World of Warcraft In-house Interview
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Insider: Let's talk about some high-level design concepts for the Sunwell. We already mentioned that the Sunwell dungeon and raid will conclude the blood elf and draenei storylines, at least for the time being. Can you elaborate on that a little more?
J. Allen Brack: Without spoiling too much, it's true that some of the major story arcs of The Burning Crusade reach their conclusion in Fury of the Sunwell. There are big revelations for both the blood elves and the draenei, and players will also learn the fate of the remaining member of the bad guy triumvirate of Illidan, Vashj, and Kael'thas. In addition to Kael'thas, there's a new (ultimate villain) to defeat. Essentially, we're providing players with epic resolutions to The Burning Crusade's most visible story arcs.
Naxxramas comes to mind as an example of what we're aiming for with the Sunwell. Despite being the pinnacle of PvE raiding before The Burning Crusade, Naxxramas didn't actually complete that many of the story arcs presented in the original game. While Naxxramas remains one of the best designed high-end dungeons in World of Warcraft, it still felt like there was untapped potential for what high-end PvE storytelling could be. That's what we set out to do with Sunwell Plateau and Magisters' Terrace: create a dungeon experience that features spectacular gameplay and an awesome conclusion to the expansion's story arc.
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Insider: Speaking of Wrath of the Lich King -- How is Northrend progressing? What are your feelings about going from the world style of Outland to the very different Northrend setting?
Chris Robinson: Coming up with the high concept look of The Burning Crusade was a great experience, and as a team we really enjoyed working in this style. For a designer, it's always a breath of fresh air to have some new elements to play with. So naturally it's great to now have this opportunity to go back to the more traditional elements of fantasy that comprise the look and feel of Wrath of the Lich King, even though this poses new challenges in and of itself. Northrend has a very Nordic, gothic fantasy feel that's a departure from the wild visuals of Outland.
One way we're attempting to reflect these new visual themes is by making sure all the item rewards of Northrend faithfully embody the new style. From the get-go, players will earn trophies of war that are very (Northrendy) -- for example, say, a two-handed axe that's made of a dragon jaw, covered with spikes, leather, and other traditional materials. We want players to see the new gear and think, (Yeah, that guy's been to Northrend.)