Jump to content
FORUMS
Sign in to follow this  
Stan

Ex-Blizzard Dev Writes Book About Making WoW

Recommended Posts

8yUl7wZ.jpg

John Staats was Blizzard's first 3D level designer and worked at the company for more than ten years. He just finished a book about working at Blizzard called The World of Warcraft Diary that demystifies the world of computer game development and the secret sauce behind Blizzard's successful MMORPG.

John is currently looking for backers to fund the first edition on Kickstarter.

About the Author

John Staats spent ten years on World of Warcraft dev team. His Vanilla WoW portfolio includes half of the game’s instanced dungeons, and 90 percent of non-instanced caves, crypts, dens, mines, and hive tunnels. John’s Staats is a regular on the weekly podcast Roll For Combat who got an early preview of his book. The author’s web page is whenitsready.com where there are additional images and excerpts.

The World of Warcraft Diary: A Journal of Computer Game Development

Based on interviews and monthly updates he took throughout Vanilla WoW's dev cycle, The WoW Diary covers the highs and lows of building Blizzard's massively multiplayer online game. Readers will get an inside scoop of one of the gaming industry's most prosperous companies. The WoW Diary is a comprehensive and candid picture of how difficult and messy game development can be, and includes details about the project's improvisations, mistakes, and lucky discoveries. It covers the devs who made the game and describes the secret sauce behind Blizzard's success.

The WoW Diary is 336 pages long, and while the book's 130+ images are used with Blizzard's permission, it is an independent publication. After the Kickstarter campaign, the book will be available only on Amazon.

Table of Contents

TableContents_ScreenBorder.jpg

Excerpts

Here are a few excerpts from The WoW Diary taken from John's website.

Page 5

Quote

I’d be remiss to omit my initial reaction to Blizzard’s development area. The Team 2 area was a dump, decorated like someone’s basement. At a glance down the hallway, I could see that half of their florescent lights in the ceiling were burned out. The closest thing to a kitchen was a tiny microwave next to a sink filled with dirty dishes. Food stains, blackened with age, had been ground into the carpet. The halls were littered with spent halogen floor lamps and torn cardboard boxes filled with discarded toys and books. The conference tables were cluttered with soda bottles and stacks of unused condiments, and these tables were orbited by a graveyard of broken and unmatched office chairs. A set of black leather couches faced haphazard angles with no purposeful direction. The walls were covered with dog-eared posters, and every desk and shelf was laden with dusty statues and action figures. People walked around wearing shorts and flip-flops. All evidence indicated this was not an ego-driven environment, and it struck me as a very comfortable place—a person could just plop down and get to work. These offices were so dissimilar from Madison Avenue that I wondered how I would fit in. I didn’t even own jeans or sneakers; all my clothes were work related (slacks, dress shoes). Was it possible that this casual atmosphere shared the same work ethic as the career-driven culture I knew from in Manhattan?

Page 87

Quote

“Everybody get back to their places!” Mark Kern shouted down the hallway. After spending two hours filming a scene of characters running together downhill, everyone’s patience was stretched thin. A dozen or so people were trying to film scenes for a gameplay trailer (to accompany our announcement), and no one liked the results. “Get ready! One, two, three—go!” After a few moments, groans and recriminations erupted. “Who didn’t go?! We have two people not running!” Onlookers quietly chuckled and shook their heads at the debacle. Shane Dabiri was on the other side of the building, filming in a cinematics office. Someone leaned into Shane’s temporary recording studio and explained that not all the actors in the game had speakerphones. Once again, shouts carried through the office hallway directing the actors to return to their places. While the programmers shut their doors, the easily distracted artists gathered to watch the train wreck but just as quickly grew bored watching the process. Like movies and television, the majority of time spent on a film set wasn’t spent filming—it was an exercise in waiting for everyone to get ready.

On the screen about a dozen or so team members had orc and human characters dressed in our newest armor pieces. Devs considered it cool to be in-the-know about the latest features, cheats, and art assets, so everyone was on the lookout for the latest fashion statements. If someone knew about a new helmet, they’d put it on to show off.

News traveled to Shane’s makeshift studio that someone had crashed and couldn’t log back on to the server and there was no way to know how long it would take for them to get back into the game. He talked into his phone, which was conferenced to half of the actors. “There are too many orcs, some of you guys have to be human!” After a brief standoff, someone relented and changed to a human character. “We need to get the sun on the horizon!” someone said on the speakerphone. “Shane, make sure you reset the time of day before you yell ‘action.’”

We learned after losing an entire day to filming that we needed a smoother camera. Our game’s frame rate was great, but the in-game camera was designed for playing, not filming, and its jittery mouse-controlled movements didn’t look very slick. Days later, after the programmers delivered a smoother joystick-controlled camera, the footage was reshot, yet the results only supplied a few seconds of in-game footage.

Page 308

Quote

With exactly one month until the manufacturer had our game on the shelves, the designers began testing the Molten Core’s boss fights internally with forty or so developers from both Teams 1 and 2. The laughable Alterac Valley tests looked coordinated compared to the early raid tests, despite all the debriefing and instructions given. While the designers described each fight in chat (which was ignored), people got bored and made choo-choo sounds prompting others (who found it annoying) to tell them to stop—which only encouraged more choo-choos. Players barely buffed one another, and all communication was done in chat, there was neither voice software or raid interface whatsoever: Players could see health bars of only immediate party members.

Jeff used the DPS meters (damage-per-second trackers, beta add-ons built by fans because we didn’t have internal tools for the job) to measure the combat numbers. Our volunteer group couldn’t pass the trash mobs (mobs were mobile monsters, and trash indicated the rewards for killing them were disposable; hence, trash mobs were “filler” monsters before the boss encounters) without wiping out, so we didn’t even try a boss fight. Even though we wiped (when all forty members died) to every “pull” of combat, Jeff got useful data and took screenshots of the DPS output and combat logs before he moved us on to the next trash mob. Many of us were incredulous that players would be able to kill these monsters. In chat he typed out: “Trust me. Organized raids will be able to get past this content easily.” Between fights, Jeff typed out brief descriptions of the combat mechanics to the unruly group, although there was scant evidence anyone was reading his instructions.

In subsequent raid tests, we confronted our first boss, the lava hounds (we sometimes could kill trash mobs in the tests that followed, but we still lost half of the raid on every pull). Some people forgot to repair their gear after dying so often. After Jeff explained that all the lava hounds needed to be killed within seconds of one another, many of us cheered and typed our approval. We were thrilled to learn WoW was going to have content this difficult. It felt as though we weren’t working on a Blizzard game anymore. Jeff continued to reassure the other developers: “Trust me, once the raiders figure this out, it will be trivial.”

If you ever wondered what it really takes to make great computer games, this is the book is a must! The first edition of The WoW Diary: A Journal of Computer Game Development will be available after the Kickstarter campaign. Subsequent editions will be available only on Amazon.

MMOMiasma.jpg

  • Like 2

Share this post


Link to post
Share on other sites

As a software developer for slot machines (and employee of many other small companies in other industries), the behind-the-scenes aspect could be entertaining reading on the porch this summer.

  • Like 1

Share this post


Link to post
Share on other sites

This looks really interesting. Can't wait to read it. I tried getting into Blizz so many times, having grown up 20 miles from HQ. It was so hard to snag a job as a tester or something that didn't require some kind of experience in the industry.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Some great news for Chinese players, as Blizzard have signed a new agreement with NetEase, and players will be returning to their games as early as summer 2024! 
      Most Blizzard games were suspended in January of 2023, with players losing access to their characters and being unable to play World of Warcraft, Hearthstone, Warcraft III: Reforged, Overwatch, the StarCraft series, Diablo III, and Heroes of the Storm, due to an expired licensing agreement. Luckily, a new deal has now been made!
      A lot of WoW players decided to re-roll brand new characters on Taiwanese and Korean servers after the old deal stopped. Their old character data is saved, however, but it will be from back before patch 10.1, so it's going to be a tough decision on how to proceed for them. Perhaps Blizzard can come up with a solution to merge the accounts?
      Here's the full press release:
      (Source)
      BLIZZARD ENTERTAINMENT AND NETEASE RENEW AGREEMENT TO BRING BELOVED TITLES BACK TO CHINA; MICROSOFT GAMING, NETEASE ENTER BROADER COLLABORATION
      Blizzard titles to return to mainland China beginning summer 2024

      Microsoft Gaming and NetEase deepen their relationship, with a strategic partnership based on their shared desire to bring new gaming experiences to players across platforms and markets
      IRVINE, Calif., REDMOND, Wash., AND HANGZHOU, Zhejiang [April 9 PT, April 10 CT] / -- Beloved video game titles from Blizzard Entertainment that captivated millions of players in China will return to the market sequentially, beginning this summer, under a renewed publishing deal Blizzard Entertainment, Microsoft Gaming, and NetEase (NASDAQ: NTES and HKEX: 9999) announced today.
      After continuing discussions over the past year, both Blizzard Entertainment and NetEase are thrilled to align on a path forward to once again support players in mainland China and are proud to reaffirm their commitment to delivering exceptional gaming experiences. 
      The renewed publishing agreement will encompass games Chinese players had access to under the previous agreement: World of Warcraft®, Hearthstone®, and other titles in the Warcraft®, Overwatch®, Diablo®, and StarCraft® universes. Building upon more than 15 years of past collaboration, Blizzard and NetEase are working diligently on relaunch plans, with further details to be shared at a later date.
      Separately, Microsoft Gaming and NetEase have also entered into an agreement to explore bringing new NetEase titles to Xbox consoles and other platforms. 
      “We at Blizzard are thrilled to reestablish our partnership with NetEase and to work together, with deep appreciation for the collaboration between our teams, to deliver legendary gaming experiences to players in China,” said Johanna Faries, President of Blizzard Entertainment. “We are immensely grateful for the passion the Chinese community has shown for Blizzard games throughout the years, and we are focused on bringing our universes back to players with excellence and dedication.” 
      “Celebrating our collaborations, we are thrilled to embark on the next chapter, built on trust and mutual respect, to serve our users in this unique community that we’ve built together.” said William Ding, Chief Executive Officer and Director, NetEase. “Our commitment to providing more exhilarating and creative entertainment experience remains unwavering, and we are excited to see positive synergies fostered to encourage and empower collaborations to bring the joy of gaming to a broad community.” 
      “Blizzard and NetEase have done incredible work to renew our commitment to players – Blizzard’s universes have been part of players’ lives in the region for many years. Returning Blizzard’s legendary games to players in China while exploring ways to bring more new titles to Xbox demonstrates our commitment to bringing more games to more players around the world,” said Phil Spencer, CEO of Microsoft Gaming.
      About Blizzard Entertainment, Inc.
      Best known for iconic video game universes including Warcraft®, Overwatch®, Diablo®, and StarCraft®, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard, which was acquired by Microsoft (NASDAQ: MSFT), is a premier developer and publisher of entertainment experiences. Blizzard Entertainment has created some of the industry’s most critically acclaimed and genre-defining games over the last 30 years, with a track record that includes multiple Game of the Year awards. Blizzard Entertainment engages tens of millions of players around the world with titles available on PC via Battle.net®, Xbox, PlayStation, Nintendo Switch, iOS, and Android.
      About Microsoft
      Microsoft (NASDAQ “MSFT” @microsoft) enables digital transformation for the era of an intelligent cloud and an intelligent edge. Its mission is to empower every person and every organization on the planet to achieve more.
      About NetEase, Inc.
      NetEase, Inc. (NASDAQ: NTES and HKEX: 9999, "NetEase") is a leading internet and game services provider centered around premium content. With extensive offerings across its expanding gaming ecosystem, the Company develops and operates some of the most popular and longest running mobile and PC games available in China and globally.
      Powered by one of the largest in-house game R&D teams focused on mobile, PC and console, NetEase creates superior gaming experiences, inspires players, and passionately delivers value for its thriving community worldwide. By infusing play with culture, and education with technology, NetEase transforms gaming into a meaningful vehicle to build a more entertaining and enlightened world.
      Beyond games, NetEase service offerings include its majority-controlled subsidiaries Youdao (NYSE: DAO), an intelligent learning company with industry-leading technology, and Cloud Music (HKEX: 9899), a well-known online music platform featuring a vibrant content community, as well as Yanxuan, NetEase's private label consumer lifestyle brand. For more information, please visit: http://ir.netease.com/.
    • By Staff
      As the Microsoft-Activision deal closes, Bobby Kotick will only stay on as CEO through the end of the year and leave on January 1, 2024.
      Placeholder for tweet 1712818483442987422 Based on the value of his shares, Robert Kotick will leave with around $400 million and if Microsoft/Xbox wants to get rid of Kotick, he will also receive a minimum payout of $250 million.

      Image courtesy of Dexterto.
    • By Staff
      According to WSJ, Bobby Kotick, former CEO of Activision Blizzard, has floated the idea of buying TikTok to potential partners.
      Former Activision Blizzard CEO Bobby Kotick has reportedly shown interest in purchasing TikTok, as legislation in the U.S. threatens to ban or force the sale of the popular app over national security concerns.
      Kotick is said to be seeking partners for the potential acquisition, discussing the opportunity with notable figures including OpenAI CEO Sam Altman. The move comes amid growing scrutiny over TikTok's data privacy practices and its ties to China, with U.S. lawmakers pushing for decisive action.
      You can read the whole news piece over at WSJ.
      Bobby Kotick left his position at Activision Blizzard in December 2023 after Microsoft finalized its purchase of the company. Post-acquisition, he reportedly received over $375 million, as detailed by Forbes.
      Source: WSJ 
    • By Staff
      Blizzard games like World of Warcraft, Hearthstone, and Overwatch 2 might soon make a comeback in China, thanks to Blizzard reportedly teaming up again with NetEase.
      The news comes from Core Esports, which suggests Blizzard's game services could be back by the end of March or the beginning of April.
      After 14 years of partnership, Blizzard and NetEase hit a rough patch in 2022, leading to failed negotiations. Consequently, when the licensing agreement concluded on January 23, 2023, Blizzard's game services were suspended across mainland China.
      For more details, you can check out the article in Chinese or find an English translation by Amy Chen on esports.gg.
    • By Stan
      With Johanna Faires recently taking on the role of the new President at Blizzard, let's delve into the history of Blizzard Presidents from 1991 up to the present.
      Allen Adham served as President from 1991 to 1998. Mike Morhaime held the position of President and CEO from 1998 to 2018. J. Allen Brack assumed the role of President between 2018 and 2021. In 2021, Jen O'neal was named Co-Leader of Blizzard alongside Mike Ybarra. However, she chose to leave the company after just three months. Following her departure, Mike Ybarra took over as President until a few weeks ago when he also announced his departure from the company on January 25, 2024. Johanna Faires was appointed as Blizzard's President on January 29, 2024.
      We've come across a Reddit post where someone alleges to have worked at Blizzard during Mike Morhaime's tenure as President, continuing through Ybarra's leadership. We can't vouch for the accuracy of their statement, but here's what they had to share with the community.
      Source: Reddit
×
×
  • Create New...