DGC Ep 208: World of Warcraft (part four)
Welcome to Dev Game Club, where this week we return to Blizzard's 2004 classic MMORPG World of Warcraft. We discuss the pace of the game in solo vs group, another dungeon, and make some observations about MMO combat before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
Up to level 30
Podcast breakdown:
0:53 WoW Talk
1:06:32 Break
1:07:08 Feedback
Issues covered: blasts from the LucasArts past, "a gaming miracle," XP bonuses galore, Westfall culminating in Deadmines, quest storylines culminating in a dungeon run, extending the storyline into the Stockades, elegant design of these quest lines, breaking someone out of Stockades in modern, instance dungeons getting better over time, grey setting and repetitive play, hit point sponges, lack of boss mechanics, similarity to tower defense or EverQuest, dungeons with wings, the game as a group experience, having less down time, having a better balance in solo vs group experiences in modern, getting better at the types of roles warriors can fulfill, separating into tank/healer/DPS and some stagnation in the MMO space, the effect on D&D and being better to go the other way, having stances per character later, finding the right challenge level, the types of quests in Redridge, good critter variety, more verticality, introducing the Black Rock orcs, starting into the long game of end game quests, having deep lore and organizational structures in your setting, loving the Duskwood art design, hating the Duskwood quest design, lacking a culminatory dungeon, a wandering abomination, the pfffft of the Stalvan quest line, getting cursed repeatedly, enjoying the Raven Hill cemetery, reviving the Embalmer, snitches get Stitches, introducing the Worgen, the process of recruiting and traveling to an instance, evolving the theme park, the technicality of aggro and pulling and enemy awareness, using tactics against the technology, lacking saves and structuring strategy around that, seeing the top-down view in your mind's eye, using simple representations (planes and circles), running a combat system on a single machine for everyone in the zone, the costs of scale, using line of sight against the enemy, exploits as game-play, Brett's Book Recommendation, New Game+, the cost of additional development, paid DLC, checking NG+ off the list, block quotes from Woolsey and Slattery, a book club for books about games, finding all the endings, Frog and Robo's themes, being impressed by what they get from music hardware, "It's Not Easy Being Green," soundtracks we loved, lots of Chrono Trigger details, Janus/Magus as the main character, an update on Tim's trip.
Games, people, and influences mentioned or discussed: Gladius, LucasArts, Mike Terpstra, Tippett Studios, Alex Neuse, Jedi Starfighter, Chrono Trigger, Activision/Blizzard, Makendi, The Goonies, Warcraft III, EverQuest, Dungeons & Dragons, Guild Wars 2, Reed Knight, Dark Age of Camelot, The Forgotten Realms, Greyhawk, Ravenloft, Reanimator, Bride of Frankenstein, DisneyWorld, The Witcher, Diablo, Ultima Online, Dragon Age, Stephen King, 11/22/63, Sam Thomas, Devil May Cry, Dark Souls, Breath of the Wild, Gabe Durham, Boss Fight Books, Ted Woolsey, Tom Slattery, Michael Williams, Skyrim, Elder Scrolls, Dave Fort, Earthbound, A Christmas Story (obliquely), Mikael Danielsson, Phantasy Star, Castlevania: Symphony of the Night, Mass Effect (series), Halo (series), Brock Holt, Red Dead Redemption, Kirk Hamilton, Shadow of the Colossus, Peter McConnell, Psychonauts, Grim Fandango, Clint Bajakian, Outlaws, Ryan/Bio, Ryan McPherson, Final Fantasy VII Remake, James Roberts, Chrono Cross, Nintendo Switch, Wasteland 2, Kirk Hamilton, Aaron Evers.
Next time:
Animal Crossing (2001)! An hour a day!
Link:
The Audio Design of RDR by Kirk Hamilton
Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub
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