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World of Warcraft: Looking for Group Documentary

Languages available: en

transcript:
We will never be slaves but we will be conquerors. What up? Good morning, Los Angeles. How’s everybody doing? Thanks again, man. -Pleasure, man. It’s so awesome. Kinda impressive little gig, you know? -Yeah. The quickest way to the lobby from here? Straight down that way. -Thanks, man. It’s a hell of a thing to have grown up geek. I had geeky friends around me and we played D&D and we’d talk shop about comics and things like that you know, my family was not geeky. My siblings didn’t understand. Sweet! Thank you. -OK, man. What’s your name? - Eugene. What did you think of that? It was awesome. -It was kind of kick-ass Yeah, I loved the way It’s being called the rise of geek culture. As a lifelong card-carrying member of that group I just think everyone else is catching up. But what I do think is great about it is that whatever you’re passionate about whether you’re a Star Wars fan or a Star Trek or a World of Warcraft fan or a Marvel fan, whatever it is I think what we’ve started to see is people celebrating things that they believe in and love. Literally, tears in my eyes. It brought us back the whole series It’s all I want to hear. Even the Lords of War thing, I’m just geeked up. I can’t wait. -Yeah. (Scream) What was that? Yes! We only really ever built games to please ourselves. I wanted to work on WoW because I wanted to play in a world like WoW. I knew from the age of about 14 this is what I wanted to do with my life. This was back in the day when it took one programmer and you could make a game by yourself, think of games like Berserk or Asteroids. Really simple. That’s kinda where I started. So, while at UCLA working on a computer science degree I knew that I wanted to start Blizzard the day that I graduated. I think our class was around 300 students but there were maybe 10 of us that would finish our two-month projects in the first week and spend the next, you know, month and a half optimising our code. And I took these guys and started to show them the vision I had. Instead of being sapped off to the Microsofts and the IBMs of the world that we could try and do something, a little different. Blizzard has been around for going on 24 years. When we started, a development team could be two and a half people. The experiences that we deliver to our players today require hundreds, arguably thousands, of people. One of the things that Blizzard has done well over the years is take types of games that have only appealed to a narrow audience and make them more accessible. They’d done that with real-time strategy games. They’d done that with action RPGs. And that’s their particular genius and they did that with WoW taking a type of game that appealed to a narrow audience and making it broader. We dreamed about bringing Warcraft to life instead of being a top-down real-time strategy game you would just be a character running around and battling and teaming up with your friends to fight increasingly difficult bad guys. That was sort of a dream that wasn’t really in reach really until Origin came out with Ultima online. I remember installing it on my work computer expecting that I was just going to take a quick look at it. I ended up staying all night long, playing Ultima online and never left my office chair and never slept that night. EverQuest took Ultima online and extended it to the next level. The game was that much more immersive. You could play it first person. It’s still content that, for its time, EverQuest was the best game ever made. EverQuest became this massive inspiration for a lot of us. We loved the game. There were things about EverQuest, however that were kinda hard-core. You couldn’t help but play it and say, this could be improved if we could spin the content this way. It really in me reawakened the desire to make the next great game. At the time, I was on the project called Nomad A third-person, real-time strategy, RPG. It was everything. but we couldn’t really develop it. It just was crap. There’s a lot of passion, blood and sweat that went into it but it didn’t coalesce into something that people got or really got behind because there was no game at the time that tried to be like. When we make something, we’re gonna plan how that works and how that looks. We’re gonna do a zone layout and this is perfect, we love it, can we start building the world? And we make everything, all the trees and the rocks and the buildings. And we build the whole world and we look at it and we hate it. And, we’re like, OK, this just didn’t work. So, we’ll take all of it and we’ll scrap it start over and build a different world. Sometimes you need to do that. There were people on the team that were definitely hurt or disappointed that Nomad was not going to be any more. Everyone understood. We weren’t getting the traction we wanted with that game and we played EverQuest, Ultima online we thought, we could do that. Why don’t we make one of these? Why don’t we make a game that we love? Ultimately, it was Allen Adham who stepped in and said, “Hey, we’ve got to rethink the direction that were going we should be going more towards World of Warcraft and less Nomad”. As we were working on World of Warcraft, I archived cool moments from the game. Here is an old map of Eastern kingdoms. So it shows, something up here called the Dragon Isles raid which was actually in production that doesn’t exist. The players will also notice that when World of Warcraft first shipped the game only went to a level cap of 60 and you’ll see zones like Eastern Plaguelands here going 60 to 70. we had a zone called Eerie Peaks, which later got renamed to Hinterlands. This is Stormwind, the first day that it ever existed in World of Warcraft. There’s no statues around it, the road doesn’t exist and in this screenshot, you can see the statues were getting built by the art department and when something comes into World of Warcraft if it doesn’t have a texture on it it shows up as completely green. So, we had these giant green statues for some days, sitting in Stormwind City. This was the moment that we placed Onyxia in the world. Later we had some really great designers and artists work on this. As you see, Onyxia looks different than she does today in World of Warcraft. Roman Kenny would later come in and make that model look like it is today. Alex Afrasiabi and Chris Metzen were the primary drivers behind the story of things like Onyxia. When I came into Blizzard, the computer stuff always was very intimidating to me so I started writing. The boss saw what I was doing and went “I think this kid has some potential”. I’ve been working with Chris for a while. College kids, got a job at Blizzard and got paid to do art like crazy. I think that was one of the most exciting times about Blizzard. Kids coming together, throwing out ideas not knowing the rules, and not knowing if we were taking a risk. We were so naive and hungry that it didn’t matter. We’ll just chase it. All of us we played Warcraft 1 and 2, but we had questions about the World. We bugged Chris so much. He broke out these acrylic paints. We asked ourselves, "what are you painting?". And he painted a map of Azeroth on the wall. It was his way of saying "guys, this is a map of the world". He just did it. The mythological underpinnings wasn’t just about bits, bytes and wireframes. It started with words and ideas and feelings and people. I never dream that we’d build the bones of a world and hills and trees and rivers. I don’t think anybody had any idea really how many people or how much time it was going to take to make WoW. People realized, if we are really going to hit these goals we'll need more people. The team started to grow. When I came on board, the team was about 60 people which seemed big At the time, I though 60 people was a large team. I came from Ultima online, where we were about 30. We realized our estimate of doing 500 quests just isn’t going to cut it. We’re gonna have to do five times that for this game to be awesome. We wanted to get everything into the game. There were many nights where many of us would be here 2 a.m., 3 a.m., 4 a.m. The longest we’d ever taken on a game was Warcraft 3 which I want to say was 3 years. The WoW took about five years by the time it went out the door. The weeks and months were going by like they were hours. I remember it seemed impossible that we would be able to launch the game in a state that felt complete by the end of 2004. The 11th hour before the game shipped, we were getting massive pieces of content like the Onyxia raid. We made Molten Core in one week. The whole time, as we were even delivering on those pieces of content we’re thinking this isn’t enough So, it was really a sort of terrifying experience. We were tired. People were kinda beat up. It had been a long stretch of highway. But we were playing it and testing it and we were going “it’s super fun, we’re super in”. No one knew what it was going to do but there was a sense that this is fun. Hopefully, people are gonna like it and we’ll sell a few. When World of Warcraft came out, the Lord of the Rings movies did as well and taken a first step in bringing fantasy back to the cultural mainstream. You also had the Harry Potter movies, also starting around the same time. So, the cultural time was right for this product to come along. It was announced that we were due a developer signing at Fry's. One of our producers called us and said “you guys won't believe what’s going on”. We got off the freeway and there were police everywhere. Crowds of people walking down the street. It looked like Mardi Gras. And I thought “did we somehow mistakenly do this on the same night that someone was having a big event?” As we got closer and turned the corner I realized, no, actually, this is our thing. What do you mean, they’re here for us? Like, a couple of people would show up and get the box to sign. Not 6000 or whatever crazy number that showed up. Some didn’t know what was in the box, it was just sort of a leap of faith. Like, I’ve played Blizzard games before. Warcraft was great, StarCraft was great and this game is going to be awesome I just want to meet the people here. It was the most amazing experience. As a passionate Blizzard fan myself, I saw a lot of myself in the audience. Right, I saw a community of gamers that was very much like the developers that were sitting on the opposite side of the table. We were there till 5 or 6 in the morning, signing every single box it came through. That was the easy part. One of the things they felt really strongly about was not to sell more boxes than we could support on the servers we had at the time because they didn’t want to have bad experiences with servers or accounts. And it turns out those boxes we projected to last for a couple of months sold out within a day or two. We had planned to have a million users within the first 12 months of the game. We had those first million users within four months. So, all of the equipment and servers that we had planned to deploy we had meticulously planned every month were going to deploy this many we deployed them all. We just said “put them all up in the first months”. Day one we were actually shouting for correct numbers because the numbers were so large that we’re thought they were incorrect numbers and that the monitoring we had in place was bogus. There was actually a time before WoW launch that we thought we could probably get away with supporting World of Warcraft with 12 to 20 employees total. And we were a little bit off the mark there. We went from a company of 500 people to at one point we were over 5000 people because of World of Warcraft. When I first came onto WoW, WoW had shipped about six months before that. There was this buzz and this energy and excitement and trepidation as well. It was like, "OK, now what do we do?". It was amazing how big success it became. I think that caught everyone off guard. We all thought, hey, this thing could get a million players here this is special, but when it went up to 5, 6, 8, 9, 10 million world wide it was just unbelievable. We live at an interesting crossroads right now where the games industry has grown so fast and so huge but Warcraft I think is the daddy of them all. Come on, we have to finish the quest in Stone Haven. <i>Stan, Stan.</i> Hang on guys, my dad wants something. -<i>Stan</i>. What? You’ve been on the computer all weekend. Shouldn't you go out and socialize? I am socialising artard. I’m logged on to an MMORPG with people from all over the world getting XP with my party using TeamSpeak. I’m not a artard. This role-playing game out in 2004 returns to the “world” of Azeroth where heroes like Leeroy Jenkins do battle. Let’s do this. Leeroooooooooooooooooy Jenkins. Oh, he just ran in. You can say that the Leeroy Jenkins situation was one of the first Internet memes of any kind. And actually became a verb. Leeroy means to rush headlong into a situation of danger with no regard to the potential consequences. Stick to the play. Leeroy, you are just stupid as hell. -At least I’m not chicken. Once you start hitting into pop culture and for it to resonate with this many people, that’s where you can say “wow, we’ve done something pretty amazing here”. I chose the race orc. And I chose them because they are big and strong. Dwarves, all about, you know, the power. So straightforward. Rogue blood Elf because, first of all, it’s Horde and I relate more to being a misfit who’s misunderstood. Paladin is the guy who’s most of the time saving the day fighting for God and country. I can relate to that. I’ve always wanted to live in this world. I’ve always wanted to be a hero. I play Warrior because I want to wield a sword and lead the charge. I love gnomes. I think they’re the technological core of the Alliance. I had friends. You’re nervous. They said, “we need you to take axes to the face.” What the hell, man, I’ll do it. That’s who I am. Why would you be anything but Orc. You’re beautiful. Being a warrior is about just fighting with everything that you have. It’s not World of Peacecraft, it’s World of Warcraft, baby. I play the human priest. She may be a character but she brought me out of my shell. I was, what is the least amount of clothes I can wear in this game? So, I obviously became a Blood Elf paladin. The reason I picked undead was because I wanted the ugliest race. I have a level 90 shaman named Dyslexic because I am dyslexic. So dyslexic I have to wear two different shoes to tell my left and right. I play human paladins since I was 12 years old. I don’t see any reason to change that up now. Justice isn't going to dispense itself. I’ve always been drawn to elves. I like them and the blood elves have this fascinating story because they’re survivors. When I started playing I had just suffered a terrible accident. Every doctor said that I should either be dead or paralyzed. So I had a neck brace on and I had to lie in a couch. I started and I played a blood elf and questing I found a lady’s necklace. I had to return it to Lady Sylvanas Windrunner, leader of the undead she takes the necklace and throws it down and all of a sudden she starts singing. The more I got into her story, it changed my perspective. You see how much she suffered to get her body back. And having lost my body, that was a story that resonated. It meant a lot to me. And her story helped me heal. So many players of our game talk about it in the same way they would speak of their favorite summer vacation with their family or meeting their significant other in their first date and their song, playing on the radio when they were falling in love. That sort of thing happens in the game all the time. I had one of those moments, like everybody has like: “Oh, now we’ve made it.” And that was BlizzCon. We put the announcement for BlizzCon into the World of Warcraft launcher and it sold out in a day. One of my favorite moments, BlizzCon had not opened yet and there’s a sea of people at the entrance, waiting for the opening. I’m going up the escalator and as I’m getting to the top, I yell: “For the horde!” And the whole audience lights up. For the horde! For the Horde! For the Alliance! -For the Alliance! And they just start, you know, raging on each other. How cool is that. It’s overwhelming and humbling to us. We go to these events, like BlizzCon. Doing it is as important for us as it is for the players and it recharges all of the Blizzard team members’ geek batteries. All these people to see World of Warcraft and realizing: “This is special.” Link auction houses in every major city. This is these people’s lives. Some came from all over the country and the world to come together or meet some of these players they met in the game. It was just a blast. And we’ve been doing it almost every year since. You do have a fan base that is not only dedicated to this world, but they’re passionate about it, they’re opinionated about it. Falstad Wildhammer was going to be on the Council of Three Hammers but it’s not in the game at all. What happened to him? Isn’t Falstad dead from the Day of the Dragon? He survived and in fact, he was the leader of Aerie Peak in Vanilla WoW in Wrath of the Lich King. Of course. Yeah Alex, what’s up with that? Thanks for pointing that out. We’re gonna get that fixed. Thank you. Blizzard has taken the time to really speak to their players. They have people on the ground. I get feedback from players in my guild and say: “Hey, this doesn’t work here” or “if you go to this section here”. And we’re pretty sure that’s invaluable for Blizzard because we’re able to say: “Hey”, you know, as unified front, ”this is great, this needs some work”. WoW fans don’t mess around. They take World of Warcraft seriously. We say there’s two characters of WoW. There’s the player and the world. WoW just has that loving community that’s always there to support and help. The one thing that keeps me playing and keeps me going back would have to be the people I’ve met. It’s just an awesome place to belong. My son was diagnosed with leukemia and the community helped us, thank you. My mum’s actually handicapped. She has MS. It was a way for my mum to feel like she could really experience the world. As a veteran, for myself, the game gives me a second home. I made tons of friends with the game, different friends, speaking of which I'm on camera. I know you’re on camera. I’m in costume. You know the South Park episode of WoW? I’m the... yeah. The relationship that I've developed through WoW was my marriage. One thing led to another and now we’re married with two children. Meeting my boyfriend Jackson, Bajheera. - All muscling male, baby. You provided a medium for us to meet when we were states away. She server-transferred to IRL so that we could work on establishing a garrison. I met my wife in World of Warcraft. We started playing together more often and eventually we started dating and the rest is history. It’s the community, it’s the people that I play with. We have so much fun. These people have become my family. I’ve never seen a game be this powerful. Funny. You don’t realize your limitations when you don’t know shit. And that was one of those moments when I had no idea what I was getting into. The opening of The Gates of Ahn’Qiraj was really a huge moment in our history. It’s interesting because it isn’t one that we’ve really repeated yet it has such great kind of historic value. We wanted to capture a lot of what we had seen in EverQuest or Ultima Online with these major events where one person on the server can be, you know, the hero for a day. The whole sever would come together, or would have to come together to unlock this dungeon in this raid. The door twisted and rotated the roots would untangle and it would open. And I had a sense where I said: “This is only going to happen one time, ever, per server”. And I thought that was pretty cool. We didn’t realize how many people would actually show up to this thing. I expected people to show up, I didn’t expect everyone to show up. You should talk to your server engineers when you have a plan like this. Focusing all of that in one area turned out to be not a good idea. Especially all at once cause at that point we had CPUs maxed, we had databases maxed up. It is an event that lot of players kind of look back to. They’d say: “This was really cool.” But it’s actually… It was very stupid. Every server converged upon Silithus, which is the zone that Ahn'Quiraj was in and proceeded to, basically, repeatedly crash the entire WoW server over and over again until people said: “I can’t remain awake. I gotta go.” When we came down below the threshold, they were able to open it. But it was something that we ended up learning from and actively avoid going forward. This is one of our US data centers. We have seventeen world wide and this is where we host World of Warcraft. The data for characters and the world is all contained in the data centers. We usually push a hundred gigabits per second. So you would be able to download four HD movies per second. There's a high level of security. Whether it’s malicious or accidental we want to make people stay outside of our areas. This is actually the first time that we’ve allowed cameras in here. So this is what one of the blades looks like for World of Warcraft. So this particular one is Tichondrius, one of our more popular realms. It’s the CPU, it’s the memory, it’s what creates the world and sends it back out. There’s tens of thousands of these world wide. These are designed so that the developers can take advantage of the game. They have the world servers, instant servers and those make up realms. This is what we call the Gknocker, the global network operations center. It’s essentially where we monitor the heartbeat world wide of our games. This one in particular is seeking to look at various security threats world wide. Every once in a while you’ll see this light up significantly which is a pretty large attack. This screen here shows all of the logins world wide for games that we have. Each pop that you see on the screen is somebody logging in to play the game. And then, these two screens, we are monitoring streaming feeds. It’s an indication, if we have problems from the players’ point of view. We push the boundaries of the technology as far as we can. We try not to tell the developers “no” unless physics gets in the way. You know, so far, to date we can only push light so fast. We have to say no at that point but otherwise we try and figure out a way that we can make the vision come to life. After we had launched the service in 2004 we were in panic catch-up mode, in a very reactive mode. We were patching we knew we wanted to deliver cool content to players but we couldn’t seem to get our feet beneath us. We spent all of our time just trying to get things under control that would save us about twelve months after launch before we were like: “I guess we should make an expansion with this game.” WoW experienced such explosive growth in its first year and two years. And the question was: could Blizzard sustain their momentum? Would the first expansion, Burning Crusade be able to reach the level of quality that they’d established in Vanilla WoW? Where do we go next? Warcraft had always been in the interactive space of videogames. Kind of like compared to, Tolkien or other fantasy settings that we had grown up playing games within Dungeons and Dragons, things like that. And, man, I had a fire in my gut desperately wanting to prove that we were not the same old thing. Our world could stand up and take you to places that you would not expect. We developed the story whereby the player walks through this ancient portal and is transported into this broken, shattered world. It was definitely not the same old thing. And it was funny at the time walking the team through this idea. Especially the artists. They’re just going: “What the hell?” The guys at Blizzard archive this for me, so now it’s not all bent up in a drawer. Here are some images that were sort of the first. This is a picture of a paladin I had drawn for some friend’s card game that never got used and we ended up using this in Warcraft as our paladin Uther His eyes are covered, he’s blind but he carries the book of honor and virtue. We didn’t want him blind, he’s supposed to run with other warhammers. So, we took the mask off of the paladin and what I did was I put it on this character here who was my inspiration for Illidan. This was the very first Illidan picture that was done, back in 2000. He had carved out his eyes to have the demonics sense the demons. He used demonic energy against the demons back when Illidan was kind of a good guy. You are not prepared. Burning Crusade was a huge success they were able to maintain the quality they’d established in Vanilla WoW and even raised the bar. When I look back into that first expansion I believe it did exactly what I hoped it would do. It just reset people's expectations. Our players began to understand that we weren’t in this to sleepwalk through some classic plain wrap fantasy thing. That we were definitely looking at it like artists and challenging ourselves and then they kind of take this journey where anything was possible. In the years of Burning Crusade you started to see the adoption in Asia and in Europe that made WoW not just an American phenomenon but a global one. The beautiful about WoW is that it crosses cultures very well. In China, for example, internet cafes are so popular. It’s always been a one-child policy. Kids don’t have siblings but they need to go to a place where they can get that social interaction. It’s an experience. You sit down and you play games with your friends and everybody is, you know, screaming and playing. It’s really a social experience. I’m not sure we realized we would have the global reach that we ended up with. When we released the game in Europe people said that market didn’t exist because it blew up ten times. I really like hardcore raiding. I played druids… didn’t fit me. Paladin, perfect. I made a guild and I’m still in contact with loads of them. There were loads of people from the UK and Europe. In the end, the beauty of a game like WoW is that you connect everyone together so you are, kind of, diminishing, the culture differences between people. What became the fascinating lesson to us was how similar players were regardless of where they were globally. Once they were living in Azeroth they were just citizens of Warcraft. The most memorable moment playing WoW came when I was playing a gnome warlock. I was headed into Ironforge for the very first time. The first time I went through the gates of Orgrimmar. I was walking up the path, guarded by dwarves on either side entering this doorway that was carved into the side of a mountain. When I walked through those gates, the drums kicked in, the music changed and I saw an entire city to explore, I knew I was hooked. Nagrand. It’s just rolling hills and you can look off into the distance and this giant elephant walked past me, it was the way it feel like a real world That is my favorite thing about WoW. Watching the sunrise. Any sunrise. The reason is something that we did differently. We have a real-time clock. We call it “Time is Time”. Time is a person’s sense of immersion. It’s subtle but important. In Northrend there is an area where the forsaken buildings are. It’s in this kind of snowy, moody area and the light is nice at around 5 pm. The only time you see a sunrise in WoW is if you’re up during sunrise. So they’re rare and unique and beautiful. My most memorable time playing this game was in BC when I was rogue and got server first dual warglaives. Those were good times. It’s good being a nerd, isn’t it? We decided to have a hot tub party in one of the moonwells in Duskwood. The moment at the Wrathgate where you pick up Bolvar’s shield. I almost shed a tear because, after picking up the shield, everybody saluted. I go on the forums and I make a post saying: “We are raiding heroic Halion on Monday, October 11th. If you have work, call out sick. If you have plans, cancel them!” And that night, we killed him. My god! The nerds’ screams were amazing. Probably my most memorable moment in game was our first take down of the Lich King. My son, the day you were born the very forests of Lordaeron whispered the name Arthas. Beating Arthas, aka the Lich King. Arthas, I think. It’s just legendary. That was like nothing I’d experienced in a videogame. I remember screaming and yelling at my friends on Skype so loud that the neighbors started banging on the walls. Finally getting him down was the kind of euphoric excitement, celebration that I mean, it’s happened so rarely in my real life. Figuring out the next thing after Burning Crusade was an interesting process. We knew that we'd fight the Lich King and make him a much more prominent figure and our storytelling wanted to have two zones that players funneled into for Alliance and Horde and not just the “go through the Dark Portal” moment. And then we wanted to have skiing. We'll have this snow, these mountains. Skiing, that’s gonna be a feature. We still do not have skiing in WoW, but that was an idea at one point. What they did in Wrath of the Lich King that they hadn’t done before was take their storytelling to another level. Including in-game cinematics like the Wrathgate sequence that brought the players into the story in a way they hadn’t before. Blizzard has been in the forefront of game cinematics as long as they have existed. Blizzard cinematics did inspire me greatly from my very young child age which they hate when I say that here because I’m thirteen years younger than most of the guys doing this at that time. And so I was like: “Oh, yeah! Warcraft 2? I loved playing when I was thirteen”. And they just all go: “Aaah!” Seeing the fan-art and how they respond to the game that we’ve created and how it inspires them towards their own creative outlets inspire us. I remember after the game had been out for a few weeks or a few months people were video-capturing their footage while playing it and editing it creating movies that took the storyline to the next level. I think that was interesting, that this entertainment turned into sort of a creative medium and an outlet for other people. The first Machinima experience that I saw online that totally took me by surprise was “Return”, done by Terran Gregory. Home the sound of that word had sustained me through battles beyond all counting. My friend Ezra comes to me one day and says: “Oh, have you seen that Blizzard’s putting on a movie contest for BlizzCon?” “That sounds interesting!” For thirty long years War, endless war. We created a six-minute movie, “Return”, a Warcraft motion picture submitted it not thinking it would go very far only to find that we had won that contest. Ezra and I drew our resources and we flew down to BlizzCon. So, we walk right up to Chris Metzen and we introduce ourselves. And seeing Chris Metzen’s face light up “You guys made that movie? Return? Wow. When they started sending that around the company, everyone was watching it, talking about it.” My friend and I were just sitting there. “We’re supposed to be geeking out on you. Why are you geeking out on us?” That’s when the lines between fan and real art started to blend for us. And for them, when they said: “How would you like to come and do this for us?” And now, my title is Project Director for Cinematics. We’ve got all six cut scenes to review today. We can go over the Velen and the Frostmourne scenes even though those were close to final. Your place is with our people. Lok'tar Most players may or may not recognize major franchise characters, you know Thrall and Arthas and King Varian. Depending on the faction you’re on you may not have ever interacted with those very popular characters. But the one thing that unites all players is the land. The world itself is probably the key character. My favorite WoW zone has got to be Nagrand. My favorite zone ever. So many things to kill, twelve of this, eight of that. It’s just like a Warcraft twelve days of Christmas. It’s got to be Karazhan. -Karazhan. Winterspring. Molten Core. -Icecrown Citadel. Australia, where I was filming Superman Returns the time WoW first came out... and we played a lot. I have fond memories of Westfall for sure. Stormwind City. I remember walking through those gates. My jaw just fell to the floor. I couldn't believe how big the place was. That moment has stuck with me right through this day. Ironforge. I would always dance on top of the mailbox. Gilneas. -Frozen Throne. Hellfire Peninsula for sure. -Thousand Needles. This canyon of endless red rock reminds me of when I was growing up seeing these majestic rock formations. It’s got to be Azshara. It’s the feeling, the red leaves, they’re just really beautiful to look at. And I’m talking old school Azshara, before Deathwing did what he did. The craziest thing about this franchise is that the world itself is probably the most key character. That’s crazy, right? It’s very, very cool. So the powerful idea with Cataclysm was: What if we imperil the world you know? Chris was: “I wanna break everything”. I remember thinking: “Dude, like, what? Is this the end of Warcraft? Right?" He’s pitching the idea and everyone’s like, got this like: “Really? The game is doing really good. You wanna break it?” And they said: “We want to have this big moment, this big event where the players log out and log back in and the world’s all different.” That was probably the scariest thing I’ve ever heard. We didn’t quite know the extent of our madness. Then we realized: “Holy shit. What are we gonna do? How are we gonna do this?” My team and I sat down and we did forty-eight hours of analysis of our data and tried to figure out if we could make this effect happen. And we came back with a definite maybe. That was one of the more complicated things that we’ve done in the history of WoW. Incredibly complicated from an engineering perspective from a patch delivery perspective. We figured out a way to deliver two versions of the world. You’re standing somewhere in Kalimdor, you log out you log back in and the world was destroyed. Now it’s covered in water and a different place that it used to be but I’ll never forget my first time in there. Players seem to really become so invested in the time they’ve spent what it means to them, their friendships. It's interesting to watch the emotional ways people engage. It’s always that way. All of these expansion sets, all of these games. I think with any product like this both the creators and the players mature and grow together. And you see that in the stories that they like to tell to one another. When he was three years old, I put him on WoW and he played an undead, remember that? -Yeah, I got to level ten or eleven. His favorite part was making the campfire, remember? I don’t remember how to make the campfire We have to go back there. What’s your favorite part, Connor, about playing a warlock? So many demons. -That’s what I need to teach my son. The whole family plays, except for my daughter. We haven’t let her summon demons. We’re waiting on that one. Thanks so much, guys. We might do that tomorrow -Tomorrow! I think with Mists of Pandaria they took a slightly different approach where it wasn’t just about defeating one big bad guy. It was about really exploring a whole new culture. The Asian themes, very different. The story-telling was more philosophical. Why do we fight? For my kind, the true question is: What is worth fighting for? And maybe that reflected the fact that the people who make these games were getting older and more mature. Maybe there’s a more sophisticated storytelling that you engage as a person and player. I was heavy into the martial arts movies China, Japan. My daughter was born so I made an Asian inspired panda. So there’s a little kid there’s me, big fat guy on the hill. People really started enjoying these guys and they ended up becoming a race. And it’s just a Christmas picture to start with. I might have printed it out and gave it to someone they said:” Oh, this would a cool race to do” we’re like: “It seems weird for Warcraft” and they go: “We’ve got April Fool. Let’s make this an April Fool thing”. We put a bit of history added pictures and: “April Fools, the new race in Warcraft 3, the Pandaren.” And everyone’s like: “Oh, that’s so cool! This is gonna be so awesome!” and we’re like: “They actually like it. What do we do now?” Mists of Pandaria, I think shows how much we can continue to drive the visual look of our expansions. What’s really been awesome is seeing what Chris Robinson, the Art Director and what that art team is able to accomplish. And they’re just given the time to craft, you know, art. Everything has to be about the idea, so what we’re trying to support here is: “Don’t focus on finished, don’t focus on rendering perfectly make sure every pixel is in the right place. Focus on this first part and make sure that if the idea is amazing the structure and foundation is amazing we’ll get to the rendering part.” As a Technical Director, it’s a lot of collaboration with the arts team. When we were thinking for actually doing the Pandaren for Mists of Pandaria, they wanted to make a character that is much more alive and need to emote better, which required facial animation technology. We actually had to build kind of custom technology to make sure that the actual face shape can change. With the technology you provide you give artists and designers the tools they can use to bring the world to life. Engine tries to enable creative people to do very creative things. Our bond is iron, our will unbreakable who will stand against us? Every new expansion, we try to push our storyline forward. We try to offer new types of experiences that you never had before. In Warlords of Draenor we’re saying: “You wanted to build a base in the world? You’re interested in Blizzard franchises back twenty years ago.” Now you can have a bit of that in your World of Warcraft also. Wouldn’t it be cool if we went back to Draenor before it was Outland? What if we were able to encounter the warlords that we heard about in Warcraft 1 and 2 and these stories in Warcraft 3 but I’ve never played with in WoW? A thing I love about Warlords of Draenor is that it gives us the chance to kind of go back to a place and an era in the history that no one’s seen. And what comes with that is, all the super nerdy layerings of like: “You’re gonna break the timeline. We can’t go back. It’s like Marty and Doc and the time machine. We’re gonna break it all. What about the space-time continuity?” We had to think through all the fiction and all the consequences of what happens if we screw it all up. So today we open up our first raid bosses for testing on the beta servers. One thing that I think is a hallmark of World of Warcraft betas is that players are getting a chance to be invited into the creative process and to see things not finished. Well, Midwinter has ten people here so, that’s enough to test. For something like we’re doing right now, where we have the new Warlords of Draenor it’s a closed beta test, where we send out waves of invites. The two designers here today are Jason, who made the Butcher fight in Highmaul and Candace, who worked on Gruul in Blackrock Foundry. Are we expecting this, in terms of their positioning? The first step is putting RaidBot soft for testing. We also open a thread, for feedback. It’s just too much for three, I think. We often err on the side of making things a bit harder because when something is tuned to be more difficult than we want it to we can then see how far people make it. If something is too easy, they just go on and win and we don’t know how much harder we need to make it to actually get it to the right place. Remind me what that mechanic is... I though you want your ranged to soak it because your melees are usually soaking this other thing that has the stack... So, they’re doing it wrong. He knocks everybody away so they’re just running back in. Here they go. Five bucks they wipe to overwhelming blows again. Everyone seems to be wiping to overwhelming blows. Oh, oh, and tank's down. That took six seconds. You’re supposed to split the damage from that ability, they may not know it. We watch a fraction of players that are testing the encounter themselves. But we read what thousands of people say about it and share their experiences. What they found frustrating or hard to read or interpret. Jason, there’s actually some genuine feedback posts with a couple of links on the US forum. If you go look at the EU feedback forum you’ll see some things not necessarily feedback. Usually, the consensus from the feedback is pretty accurate and inform us in the direction of the fight. We use that to craft and to tailor the experience and to improve it for a better experience when the game goes live. On our end, raid testing continues starting Mythic testing this week Big thing I’m working on personally is fixing our dungeon tuning. Thank you. -We’ve left it for a while. Our dungeons, I know, are ridiculously too hard across the board. Our normals had been about where heroics should be. Heroics, where challenge should be. And challenges impossible. Basically I feel like game designers are deviant psychologists. We’re trying to manipulate your emotions and motivate you to do things. But not for some higher calling, just so you have a good time and fun. We also just made a change for bonus roll tokens you should be aware of. If you do gold, you can do gold for 500 gold the first time. But then you can also, once you do that once it escalates and you get a second one for a thousand or a third one for 2000 gold. We move back to gold, the universal currency. It’s the currency that you get from doing anything We can sort the inflation. -No. People ask: “Did you hire an economist to figure this out for you?” and we really didn’t. I mean, what we did is we kind of said that: “Well, there’s stuff that people want and a currency that has value it has guaranteed value because of what you can buy from the game with it and that currency is tradable, we have an economy.” And it kind of works like that. I just think of it as this giant equation over this panel of knobs and dials you turn one a bit and has this butterfly effect in the world. And you can screw up an entire economy for a virtual economy for millions. It’s a complicated task. That’s why I work on the art team. This has been a huge expansion. Not just physically because of the amount of world space that kind of exists. It’s huge in terms of its garrisons’ feature and the amount of technology that has had to be invented in order to deliver that. Which one are you gonna show to us first? -I’ve got a few layouts for you today. Here are our large plots. Here’s our medium plots. We got a lot of feedback that a lot of these garrison layouts are sprawling so we might be cutting back on some of that stuff as well. The designers came to us with the idea to create these garrisons both human, alliance and horde/orc garrisons. And the designers came to us with the pitch that: “Look, we already have all these things that we can reuse so we won’t be as much of an impact.” And, what would you say? How many buildings have we done? 120 buildings later. When you come through your front gate we want you to really resonate with this. We're going to integrate the garrisons into the questing experience. We want to make it part of the story, to be important and to matter. We’re creating a world that feels different than what you kind of see in everyday life. It is handcrafted and I think that’s what helps make WoW so special. I am so proud of Warlords of Draenor. The game looks amazing. It’s so polished. You look at Vanilla and you’re like: “Oh, I wish I could redo all of that. All the things we’ve learned. All of the techniques we can now do that we couldn’t do then.” That’s the part I like, is the pushing. Keep pushing the tech, the look. The people who make World of Warcraft pour so much of themselves into the game. They’re trying to create games that they want to play. Even though we’ve grown the thing that’s always remained is that feeling of tribe and that feeling of creative crackling energy. I’ve done this work my whole, you know, adult life and what an impossible blessing it has been. I was nineteen when I walked in the door. It’s family. I’ve known those guys since they were kids. Their personalities remain unchanged because their egos don't get out ahead. We want to create amazing artwork or content or music or stories or quests. And to think that this game affected people it’s awesome and humbling. Give them an applause, even if you’re in the Alliance. We earnestly believe we’re making something special. I don’t think we’ll ever stop pushing the boundaries of what we want to do and what we think is cool. Freaking cool. If people play it we will always want to support it. We never see a horizon. There’s really not a precedent that we can look to. I think that we’re charting new territory. There’s no end to the experience. It’s the beauty about it. The players have never really finished playing World of Warcraft. People that probably wanted to be a part of JRR Tolkien’s universe found themselves able to experience it in World of Warcraft. That, is going to pervade as far as: “I don’t want to watch it anymore. I wanna be a part of it. I want to have impact.” All the ideas and the love and everything that we had, we gave it. And it was all about: “Will they like it? Will they come and play with us?” It's goofy stories at the end of the day but it always struck me as we’ve shared them, when we’ve shared them. It becomes infinitely bigger. Hi, I’m Christopher Guest. I’m the dad of… Tom Guest’s dad. I’m Tom Guest, but my character’s name is Newthrall. Tom is the real player in the family although my wife, Jamie Lee Curtis, has played. I’m not really a player cause I can’t get the whole up and down, left, right part. When you’re moving people. I need people to, like, stop and freeze before I kill them. But I’m a big supporter. I think it’s a great game. I’m a really proud mum of a WoW player. Go Horde! What keeps me coming back to World of Warcraft is all the magic training I’m receiving for when I become a real magician and learn how to stamp my enemies out and crush them like dirt under my boot. And social interaction and that feeling of communal spirit. We’re sitting on ten years of WoW now. Twenty years of Warcraft lore altogether and we still cannot cook our own bacon. We need to cook our own bacon. The funniest reaction I’ve ever got when I told someone I played WoW was: “You’re a girl.” Jerks. I’m here working late a lot and my wife, I miss her so I take a little time out and I have my Tauren she has hers and I meet her by a lake. It’s sunset. We just go fishing and watch the sunset. And to me, that feels like we’re there. And for a few minutes I can share that moment with her. One thing I really want to see in World of Warcraft is an unicorn. I don’t care if it doesn’t exist in Azeroth right now but come on! We need unicorns with flying rainbow tails. Think of Nyan Cat. We need like Nyan Corn, right? Right? The things on my wish list for World of Warcraft’s updates would be to explore the continent in Southern Draenor where the ogres are native to. You have dragons but you have no unicorns. You need unicorns. To see the islands in the Great Sea, like Zandalar and Kul Tiras. Unicorns. -Murderous unicorns. Flying unicorns, unicorns I can ride. Or to revisit Azjul-Nerub as it wasn’t well explored in Wrath of the Lich King. I do have to admit that I have a secret, kind of shameful wish for WoW’s future: Unicorns. Lots and lots of unicorns. In the outside world I am a simple geologist. But in here, I am Valkorn defender of the Alliance. I’ve braved the Fargo Deep Mine and defeated the Blood Fish at Jarod’s Landing. Hmm. Looks like that guy just killed you. What? Why? If this documentary sucks it's not my fault.