LfNm for PST

Raiding is in a hard way right now. And everyone is speculating as to why. Then recommending answers. For what must be the 3rd or 4th time today I saw a blog post on “how to fix raiding” that immediately bounded off into rather large changes.

I shook my head, as this person clearly had only a passing grasp with game design. One of the big rules of game design is meeting player expectation. Players come to the game expecting something. As a designer, you have to meet their expectations. You can’t just start one way and shift 90ft to the right whenever you want. The player may not follow you.

So, as a game designer, how does one identify what is “wrong” with raiding and then how do we speculate how to fix it?

First, identify “good” raiding.

This is a bit difficult, as everyone has a different opinion of “good”. So let’s look at what we have. I will list the raids I have experience with.

Burning Crusade: Everything but Sunwell. From Kara 10 mans to Black Temple Warlock tanking on Illiadan.

Wrath: ICC, Ulduar, and Naxx. 10 and 25, for all 3.

Cataclysm: 25 for BoT, TotFW, and BWD, and 10 for Firelands.

Okay, so now that we have that, I will say that I liked ICC/Naxx/Kara best of all of those raids. Everything else aside, those are simply the ones I enjoyed most.

Step One:

What went right in the old raids?

1. Running Old Raids – Blizzard has shown they would like us to run old raids. Weekly quests, not allowing tokens to be purchased, etc etc. They want this to be our “play” night raid. Burning Crusade did this better than Wrath though, because there were no 5 mans to gear up in. Every week, raiders were back in Kara. Regardless what people say about running the old stuff, it made it easier to go back and farm that item that might have been missed, or to train new raiders while running mildly older stuff with overgeared people.

2. Achievements – Okay, so BC didn’t have achievements, but there were so many weeks I remember raiding just for the achievements. Also it is worth noting this is not a good reason for everyone. In Wrath though, it was possible, and in fact happened often where you would get an achievement without actually *trying*. Not all achievements should be like that, but having some would remind people they are there.

3. Balance of progression – In BC I remember when I realized our 25 man guild took about 2 nights to get a boss down for the first time. But once we had it down, it stayed down. In Wrath, some of the more complex bosses took multiple nights, but as always, once it went down, it stayed down. In FL it seems like having a boss down doesn’t mean we are more likely to have it on “farm” later. In fact weeks can pass between the first down and the second down.

4. Overgearing the encounter – Some might consider this “cheating” the fight, but really what it is, is playing an RPG. This is a core game design truth in RPGs. The player can put sufficient effort into one thing and do that one thing well enough, that it allows them to over power the enemy. In both BC and Wrath there was a way to generally get gear over what your guild’s current progression was. This allowed you to be more useful when running that progression. This really worked best in the Wrath 10 vs. 25 model.

5. Split gear between 10 and 25. Everyone hated it. The fact that gear was so much better in 25 vs 10 mans made 10 man guilds feel like second class citizens. Also things like the legendary was limited to 25. Making it seem like Blizzard was saying “only people who raid 25 are real raiders.” BUT this also allowed Over gearing. It also really only worked when considering that 10 and 25 were separate lockouts. All those itemization issues we have in Cataclysm would be much less painful.

6. The ability to carry – Not the idea that a raid can have 2-5 dead weights and still pull of heroic modes, but rather that a raid can have 2-5 deadweights and do most of the normal mode. In ICC it was arguable that until Sindragosa, a raid of 20 could pretty easily knock it out. In Burning Crusade it was really only Illidan, Archimonde, and Vashji that gave guilds with “not great” players trouble. (At least on my servers.) Why is this important? Because we want to raid with our friends, NOT with elitist jerks who min-max and do everything perfectly. I would rather raid with people I know irl than with people I have never met.  The ability to carry less awesome players meant we could play with who we wanted and still do the things we wanted.

Step 2:

What went wrong?

1. Not enough bosses. I know guilds who could get all of the t11 down in a single night of 4 hour raiding… then they were left with sitting about for a week. The raids were smaller, and more manageable, but overall there have been fewer bosses. At this point we have 21 bosses. At this point in Wrath we had 33 bosses, PLUS an extra tier before we hit the final raid. Now if one thinks about 10 v 25 mans, we actually have 21 bosses versus 66. That’s a THIRD of the content.

2. Holy paladins is this tier hard. No wait, not hard, FRUSTRATING. We know we wiped on Atramedes because the person hitting the gong in searing flame was a bit too slow and the tank had too much sound. One person stand too far out on Magmaw? Gonna wipe. One person miss the jump on Conclave, start running back. The fights have too many instant kill mechanics and too many if one person isn’t paying complete attention the raid will wipe. Worst of all is that if someone disconnects, you might as well just wipe it right then.

3. Itemization – Hey casters, where can I get a 346+ wand without spirit? Seems like a rather complex question. Non-casters or those who don’t use wands would assume there are probably a large number of answers. There aren’t. There is exactly TWO epic level wands for mages and warlocks. TWO. Oh and did I mention NEITHER are boss drops? One is a boe random trash drop and the other is just recently added for valor points. There are FIVE belts though, one of which is easily crafted. Three of which are boss drops. And it’s not just us, how many people do you hear griping about shoulders and bracers? Shaman apparently have the same thing with Weapons in FL. It’s just sad how many people in my guild run with Trollroic gear because they *still* haven’t seen the drop they needed. (I have never seen the Booklight, and I have been running BWD since week 3 of Cata and clearing it since April, just fyi…)

4. It’s always been harder to wrangle 25 people into a raid. But now it’s not just 25 people… It’s 25 well geared, alert, non-drunk, non-distracted, correctly specced, and damn near perfect players. After two weeks of wiping on Shannox because if we lost even 1 person we wouldn’t beat the enrage, we had lost 5 of our long term raiders. The game wasn’t fun for them anymore. It’s no wonder people are breaking down into 10 mans.

So now what?

Well some bloggers say things like “get rid of 10s and 25s, make everything 15s!” or “more content!” or “more difficulty modes” or even god help them “make epics truly epic and have loot drop less”. It’s all I can do not the nerd rage all over their blog. Cutting raids down to 15 doesn’t support the “large scale” raiding paradigm. 10s and 25s is a nice split. The reason 25s are dying isn’t that they don’t want to, it’s that they don’t have the people. People are leaving because the content is too frustrating and they have nothing to do. More difficulty modes is too complex for the style of game. In fact, the current two are more than enough, if people are willing to accept that the variation between the two needs to be greater. And anyone who says anything about LESS loot is just insane. I hit level 85 on Thursday after Cataclysm came out. I was in BWD downing bosses within two weeks. I didn’t get Cataclysmically epic until APRIL. FIVE MONTHS OF RAIDING THREE NIGHTS A WEEK… Even counting for bad rng, that is still ridiculous. And considering the number of people I know who raid ONLY for the loot, I am not surprised subs are dropping like flies.

 

Band-aids and Long Term

1. Immediately, do not pass go, do not collect $200, revert back to the previous 10 and 25 unshared lockouts. This doubles the available content. This addresses the ATROCIOUS itemization issues. This speeds gear acquisition for newer raiders.

2. Achievements that are designed to be achieved in both regular and heroic modes. It seems like all the achievements for BoT, BWD, and TotFW are all designed for “perfect” raids. Giving people goofy and absurd things to do is fun too.

3. Re-tune raids on normal difficulty to allow for “carrying”. This allows normal modes to be for “casuals” and makes them newbie/pug friendly. No instant wipes from one mistake here. But keep heroic modes on the same level as they are now. Precision, perfection, and min-maxing all required to down the boss. The heroic modes scratch the hard core itch, the normal modes cater to people who remember they are here to have fun, not be frustrated to the point of snapping their keyboard in half because one healer accidentally walked into a crystal trap.

3.5 Accept that 10 mans and 25 mans are never going to be perfectly balanced. In Wrath 25s seemed to be easier. In Cata 10s are much easier. Determine why this was (Wrath – not tuned correctly/buffs, Cata – tuned too tightly) and then determine which is the one as a design there is the desire to support. Players will take the path of least resistance. If 10 mans are easier, like now, players will break 25 mans down to 10s. If 25 mans are easier, and there is a good reason to raid them (slightly better gear) players will run them.

4. Fix the itemization. Having a flood of belts, when there are easy and readily available ones just makes it that much more painful when those are getting sharded but that boss still didn’t drop that one upgrade you need to replace a blue. Also while they are at it, they should make it where no more the 2 of the same item can be dropped off a single boss kill. Three pairs of plate tanking boots when we only have one druid tank? Yeah that’s helpful.

5. Accept that casual players make up a large majority of your player base. These people don’t want to be frustrated. They don’t want long boring grinds. They want to have fun, with their friends, and they want pretty epics. At the end of the day it’s still a game, and shouldn’t feel like a job. People already have sucky jobs, and WoW shouldn’t be treating them like a horrid boss.

These are all “small move” changes. They don’t radically change the game at it’s core, but rather are minor tweaks on current design systems. It’s making the game better within the current game. It also compromises and attempts to balance between the two factions of the game, hard and casual.

Mechanics vs. Play style

As a game designer, it is generally accepted that at least 30% of my job is getting the player to do what I want. (Some would say even 90%.) Want the player to slow down and be cautious, make the area dark and play some kind of sound off to his side. If I want the player to move, I drop something nasty where his feet are. So on and so forth.

Blizzard generally does this very well. They want people questing instead of just grinding on kills. So they make it more worthwhile to do a large number of close quests instead of just killing mobs. They want the player to limit their playtime, so they add in the rest bonus to “reward” the player for switching to an alt, or not playing for a while.

Mechanics are used to alter  play style. If a player is rewarded for doing something, they are going to continue to do it. This is especially true when the rewarded play style is the path of least resistance. Players will always find the path of least resistance. Period.

So what this brings me to is raid boss design in World of Warcraft.

Blizzard seems to have forgotten that their game is about playing with your friends. And sadly, not everyone is friends with players who are awesome at WoW. In previous raid expansions there was the “dead weight” slots. These were raid slots that needed nothing more than a warm body in it. A decent raid team could “carry” several players without too much problem. This number changed based on the size and skill of the rest of the raid. It was generally accepted to be 2 slots for 10 man and 4-5 for 25 man. There were even achievements to support this “play style.”

Why was this so important?

Because it meant that even if you were friends with a really nice, but completely brain dead guy, you could still raid with him and do well. No, you wouldn’t be bleeding progression. No you wouldn’t be getting every achievement or even hard modes. But you could fight and see the raid.

But someone at Blizzard decided he was sick and tired of carrying his brain dead buddies. So the raid boss design stopped being about play style and started being about mechanics. (Either that or was just really annoyed at Sarth 3D zergs.)

Sartharion with 3 Drakes:

This fight perfectly explains the mechanics vs. play style debate I feel is very important to WoW raid boss design.

Mechanics: The players clear out the trash, then pull the main boss, with all 3 mini bosses still alive. As the fight progresses, the three mini bosses join the fight and the players have to deal with added fire, void zones, damage, etc etc.

Sarth 3D as it was dubbed was very difficult for 10 mans. It required 3 tanks, which is too much for a 10 man raid. It caused a great deal of raid damage, which required 3 healers. Now, more than half the raid is just there keeping the raid alive, meaning that without 4 amazing dps, the fight would be un-winable for most 10 man guilds. (To be fair it was done, just by a bleeding edge guilds.

Then some enterprising raiders discovered something very interesting.

Play Style: If instead of focusing down each of the mini-bosses as they joined the fight, the players could just focus Sarth and as long as they could burn him in the 90 seconds before the second mini-boss spawned, they would kill him before he became invulnerable.

So they ignored the mechanic of the fight and brute forced it. They made the game about they way they like to play. Burn hard and fast and win, or not quite hard enough and die to purple fire. Even with a decent group, this strat was not easy. My guild at the time would always wipe 4 or 5 times before pulling it off. But we could do it. And it was fun for us. It was still a challenge because pulling that much dps that quickly was not easy.

Of course, once this strat hit the internet, everyone did it this way. It was much easier, if less consistent than the normal strat. Does that make it inherently bad? I say no.

As a game designer it is my job to get the player to kill the boss. Not to jump through hoops until the boss dies. It is supposed to be fun and challenging. Sarth Zerg was still challenging, it just stripped away all the excess “fluff” of the fight and made it what it should have been. A toe to toe battle to the death between us and this huge dragon. It also made us feel like we were playing the game on our own terms. We were playing the game the way we wanted to.

Now, in Firelands the fights are tightly tuned. No more “dead weight” spots. Not only that, if even one person fails, the entire attempt fails. Brain deads need not apply.

Even more so, the fights are very very mechanics based. There is no edge for play style changes to strats. Trying to alter the strat even the smallest bit leads to an insta wipe.

The correct answer is somewhere in between the two ideas. Where people can try to do things their way or strictly stick to the intended way. It makes it feel more like a conversation between the designer and the player.

Blizzard says “Bring the Player, not the Class” but what if the player I want to bring is not awesome? What if the player I want to bring is a good friend but only a mediocre dps? Should I replace my friend with some douche bag who can pull 20k?

The big thing to be worried about when trying to force a mechanic instead of play style is that the path of least resistance might be right out of the door and never playing your game. A bad thing for any social game.

Red Leader Standing By!

About 3 weeks ago my 25 man guild finally made the decision to downgrade to 10 man raids. It hurt. This guild *just* went from 10 man to 25 in ICC. For most of Cataclysm we have managed to keep ahead of the raiders leaving and replacing them. Unfortunately, OLN suffers from the fact that we are casual.

We don’t require attendance. We don’t require specs. We don’t have DPS thresholds. We are here to have fun with all our friends, not to chase server firsts. The problem is, only about 2/3rds of our raiders are the kind of people who go and learn every bit of info on their class, min-max, and know every boss video before we ever walk in. the other 1/3rd are very nice people, but aren’t pushing the envelope, can’t be bothered to show up, and our realm sadly does not have a good pool to pull raiders from.

As all raiders are pretty aware, the days of really only needing 8 of 10 or 20 of 25 of the raiders on point are long gone. Even the smallest mistake can lead to a wipe. One person not notice and keep nuking Magmatron? Kiss the raid goodbye. Miss the jump, die in the water, and you were the interrupter on your Nef platform? Game over. Firelands is just as bad. Didn’t see that trap? Too bad, the tank is already dead. Accidentally attacked the wrong foot? Even one person can lead it astray. Regardless of how you feel about this design (I hate it, just fyi), it has had an effect. Finding 10 competent and focused raiders is much easier than finding 25.

So we took our good, consistent, and still present raiders and put their names in a list. 16 raiders. Uh oh. There are only 10 spots. Lucky for our raiders our GM and Officers had no intention of just booting 6 people. However we don’t have enough to form 2 10 mans. So the GM decided we would be rotating people around.

This first week of this was TERRIBLE. We had several people raid 5 days that week, and several people only raid 1 day. The natives were restless. I spoke in a message to my GM and was like “dude, you need a system.” His response: “I KNOW! I just don’t know HOW…” So I decided to apply my game designer brain to this problem.

Our raiders broke down to 3 tanks, 4 healers, and 9 dps. First thing I did was cut “normal” raid nights to Tuesday through Thursday. Previously these were our 25 man nights. So now they are our standard nights. Sunday and Monday, our “cleanup in 10s” nights, became “wipe learning” nights. Sunday and Monday teams are formed based on who is on, and which boss we are trying (so stacking the proper dps for those fights).

Generally the tank situation just worked out. And if all 3 did manage to show up on the same night, they would just discuss it between themselves and sit out. They handled themselves essentially, but we decided to set it up to “rotate” them around. So Tank A tanks Tuesday and Wednesday. Tank B tanks Wednesday and Thursday. Tank C tanks Thursday and Tuesday. But they can switch up as they want or need.

With healers, we were really lucky in that handle fairly well on their own as well. One of our heals even has a super tank offset, so he fills both roles. So that just worked out.

But 9 dps… That makes life tough. They were the hard part.

Joyia’s Plan:

Split the DPS into 2 teams.

Team 1: Warlock, Warrior, Kitteh, Boomy, and a recruit. (Most times it is a great shadow priest, but this spot can be filled with any ranged clothie or mail wearer.)

Team 2: Warlock, Pally, Rogue, Mage, and Hunter.

Then, have the teams switch off nights.

So Week 1: Tuesday is Team 1. Wednesday and Thursday are Team 2.

So Week 2: Tuesday is Team 2. Wednesday and Thursday are Team 1.

Seems a bit complex, but here are the reasons:

1. It stacks the dps to be most efficient in gear drops. With the exception of clothies, each ac is only represented once.

2. It stacks melee vs. ranged and aoe vs. single target. I also stacked the weaker dps with the stronger dps, and the more likely to die with the more likely to survive, so neither dps team is “better” in a sense. They are quite well balanced and hit the same numbers. The aoe vs single target damage makes gimmicks like Rageface still do-able. It balances classes with high burst with classes with slow ramp up.

3. People who run earlier in the week have a good chance of getting several easy bosses and loot. People who run later get 1 or 2 bosses, but have to wipe on progression, however this means they might get to be in the kill group.

4. Even if the week goes badly, raiders know it will only be 1 week before they see another loot drop.

5. Each dps is part of a paired set. So if one warlock is going to miss her night, the RL can just contact the other warlock and ask them to show up. Regardless, most of us are connected on RealID so any holes can be filled quickly.

6. The warlocks are the two toons working on the legendary. Since they are in different groups there is no poaching embers.

7. If you are on the team not running that night, just can just log on at raid time, and check to see if the team running needs any holes filled. If they form up, you can go do dailies, randoms, or even level alts.

 

It just worked for us. Now, 3 weeks in, we have downed 2 new bosses, in two weeks, and are making great strides on Aly. Everyone is learning all the fights. The dps teams are becoming teams and learning to work well with each other. We have even started making red team vs blue team jokes. Because there has still been a ton of overlap on tanks and heals, including alt runs on off nights, with both teams making up the alt run, we are still a community as opposed to cliques. None of the raiders have left, and most seem to like it as well. By taking Sunday and Monday off the schedule, we don’t have to worry about people showing up those nights either, but generally we have 10-11 people on for those nights, then usually someone just offers to step out. 10 man’s are a bit easier to do this with.

Now this doesn’t perfectly fit with every guild. The team balancing just fell into place for us, but with a bit of thought, and even possibly scheduling which bosses are being done on Tuesday and then on Wed/Thurs to balance the number of bosses downed. It’s a slightly odd way of doing it, that might work.

Catherine vs Katherine

First off – I didn’t actually *play* Catherine in the strictest sense of the word. Rather I sat and watched my husband play it. I do this quite frequently. I generally have one of two reactions – 1. I determine that I would hate playing the game, stop and consider why other people like it, and then go back to playing WoW; or 2. I watch him play, engrossed, until he does something “wrong” and then I itch to yank the controller away until he is done playing then play it myself so I can do it right.

Demon Souls and Brothers in Arms were part of the first category. Valkyria Chronicles and Persona 4 were  part of the second.

Catherine is the first game that has fallen solidly between the two. The game is a action puzzle game, by Atlus’s Persona team. I was very excited about the game, because I am such a fan of Persona 4. The action portions of the game consist of what is essentially a huge puzzle block tower the player must climb. The “social” portions are of the player and the other characters in the game hanging out at a bar.

Honestly, after watching him play a few stages, I was completely convinced not only would I not want to play this part, but I would be bored to tears. The methods of moving up the tower are unchanged, regardless of the trick blocks, enemies, and boss events that try to break it up. Once you have figured out the general moves, you have figured out the game.

However, the “social” part of the game was utterly fascinating. The surreal encounters, the background characters, the strange effects thrown about, it all added up to an exceptional world that was interesting. I could crawl into the world portrayed and spent hours simply getting to figure out all the weird stuff going on. I do think however that the point of the mysterious murders will be lost on most American players.

*Spoilers*

So the Boss is killing young men who are of the appropriate age and economic status to get married and have kids, but are unwilling to do so because they like their freedom. They want to remain independent and “having fun” as opposed to settling down.

It doesn’t make a ton of sense to American Culture, but in Japan, where a negative birthrate is literally affecting the stability of their culture and society, it would seem completely logical. The Boss is taking out the men who are causing this problem. Essentially saying, “Get with it, or get out of the way.”

*End Spoilers*

The game also does some very interesting things with it’s Order and Chaos meter, in addition to using it to determine the one of 9 possible outcomes. I love that the “canon” of the game changes based on your order/chaos level and responses to questions. It makes me wonder though, if they did a sequel, would they do it like Persona, and ignore the previous entry’s “canon” or chose one to make it the “correct” ending?

While I didn’t play Catherine myself, I do believe it is an interesting game to experience. There is a demo, which should be played, but even so the game stands true with other Atlus games as beautiful, fascinating, relatively fun although possibly grindy to play, with interesting insights into Japanese culture. Though mostly it just made me want to play Persona 4 again, or think about what awesome things they might be doing for Persona 5.

L.A. Noire – How it is a poison apple.

I haven’t played L.A. Noire myself. But I did sit and watch my husband play it. As a fan of Law and Order, CSI, and NCIS, I could not contain my excitement for this game. It was huge, ambitious, and most of all, had tons of recognizable actors to fill the roles of the people in the game. The game had some fairly serious flaws (who puts the climax at the end of the second chapter?) but those could be overlooked. It was a fun and interesting game.

But now, having read this, I wish I had never allowed my husband to buy it, and I wish I had never seen it played. Why? Because if L.A. Noire succeeds, then it continues to support and exceptionally BAD management style. (And clearly a very bad manager.) The game industry needs to break away from the lone programmer in his basement, pounding out a game in a weekend mentality. Unfortunately, if the game does well, all bad decisions are forgiven, and the perpetrator is allowed to go on to another project, with a new team, and make other lives hell.

First off, I really want to reach through the internet and smack this lead guy. So I am just going to pick apart the crap they quote him on.

“It’s my game. I can go to anyone I want in the team and say, ‘I want it changed’.”

The smallest game I worked on had about 25 people on it. The largest over 100. The minute a second designer has been added to the game, it is no longer “your” game. You can’t make L. A. Noire alone, and it is as much their game as it is yours. Especially when people are pouring their lives into getting it made. This doesn’t provide the “idiot idea” filter that the leads of a game are there for. By running everything through leads, there is a vetting process for time spent. Is an idea really good enough to improve a game? Can it be done in a reasonable amount of time? Is the gameplay improvement worth the time spent implementing and maintaining it? Most of all, it is a sanity check. It should prevent things like Duke Nukem Forever, provided you have a good studio head and good leads.

Crunch – “If you wanted to do a nine-to-five job, you’d be in another business,” said McNamara, citing routine hours from 9am to 8pm – “whatever days it takes” – with frequent travel and 4am calls with the New York-based publisher. “We all work the same hours,” he told us. “People don’t work any longer hours than I do. I don’t turn up at 9am and go home at 5pm, and go to the beach. I’m here at the same hours as everybody else is.”

This is EXACTLY the kind of mentality that lead to the EA Spouse debacle. First off you have employers who think it is okay to ask their employees to work these hours. Second you have employees who are so fearful of losing their jobs they will allow themselves to be exploited. Third you have exceptionally short sighted thinking the anything gets done any faster when all the employees are rapidly burning out.

I once had to crunch two straight months on a game. There was literally a point where someone said something to me about what I was doing on Thursday and I could not tell them. Not only because the days had blurred together, but also because I couldn’t even have told them what day TODAY was, much less when Thursday was coming around again. Why did I crunch like that? Well, mostly because I liked the job, I liked the game, and I liked the people I worked with. It was fun for me. But I also knew we had a hard line, set in stone, release date. We had to ship that day, regardless of where the game was. Honestly, by the time we reached the second month I was working at most 75% of my previous “skill level”. By the end, I couldn’t make a change without going to another designer and getting them to double check I wasn’t screwing things up. As people burn out, they get sloppier. They stop making good decisions. They stop fixing things in the correct way. They stop working at good productivity. At that point, it’s like trying to run a marathon with a thorn in your foot. Yes, not stopping will keep you ahead, but you will move slower than if you simply took the time to stop, pull the thorn out and bandage up your foot, then return to the race.

The thing that most stuck me about my experience with crunch was that everyone, from the studio head to the newest artist, we all knew that our crunch was a result of poor planning. Everyone was willing to admit it. They knew they took too long on the tools. They knew they hired people too late. They knew they promised more than they could deliver. Did that make it right? No. But It certainly made everyone feel better about it to hear the leads say “Yeah, we screwed up, but no use crying over it now, remember it, move on, and let’s get this thing shipped.”

He even goes on to say “The expectation is slightly weird here, that you can do this stuff without killing yourself; well, you can’t, whether it’s in London or New York or wherever; you’re competing against the best people in the world at what they do, and you just have to be prepared to do what you have to do to compete against those people.”

Unbelievable. All it takes is organization, planning, proper scoping, and good leads. I am currently on a triple A product where my crunch days are still in the low teens after a YEAR and multiple milestones. And even then, it was my own choice, not the company telling me to, just to get thing done faster that I wanted done already. But then we have good leads, good producers, and the ability to say to our publisher “Okay, we can do this well or we can do this fast, we can’t do both.” They chose the well option.

It is also implied in the article that they hired young people to do the work, and then just churned through young cheap labor that was willing to do the work, just because they wanted it so bad. The problem with this is that you have wildly inexperienced people making decisions on your multi-million dollar game. That’s gonna turn out well.

All in all this article shows that despite this game’s success it was poorly managed, and a result of extremely bad business practices. We shouldn’t as developers be supporting this kind of management. Games made like this, that still succeed, leads managers into thinking that they can do this kind of thing and make money. True justice would have the game failing, miserably, to show that unless you take care of your employees, listen to your talent, and strengthen your studio, you are just setting yourself up for failure. True, there can be flukes, but for the most part, I would expect this to kill a studio.

I dug a cave

I’m a bit late to the game. Just like a year or so, but two weeks ago, in my unending quest to play around with new games I took some time to play with Minecraft.

Or in more graphic terms, I took my World of Warcraft Alts out back behind the barn and shot them.

People have been talking about Minecraft for a year or so. And not just about the game, but also about the developer and his interesting way of releasing the Alpha of the game, for sale.

Notch, the founder of Majong, and creator of Minecraft did some very intelligent things when deciding to release Minecraft in an unfinished state. First this allowed him to start earning revenue on his game. Money allows him to purchase support, expand servers, and pay bills while continuing development. Second, they require “checking” in to the server, so each person playing Minecraft has paid to play. Third, he gave a price point and stuck to it. Buying the game in 2010 meant you got the game forever. Content would continue to update, things would be added, but you would never have to pay for updates. It’s the MMO model, on a non-mmo game.

This also allows them to do short quick updates. It helps keep the game fresh for old players and draws in new ones.

Creation, Destruction, Exploration

Minecraft is a “sandbox” game. Meaning there are minor goals, but those are unimportant. The true goal of the game is whatever the player wants it to be. Some might even go so far as to say that this isn’t a “game” per se, since it doesn’t have goals, objectives or rewards, but rather a toy.

That doesn’t make it any less awesome.

Initially any player’s goal is to create a workbench, then create tools. Tools that are then used to get better tools, and explore better.

Minecraft is perfect design in it’s simplicity. The progression is very clear in what the player is using as their main weapon material. Wood or stone? What a nooby. Diamond and Iron? They are truly a Minecraft player.

There are various types of gamers, who all come to games for different reasons. The killer, the explorer, the socializer, the achiever… they can be broken down further, but that’s the basic ones. The killer plays Minecraft on hard, slaughtering Creepers, Zombies, Skeletons, and even cows at their leisure. They use the game to improve their killing skills. The explorer stocks up on torches and goes off into caves. The socializer finds a good multiplayer server and starts having fun. The achiever plans grand structures and huge projects.

The game appeals to creation, through building, destruction, through acquiring resources, and exploration through finding resources. As the game world is infinite and randomly generated, no two worlds are the same. And all worlds can be equally interesting.

Day One – The Beginner.

I started playing and relatively quickly picked up the concept of storing up mats, digging down, and fortifying my base. One of the big issues with the game is the presence of enemies, who will spawn, find you, and eat you (or blow up and take you with them). So I dug myself into a cave and got to working on getting all settled in. I was afraid to venture outside, for fear of creepers, so I decided to build a mine in the basement of my base.

*tink tink tink*

What was that?!? I sprint back up to the doorway leading to my base, frantically looking around. That was something. Something big. Something scary. Something that very much sounded like it would eat me and use my bones to pick it’s teeth. But I didn’t see anything. My heart racing, I slowly walked back down the steps into my mine, sword at the ready.

I told my husband about it. He said it was zombies, I should look for a cavern.

*shudder* Zombies…

6 hours later…

I now have a fairly awesome hollowed out cavern for my main base, three chests worth of dirt, sand, and cobblestone, and a very nifty pool of water. My mine is about 15 blocks deep, 30 blocks across, and 60 blocks long, and well lit. There is a nifty door leading down to my mine.

But I have very very little iron. This is a problem. I certainly haven’t seen any diamond, gold, or redstone. Digging with stone takes forever. I want to dig with Iron. I still haven’t seen a zombie or a creeper.

I pop back down into my mine and decide to cut some “test” halls. I find an underground pond, but not much else. I keep hearing the creepy sounds, but I can’t find their source. I dug in the wall toward them, but never found a cave. I shudder every time I hear it though. And slap a few more torches on the walls, desperately hoping the light will keep the evil at bay. I felt lonely, and confined.

I talked to my husband some more about it, and mentioned the creepy chime like sounds I kept hearing. He was confused. That didn’t sound like zombies. I went onto YouTube and found this. As I sent him the link I noticed off to the side a link to another video. Tutorial to find Diamonds. Now that’s what I am talking about. This of course links me to three or four other videos…

2 hours later…

I have a plan. And I have now seen the face of awesome. I have also realized I was playing on Peaceful and there were no zombies or creepers. /facepalm.

I started digging out a quarry, as the underground mining was getting to me, being so lonely. 15 x 20, all the way down to the bedrock. Of course, I ran into lava along the way, discovered a huge cave system, a ton of obsidian, and lots of other materials.

I ventured into the Nether soon after for mere moments. The soul sand, the bleeding fleshy looking netherrock, the deeply creepy music. Not only did I bail, but I also walled off the portal. I might go back later. Might.

Day 30 – *tink tink tink*

My quarry is now 30 wide, 50 long, and all the way to the bedrock I am currently extending it on the one side to be 50×50. I have over 700 obsidian. A full stack of diamonds. A rail system leading to two warehouses for all the ore. A two floor palace all made of obsidian, with art, beds, bookshelves, and even jack o lanterns. My palace has a moat, with glass bridges.

I have two glass encased wheat farms. I have two sugar cane farms. I have a cactus farm. I have a smithy, for quick smelting.

But most of all, I have a monster trap. 30 wide, 2 tall, 70 long, with water forcing all the nasties into a wicked lava blade. I just stand in a spot while at work and let the loot roll in.

And I haven’t even begun to explore my world or really begin to build. I haven’t played Multiplayer. There is a ton I haven’t done. The game is as big as your imagination.

Now, some might comment on the low fidelity. Minecraft definitely rocks the pixel art. But in reality, the low fidelity is part of what allows the game to be as interesting and as creative as it is. It didn’t take me long to get used to it, even to the point that when I fell in lava and died, not only did I shed a tear for my diamond armor, but also felt fear and shock. When I edge along great heights, I can *feel* my heart beat faster and my stomach clench for fear of falling. It doesn’t matter that I play in peaceful, the sounds of a dark cave sends chills down my spine and makes me check the area around me. The dark still scares me.

Minecraft is a wonderful game. Not only because it proves that indie games can become blockbusters, but also because it’s just a great game at heart. I look forward to where they go from here and the release launch in November.

Achievements – You’re Doing It WRONG

One of the first things you learn as a game designer is: Be Consistent. If the player does something, and gets a response, they need to get the same response every time. Game Rules need to be consistent across the entire game.

Blizzard has NOT been consistent when it comes to achievements. They are not being consistent when it comes to rewards either. They need to PICK A POSITION and STICK TO IT.

Example 1: Hand of Adal vs. Starcaller/Kingslayer. Hand of A’Dal doesn’t even have an achievement associated with it, but it was removed. Blizzard claims they “didn’t want people to get the title who didn’t earn it in the period it was intended to be earned” and so they removed it. But Kingslayer and Starcaller were just as difficult, and intended to be just as exclusive, and yet remain in the game.

(Note: Q: Will you ever bring back the mounts for achievements that were removed (Naxx Glory runs) as you didn’t remove the later mounts? – Joyia (North America/ANZ) A: This is a tough one. On the one hand, we know there are a lot of players who would still like to get their hands on these mounts. On the other hand, we were pretty clear that they would only be available for a limited time, and we hate to go back on our word because we know some groups went through heroic efforts to get them before the door closed. This is the kind of thing that is not set in stone and player feedback might eventually convince us to change our minds.)

Example 2: Achievement Drakes. Yes, I was the Joyia who asked about the Naxx Drakes on the achievement Q&A thread. I was a part of a guild at the time that was working on the achievements for said drakes. It nearly ripped our guild apart. It lead to multiple people leaving and joining more progressed guilds. It lead to me LEAVING a guild I liked and almost leaving the game. The stress of attempting to get these achievements BEFORE they were removed was insane considering this is a GAME. That’s right, it’s a game. It should be fun. But on multiple occasions, Blizzard insists on making the game not fun by putting time limits on achieving things. (Theoretically the ZA Bear and ZG mounts fall here too, despite not being achievements.)

When it came down to it, I resolved myself to the fact I wasn’t going to get these drakes. I resolved myself to the fact that I wasn’t going to get the Ulduar drakes. I just wasn’t that kind of player. I got my purple protodrake, and I was happy. But then, I managed to achieve the bone drake for ICC 10 man on my mage. Success! Joy! And then… they didn’t remove the achievements. Last week, a bunch of goofballs in trade pugged up a 10 man group and succeeded in getting the SAME drake I had worked so hard for.

What makes my Bloodbathed Frostbrood Vanquisher LESS special than the Naxx Plagued Protodrake?!? Wow, way to be a hypocrite!

To head off the comments of whiny elitists saying “I want my mount to be rare!” There are three things with this as well. One, stop being elitist. You can always climb on your little box and show off your e-peen by saying “Well I got mine two weeks after the raid was released!” Two, it is punishing to players who change mains, re-roll alts, or start the game late. Even the new people deserve the chance to get something awesome, this is after all a game that wants to be accessible, NOT elitist and exclusive. Three, rarity is a FALLACY in WoW. That’s right, it’s not real. Rarity is a RELATIVE concept. Meaning, something is only considered rare, if and only if, the people you play with do not have it. I have posted this example before. When the Sparkle Pony came out, only 2 people in my guild bought it. So out of about 20 players, only 2 people had one. Meaning that the people we hung out with and were likely to pay attention to their mounts, count as the audience. That gives the Sparkle Pony a 1 in 10 rarity. Now, the Deathcharger’s Reins had been farmed up by about 10 people in the guild, meaning it has a rarity of 1 in 2. the entire World of Warcraft does not count in the rarity, only the people you are likely to interact with do.

BE CONSISTENT. Seriously. I am willing to accept the decision one way or the other, just PICK A SIDE AND STICK TO IT. This endless waffling and inconsistency just frustrates and annoys players and is just BAD DESIGN. Best case, Blizzard realizes it’s hypocritical responses and opens the Naxx Drakes back up. (Theoretically they could add the Tiger and Raptor mounts back in some form of grind or in the CtA bags – which to be honest would be FAR more effective in getting people to run it. They could even add the ZA bear back to a timed run of the new ZA dungeon.) Worst case, they remove the ICC and Ulduar drakes, and people got them “unfairly” after the period, but at least now, that will not happen again, because they decided to be consistent.

Carrots on Sticks

Even More Update Goodness: I have read several other blogs about the subject, but here is one of the best. His whore analogy is just superb and spot on, and his arguments are valid. The thing is, I understand why Blizz would never do as asked. Maybe they will consent eventually to add raid mounts to the bag (Ashes of Alar might just be enough to drag that bear back in) but for the TCG they *can’t*. If they do, it devalues the TCG and takes away one of the major selling points of the cards. And don’t get me wrong, while I would love to have those mounts available in the bag, it will never happen, because Blizzard makes too much money on the licensing fees for the card game.

I really feel the biggest drawback of this fix is that it doesn’t allow the tank to queue with anyone else. Even allowing the tank to queue with just one other person might take the sting out of it. Pocket healer, trusted cc-er, or just that one person you always play with. You are still taking 3 other people out of the queue, so it is still a win, but seems less… whorish… than it is forcing them to queue alone.

 

UPDATE: Blizz announced that the bags WILL IN FACT BE BIND ON ACCOUNT. As I said “Make the bags Bind on Account so we can pass them off to our alts. (Then I would be 85 on Pandara in a heartbeat.)” my response to the announcement was “BRB LEVELING”.

 

I have talked about the Tanking problem a few times. Since the dawn of the Random Dungeon Finder the players of WoW have developed a skewed vision of dungeon running. I barely remember running a few dungeons on my warlock prior to the introduction of the LFD tool. They were simply too time consuming, too prone to failure, and far too difficult to find a group for.

But LFD changed all of that. Dungeons were readily accessible in a matter of minutes. Loot rained down on the World of Warcraft. It was wondrous. And it spoiled us all beyond repair. Seriously. We are spoiled rotten little children demanding more things when we have already been given the world.

The average time to get a pug group together PRIOR to the LFD tool? 4 hours. And then 2 more hours to clear the dungeon because the chances of everyone KNOWING the dungeon was slim to none. The average time I have to wait in the DPS queue for a dungeon? 40 minutes. Which is just about the time it takes to do all of the Tol Barad dailies, killing every fox along the way.

But nooooooooooo people gotta complain about something, so they chose to complain about their 40 minute queue times. To be fair, the queue times for LFD have been slowly increasing through Cataclysm. I have talked about this before. So Blizzard decided to answer the problem with a carrot on a stick. It worked for Oculus right?

Here’s the thing though… I have a tank. I have debated on leveling her. Why haven’t I leveled her despite having leveled 2 healers and 2 dps at 85? Tanking sucks. I hate random healers who aren’t very good. I hate random dps who can’t wait two seconds. I hate RNG fights where one mistake leads to me dead on the floor. So now Blizzard offers me a carrot. Am I going to level her and roll through dungeons with her now?

Nope.

But I LOVE minipets! I LOVE rare mounts! So why wouldn’t I leap at the chance to get them?!? Oh right, because like MOST other collectors, I collect my pets and mounts on ONE character. I collect them on Joyia. Who is a Pure DPS. If I could tank with Joyia, I would be all over this like a starving man on a steak. Bad DPS, rude healers, wipes would all be ignored with the joy of working towards a rare mount. I don’t want those mounts on Pandara, I want them on Joyia

There are so many other solutions… offer it as a reward for any dps who has to wait more than 40 minutes in the queue. The tanks are already being rewarded, with an instant queue. Make the bags Bind on Account so we can pass them off to our alts. (Then I would be 85 on Pandara in a heartbeat.)

Or they could fix the real problem. Wrath proved that the problem isn’t there aren’t enough tanks and healers. My dps queue during peak times in Wrath was 15-25 minutes, HALF of what it is now. Why was that? Oh right. Wrath dungeons were easier. Wrath tanks had better threat generation, gear, and to be honest, their skills were better tuned. Revert Swipe to it’s old cooldown (none). Give Thunderclap back it’s massive aggro. Increase the threat of Death and Decay and Blood Boil. Revert Consecrate back to it’s Wrath glory. Lower the CD on all tank “panic” buttons. (Just by 1/4th or 1/3rd.)

Or even give classes the ability to tank. Make Beast Mastery like Feral Druids. There are talents they take to get a tanky pet or to get a dps pet. Bam. One more tank. Make Demonology like Bear tanks. Metamorphosis is a form a lock goes into to tank. They have their “big” health pet that splits the damage through soul link, and their skills in demon form generate aggro. Bam, one more tank. Enhancement shamans – they are already halfway there! Give them a few modified skills, and a crit proof skill, bam, tanky tanky.

Another option is to change the group size going into 5 mans. How much of a change would pulling in an extra dps do? 1 tank, 1 heals, 4 dps. Not only would this eat up more of the surplus DPS, but also it would mean less caring when one dps isn’t pulling their weight.

I don’t think their solution is a solution. I think it is a bandaid on a gushing head wound. They need to address the problem, not the symptoms. The problem is role imbalance. And this addition, isn’t going to get more tanks running dungeons. It is just going to get people who *don’t* like tanking and healing to tank and heal, which just exacerbates the problem by having under or poorly geared people, filling roles they don’t know how to play, and causing frustration all around.

 

Note 1: This would be an EXCELLENT time to bring back lost pets like the vampire bat, scorchling, etc etc. It would also be a great place for rare mob drop pets like Gundrak Hatchling, Whelplings, Foxes, Sewer Rat, Crawler…

Note 2: Would it be different if they added super rare/unobtainable mounts back in? (A la ZG Tiger, ZA Bear.) OH HELL YES it would be different. Tank would be leveled and tanking like NOBODY’S business. Not only would I do it, but I would SERIOUSLY campaign for the ability to have a paid mount transfer service.

Lego Star Wars III

I have a love hate relationship with all Lego games. They all have the same wonderful possibility and they all so far have managed to create in me a frustration that rarely crops up in other games.

The cutscenes and story edits are nothing short of inspired. Watching Leia lift up R2’s dome and chuck the disc in like she was tossing it in a garbage can was hilarious in the extreme. LSW3 focuses on the Clone Wars, a story I have never particularly cared about, but once more, has managed to make the story hilarious and adorable all at the same time.

The game leverages collecting and completionists to great effect. There are studs, characters, bricks, and mini-figs to collect every where, with a single simple percentage showing how much has been completed. The fact that the game is designed to be played through twice, just to collect everything from each mission.

The gameplay is basically solid. Combat feels nice, watching enemies explode in a spray of studs is rewarding, and even the jumping feels substantial.

Now, having said that… COULD THEY FRAKING FIX THE GLARING BUGS ALREADY?!?! Three Star Wars games (4 depending on how you count), two Indiana Jones games, a Batman, a Harry Potter, with a Pirates of the Caribbean and likely a Harry Potter 2 on the way, and they STILL haven’t fixed the damn enemies can stand behind something and shoot through it, but I can’t shoot through the thing to hit the enemy? Don’t even get me started on the targeting system that just LOVES targeting the pile of destructibles instead of the 5 droids slaughtering me.

Then there are things like, in the very first level of LSW3, the player is moving up the screen (which is a GREAT way to show off the 3d) and encounters a cannon and has to jump on it to shoot down a droid tank. Instead of having the cannon activated, or jumped in like a vehicle, it is a context sensitive “run” against it until you pop into it. Yes. Great idea. No one would EVER have problems trying to do that while being SHOT and KNOCKED BACK from the tank shooting at them. Not to mention the trigger for activating the cannon is so dang small I spent 3 minutes sliding back and forth across the back of it trying to get it to trigger. Yeah, this is fun. /sarcasm. Add this to the fact that they have this EXACT same setup FOUR times in a row… yeah, not a great design.

Rounded edges of cliffs that make falling off or getting stuck on a slope are everywhere, as always. Multiple force activated objects right next to each other so the game never picks the one you are trying to activate? Present. Endlessly spawning enemies who interrupt the building of some wildly complex and long Lego item? Accounted for. There just always seems to be so much shoddy design. I can’t tell if it is bad designers, over worked designers, or just apathetic designers.

I always want the games to be good. They usually are, until you hit the mind bogglingly frustrating parts that I just have to ask “Did NO ONE see this during testing?” If not, then they need to get better testers.

The Crypts of Karazhan

As a fan of Lore and writing in World of Warcraft, I have read many of the novels and extra material written on the game. One such novel is The Last Guardian, which covers the story of Medivh and his tower, Karazhan.

In the Burning Crusade Karazhan (more commonly shortened to Kara) was added as a 10 man raid instance. It was essentially the starting point for fresh 70s wanting to get geared and get to raiding. By the time I hit Kara it was already on farm by my guild. I loved Kara. Even after 5 months worth of running Kara every single week, I *still* love Kara. It was exceptionally well designed, with beautiful attention to detail. Not to mention all of the bosses and NPCs were heavily tied to the story of Kara. Knowing Moroes from the book, then fighting him in the instance was beyond cool for me.

The only minor point I objected to was the fact that the in-game Kara had no “mirror”. In the book, the character Khadgar discovers that Medivh is actually possessed by Saragas (the biggest bad in the Warcraft Universe), and below Kara there is a mirrored version of the tall eerie tower. They must battle to the depths of this mirrored version to trap and defeat Medivh.

Then one day, browsing the main WoW forums I stumbled on a fascinating thread: The Hidden Places of WoW. It detailed out of bounds areas that a player could go and visit. These were mostly unfinished areas that had interesting areas around them like the Greymane Wall. Here I found mention of a place called the Crypts of Kara. Apparently behind Kara there is a graveyard called Morgan’s Plot, and a crypt that had a doorway, with rooms beyond it, but the door wouldn’t open. The poster explained that you could get beyond and explore the area, by using a simple trick.

By entering a duel with another player you could be feared through the invisible barrier. Once inside you can explore as you wish. I watched several videos and decided I had to go visit. So I gathered up some guidies and away we went.

The very first thing we noticed was the atmosphere, seemingly without much effort put into making it detailed. I am not sure if it was the lack of mobs, the lack of sound effects, the minor use of dark Duskwood music in one back corner, or simply the knowledge we didn’t belong there, but this area felt far more eerie and disturbing than anything else in WoW, including areas like Scholomance and Stratholm.

The first area is called The Well of the Forgotten.  I immediately noted that the name was printed in yellowy orange text. As opposed to the standard white. This room contained a well, without a barrier preventing someone from falling down it. One of my guildies immediately jumped down. The rest of us turned and investigated the next area The Pauper’s Walk.

This looked like something out of the Paris Catacombs. Niches in walls filled with bones, dirt floors, and low ceilings. It opened into a larger area, that looked like it could be a space for mausoleums and other crypts. Our guildie was messaging us about the huge pile of bones. I returned to the well, and leapt down. Despite falling what felt like a character killing distance, I landed, barely alive, on a huge pile of bones. This area was named The Pit of Criminals. Well, at least now we knew what the Well of the Forgotten was used for. The Pit contained pools of water, and huge piles of decaying bodies and putrefied remains.

We continued to explore, finding the Tome of the Unrepentant. (Perhaps it was supposed to be Tomb?) This is the first point where I really began to feel that this area was rough pass, unfinished work. This design had been abandoned before it could even be truly blocked out.

Then came perhaps the creepiest thing I have ever seen in WoW. The Upsidedown Sinners. The flooded room was filled with dark green water. Chains crossed the deep room. From these chains hang hooks, slightly animating, moving back and forth implying a slight ebb and flow to the water. There were also bodies. Dozens of them, suspended upside down. Some by their feet, with weights on their body pulling them downward, some by their hands, their arms distended with the pressure.

My guildies asked for my water breathing spell, so we could spend more time, floating about and taking pictures. After a long stay in the deeply disturbing room, we returned to the surface and swam out, to the final area, the Slough of Dispair [sic]. This room was a deep earthen pit, that clearly was designed for the final boss fight. When a player moved into the pit, the view of the door and walls passed out of view. It truly made me feel like I had been pushed down into this great gaping mass grave, from which there would be no return.

We took our pictures, said good bye to the creepy area, and returned to Shattrath, and the rest of the world. Everything seemed so much brighter, friendlier, and safer than we remembered.

The Pertinent Question

[quote=”Henghe“]So Joyia, you’re a level designer. Is it common for game designers to spend tons of time creating sounds and layouts, and to put them in games, that they then don’t give people access to? :lol:[/quote]

Yes and No. Yes, it is EXCEPTIONALLY common to spend tons of time creating areas, polishing them, pouring your heart and soul into them, only to have them violently ripped from your hands and discarded due to time, money, or just poor fit with the game in general.

No, those abandoned levels usually do not make it into a game. They are deleted from the game files usually to save space or install time/footprint. Especially for WoW where 12 million people have to download it. Yeah its only 20 mg worth of area, but how much bandwidth is it for 12 million people to download?

After looking a several videos, working diligently to overcome my WoW geekery, and inspecting the video a bit more, I have hit on a few ideas of why this level might have not been completed, and why it might be in the game. All of the following however is sheer speculation on my part.

Theory 1: Shares Space with Other Areas

So first off Blizzard makes WoW with a modified WC3 engine. These proprietary engines usually do not have an in-engine ability to make geometry, meaning you have to have a program like Max or Maya to make all of the walls, items, trees, etc in the game. Then you import these models into the engine which is an open terrain area. (In fact their terrain stuff is very similar to what is used in Unreal, very cool.) So what this means for WoW is that most of the buildings and stuff like Kara are actually created by an artist sitting next to the designer. This likely means that all of the major geometry in Kara, stuff like floors, ceilings, walls, and columns are all one piece, or at least are exported together so as far as the game is concerned are one piece. So it is possible and plausible that the Crypts were intended to be a part of Kara, another wing. However they were cut due to time and polish and could not be removed as they might share geometry with other parts of Kara.

Game developers tend to have the thought that if it’s not broken, don’t fix it. A single change can bring cascading bugs or problems. If they don’t have to remove something so the game fits on the disc, it is generally safer to leave it in.

Theory 2: The Depths of Depravity

Also as I stated before, these areas are much darker and have much darker names than normal WoW. It could just be that they decided it had gone too dark and they needed to reel it back in. It is also possible that this area was cut due to the dark tone and possible “teen” rating issue. Ratings are often based not only on the appearance of things, but also the frequency and detail. Though at times I think the rating theory doesn’t really wash, because all the human hanging models are used in other locations (like Scarlet Monastery) and they have done far worse things in Cata and Wrath. Perhaps it was merely the feeling at the time and since has changed.

Theory 3: Time and Scope

It is also possible as these areas have a very unfinished look about them that they were scrapped due to not having interesting enough bosses, not enough time, or possibly the quality of the area just wasn’t matching the rest of the dungeon. Kara was a Burning Crusade launch raid. It was the first expansion, and likely they over scoped. They got it to alpha stage, realized that they couldn’t finish all they started, and chose to pick something else instead of that (likely polish to Kara itself).

The design, while interesting, does not compare as far as quality to other WoW dungeons. With the exception of the Upsidedown Sinners room, of course, but even this room… why does it belong?

Theory 4: Lore

How does it fit? What is the lore behind this area and why is it tied to Medivh? I could see all of this much better under Stormwind’s Cathedral, which has an empty and accessible dungeon. (You can get a Scarlet Crusade quest there and in Cataclysm there is now a section of the Twilight Highlands feeder quests down there.) As it seems more likely for clerics and priests to place labels like unrepentant and sinners on something than Medivh.

On further reflection and re-reading the book, this location is not only completely wrong for Inverse Kara, but it is in the wrong location, has the wrong layout, and has the wrong entrance. The names and locations do not come close to meshing with the original idea. And even if they took liberal adjustments, this doesn’t even remotely resemble the layout of the in-game Kara, which it theoretically should.

We may never know the real reason this area was scrapped and closed off (though if I ever get an interview there, this is the FIRST thing I am asking them). It appeals to our sense of exploration, horror, and mischief. And for that, we love it, in all it’s unfinished glory.

(Note: This post was written in 3 parts over 3 years. It has been sitting in my drafts folder forever, and was only updated today and posted due to the WoW Insider post here.)