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Developer Interview for World of Warcraft: Wrath of the Lich King

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I had the chance to take part in an interview with Brian Birmingham and Ana Resendez in advance of the official release of World of Warcraft: Wrath of the Lich King Classic. They both work as lead software engineers on the classic WoW expansion for the Lich King. Here are some of the interview’s highlights from the wide range of subjects that were covered.

Features: Should They Be Added?

One of the features in Retail WoW that makes finding parties to complete dungeons exceedingly quick and simple is the dungeon finder. However, it is frequently highlighted as something that contributed to weakening the sense of community among players because we weren’t naturally joining groups on our own and kept running into the same faces, which strengthens community bonds and new friendships. Birmingham brought up the fact that they promised not to add Dungeon Finder back in if they ever returned to Wrath from the very beginning of Classic.

The team had to reconsider their position because the community has voiced a strong demand for it. He continued, saying  “the biggest argument we hear against it is ‘if you don’t like it, don’t use it,’ but it doesn’t really work that way. Once it’s available in an ecosystem, it tends to leach players away because it’s so convenient.” This is accurate; the first time around, we saw that play out with WoW. The number of gamers wanting to form groups in various ways crashed as soon as we were able to automatically queue for items. It’s simpler to add your group to the queue than it is to use other techniques to recruit people, even if you were just attempting to find one extra person. So either you have to implement an automatic dungeon finder and understand how it will affect the community, or you can’t include it in the game. With it, there is no genuine room for compromise.

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The developers had also considered merging the raid lockouts for raids with between 10 and 25 participants. Many guilds felt under pressure in Wrath to undertake weekly 10 man and 25 man raids in order to increase their chances of obtaining gear. This was troublesome mostly because it lengthened the time required for raiding, and playing the same content twice as often can result in players becoming fatigued twice as quickly. A further stressor on raid groups in Wrath was the inability to easily divide a 25 man raid into two 10 man raids. This specifically became a problem with Trial of the Crusader because there were suddenly four versions of every raid instead of only two after Heroic difficulty was enabled.

Birmingham said they had gotten a lot of feedback from players who preferred to play one version of the raid with their buddies and the other with pick-up groups and didn’t want the lockouts shared. He gave this explanation of their solution: “So what we decided is actually, it wasn’t really a problem until Trial of the crusader, so we’d really like to try the Ulduar model where the lockout is split between 25 man and 10 man so you can do each of those in a week. But still, the Heroic versions are something you can do optionally inside the normal version, so we are going to try and see if we can do that for Trial of the Crusader.” Sincerely, this is a great answer. I’ve always been disappointed that they switched away from having the difficulty of the fight alter as a result of people acting differently during the fight. Each solution has trade-offs, but if they can successfully implement it in ToC, it would be nice to see that applied to ICC as well.

The new user interface (UI) that will be included with the Dragonflight expansion was also brought up, along with the chance that some of it might make its way into the Classic branch as well. Birmingham stated that it is something they may be able to incorporate in portions, highlighting in particular the capacity to rearrange additional elements on the UI. He added, “One of the things that we were really happy about with the initial Classic release, I know I’m one of them I really enjoyed the way it looked, was bringing the original UI for folks who were nostalgic for it. We put a lot of effort into making sure that when you first start the game, you think, “Oh, yeah, I remember this; this is how it looked.” In light of this, it’s probably doubtful that Classic will receive the same comprehensive UI revamp that DF is receiving, but players could see some aspect appear if the community wants it.

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Tougher heroic dungeons

According to a recent interview, phase two of Wrath Classic will also include harsher Heroic Dungeons. Although there has been a significant departure from how Wrath operated in the past, ultimately, this should be a good thing. It will definitely serve as a bit of a catch-up mechanic for players, which will make it simpler for raids to backfill their teams when the first tier is complete. This raises several issues, one of which is whether the Heroic+ dungeons will stop rewarding rare gear and start solely dropping epics.

Birmingham quickly clarified that he was unaware of the precise strategy being used to deal with treasure in Heroic+ because it was still being developed. He did, however, state that he thinks it is currently intended for the additional stuff that drops to be genuine additional loot. You will receive both the new epic loot and the rare gear that typically drops in Heroic. The player will still be able to go back and complete the ordinary Heroic version of the dungeons to obtain those rare items and be able to obtain the enchanting mats that way, he added, if that isn’t how they decide to go about it.

This entire interview was a fantastic opportunity to go over some of the information we already knew and to get a glimpse of what is coming up for Wrath Classic. When phase two is released, some people could be disappointed by the concept of changing some aspects of raiding and the addition of Heroic+, but these modifications could make Wrath Classic even greater than it was. Although Wrath had many positive reviews, there were also several significant drawbacks. It is amazing to watch the development team address these problems by coming up with fresh approaches.

At 3 p.m. PDT on September 26, Wrath of the Lich King Classic will be live worldwide. To find out what time zone you are in, go to the Wrath Classic launch page.

As Editor here at GeekReply, I'm a big fan of all things Geeky. Most of my contributions to the site are technology related, but I'm also a big fan of video games. My genres of choice include RPGs, MMOs, Grand Strategy, and Simulation. If I'm not chasing after the latest gear on my MMO of choice, I'm here at GeekReply reporting on the latest in Geek culture.

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Ubisoft says that future Assassin’s Creed games will need more time to be made

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As Assassin’s Creed Shadows is about to sneak up on people in November, Ubisoft says that the time between developing games needs to be longer to find the “right balance.” Shadows has been in development for four years, longer than any other game in the series up to this point. That includes the huge open-world epics Assassin’s Creed Odyssey and Assassin’s Creed Valhalla.

Shadows lead producer Karl Onnée (thanks, GamesIndustry.biz) says that the latest AC game took 25% longer to make than Valhalla. He says this is necessary to keep the quality of the series that it is known for: “It’s always a balance between time and costs, but the more time you have, the more you can iterate.” You can speed up a project by adding more people to it, but that doesn’t give you more time to make changes.

Onnée says this has as much to do with immersion and aesthetics as it does with fixing bugs and smoothing out pixels. This is because the development team needs time to learn about each new historical setting: “We are trying to make a game that is as real as possible.” We’re proud of it, and the process took a long time. In feudal Japan, building a house is very different from building a house in France or England in the Middle Ages. As an artist, you need to learn where to put things in a feudal Japanese home. For example, food might not belong there. Get all the information you need and learn it. That process takes a long time.”

You’ll have to wait a little longer for Ubisoft to work on each game. Are you okay with that? In what part of Shadows are you now? Is it interesting to you? Leave a comment below and let us know.

 

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You can now pre-order Lollipop Chainsaw RePOP on PS5

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You can now pre-order Lollipop Chainsaw RePOP, a remaster that Dragami Games and Capcom both created. You can now pre-order the PS5 game on the PS Store for $44.99 or £39.99. If you have PS Plus, you can get an extra 10% off the price.

The company put out a new trailer with about three minutes of gameplay to mark the start of the pre-order period. Lollipop Chainsaw RePOP is a remaster of Grasshopper Manufacture’s crazy action game from 2012. You play as Juliet, a high school student who fights off waves of zombies.

The remaster adds RePOP mode, an alternative mode that swaps out the blood and gore for fun visual effects. It also adds a bunch of other features and improvements that make the game better overall. You can expect the graphics and sound to be better as well.

The game will now come out on September 12, 2024, instead of September 12, 2024. Are you excited to get back to this? Please cheer us on in the section below.

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This Call of Duty: Black Ops 6 zombies trailer is way too expensive

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Is there really anyone who is following the story of Call of Duty’s zombie mode? We’ve known about the story in a vague way for a while, but we couldn’t tell you anything about it. It looks like the “Dark Aether” story will continue in Black Ops 6, but we don’t really know what that means.

For those of you who care, here is the official blurb with some background: “Requiem, led by the CIA, finally closed the last-dimensional portal, sending its inhabitants back to the nightmare world known as the Dark Aether, after two years of fighting zombie outbreaks around the world during the Call of Duty: Black Ops Cold War timeline.”

Wait, there’s more! “Agent Samantha Maxis gave her life to seal this weird dimension from the inside out.” Even worse things were to come: senior staff members of Requiem were arrested without a reason by the Project Director, who turned out to be Edward Richtofen.

Black Ops 6 will take place about five years later, and it looks like it will show more about Richtofen’s goals and motivations. The most important thing is that you will probably be shooting an unimaginable number of zombies in the head. This week, on August 8, there will be a full reveal of the gameplay, so keep an eye out for that.

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