mists-raiding

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  • Raid design evolution from Cataclysm to now

    by 
    Sarah Pine
    Sarah Pine
    04.29.2014

    Yesterday Lead Game Designer Ion "Watcher" Hazzikostas published a fascinating Dev Watercooler blog that discussed the history and evolution of raid design in World of Warcraft. That article was part one of a three-part series, and looked into the way that raiding developed from WoW's original release through to Wrath of the Lich King. In part two, published today, Watcher discusses the ways raid design has changed, and stayed the same, through Cataclysm and Mists of Pandaria. The article focuses primarily on difficulty levels and raiding. Watcher discusses in detail the problems inherent in the "10-man is easier, 25-man is harder" approach, as well as the ways that making 10- and 25-man raiding more equivalent in difficulty led to new problems that hadn't existed before. From there we learn about the origin of both the LFR and Flex raiding options from the perspective of how different raiding difficulties serve different portions of the WoW player population. If you've ever wondered about the thought processes that went into developing the different types of raid systems we see in the game today, this is an excellent article on exactly that. Check out the full blue post after the break.

  • Convert to Raid talks to Ion Hazzikostas: Theramore, Raiding, and more

    by 
    Olivia Grace
    Olivia Grace
    09.21.2012

    This Sunday, September 23, raiding podcast Convert to Raid will be broadcasting an interview with Blizzard Lead Encounter Designer Ion Hazzikostas, a.k.a. Blizzard Blue Watcher. Convert to Raid's host, Pat Krane, a.k.a. Zhug, was good enough to give WoW Insider a sneak preview of this weekend's broadcast so we could give you some snippets to whet your appetite! You guys just released the Theramore scenario, and I wanted to check how the feedback was from the players? I think we're learning a lot from player reactions to the Theramore scenario. A lot of it is what player expectations were going into it, it was never really designed to be the epic world event prior to the expansion, things like the zombie plague come to mind. It was a story-driven little sneak preview of what the scenario system had to offer, and showing players a glimpse of one of the key events that's going to lead to greater conflict between the Alliance and the Horde... Something we've learned from repeatable content is that players don't always want very lengthy dialogue or cutscenes or cinematics...