than its closest competitor. And the most recent expansion announcement has certainly generated plenty of interest. But lead content designer Corey Stockton explained in a recent interview that the game still has more places to go. He mentions exploring the recent trends toward user-generated content and procedural content to allow more variety at the top levels, something to ameliorate how quickly players consume the elaborately designed dungeons and raids of the game. Stockton doesn't see that sort of content ever replacing the core of the game, of course, but he does note that there's a persistent issue with new content not coming out as fast as players can go through it. He goes on to explain that the developers would like to have a new expansion out every year, certainly at a faster rate than the team's previous content releases, and that the current goal is to work several expansions ahead rather than focusing on the immediate future. For more details and talk about the potential for Warcraft IV, take a look at the full interview.

  • WWI '08 Panel Analysis: PvP part II, New Arena Maps

    by 
    Zach Yonzon
    Zach Yonzon
    06.29.2008

    Any discussion about World of Warcraft PvP nowadays inevitably involves Arenas. With the onset of Season 4 and its new rules and requirements, Arena play is getting more intense than ever. Of course, as the competition heats up, the cries of an imbalanced contest grow louder than ever. Blizzard seems to be aware of the issues and have taken some steps in the development of the Wrath of the Lich King to address class and spec viability.During the panel on "PvP Game Systems", however, lead designers Tom Chilton and Corey Stockton devoted most of their Arena discussion to the new maps rather than the hairy, and probably inconclusive, issue of class balance and representation. The new Arena maps follow Blizzard's philosophy of keeping things simple yet have room for innovation; having dynamic points of interest; having conceptually different starting areas; and leave allowance to make adjustments during development.