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Category: Warcraft

Blizzard Engineering – The Nuggets from Blizzcon 2018

Posted on November 6, 2018April 3, 2023 by Gazimoff

If I had to pick a favourite panel from Blizzcon, Blizzard Engineering would be near the top. Hearing how the various programming teams overcome technical challenges to produce games with incredible polish is always interesting, particularly as their passion always comes through in their enthusiasm on-stage.

While there was only the one session this year, the Blizzard Engineering panel at Blizzcon 2018 still had a few interesting tidbits. Compared to last year’s deep tech examination, this year saw more of a focus on engineering culture, quality approach, and delivery methodology. There was a clear demonstration that it’s not just about problem-solving, but collaborating as part of a team that’s becoming increasingly important.

However, if I had to ask for one thing for 2019, it would be to repeat a request for more discussion around architecture. System componentisation came up a few times during the panel, but yet there was never an explanation of why it’s important or what value it provides. Likewise, many of the questions were from hopefuls looking for advice on getting a job at Blizzard, indicating a strong need for a separate careers fair at the event.

Before I get into a summary of the panel, I’d like to give a little attribution to those on-stage:

  • Somer Esat (Panel Chair) – Senior Engineering Manager, Overwatch
  • Rachelle Davis – Senior Software Engineer, New project. Previously an original member of the Hearthstone team, and has been with Blizzard for 7.5 years
  • Bruce Wilkie – Principal Software Engineer, Overwatch. Specialist in game engine and graphics rendering.
  • Diane Cochran – Lead Engineer, New project. Previously lead on Blizzard’s approach to Continuous Integration, lead on battle.net desktop app. Worked on authentication, public API, and has been with Blizzard for 8 years.
  • Collin Murray – Lead Software Engineer on WoW. Has written code for Diablo, Starcraft, Warcraft III, and every version of WoW. Been with Blizzard for 23 years.
  • Sarah Doebler – Technical Lead Battle.net. Started as a GM, has worked on Blizzard.com, the Armoury, and Content platform. Now leads tools team on battle.net, and has been with Blizzard for 14 years.

Continue reading “Blizzard Engineering – The Nuggets from Blizzcon 2018”

Blizzard Engineering: The Nuggets from Blizzcon

Posted on November 12, 2017 by Gazimoff

It’s not often when you hear engineers talk about the games they’ve been working on. It’s like a peek inside the machine, or under the hood. So it’s no surprise that I was pretty geeked out when I heard that two CodeCraft panels would be running at this year’s Blizzcon. As it turns out, the sessions were a trove of information on how Blizzard develops and operates its games.

I was surprised by just how much Overwatch has led the way in new techniques for the studio, being a testing ground for everything from having no downtime on patch days, to using a hybrid cloud infrastructure. Then there’s World of Warcraft, and what it’s like to manage a 10+ year-old codebase on a living game. Under that, it was surprising to discover just how much falls into Battle.net, and that’s without considering the areas covered by Service Support or Web & Mobile teams.

If I was going to ask for more from the presentations, it’d mainly be about the architecture. As a former software engineer turned enterprise architect, I’d love to discover if they have an enterprise domain model in place, or if Blizzard uses a methodology like TOGAF. Putting my personal asks aside, here’s some of the juicy nuggets from the two Q&A sessions held at Blizzcon 2017.

Continue reading “Blizzard Engineering: The Nuggets from Blizzcon”

WoW Communities: Create Your Own Realm?

Posted on November 8, 2017 by Gazimoff

The meaning of a Realm in World of Warcraft has become incredibly blurred. It’s no longer a distinct cluster of servers, or even a static circle of characters.Over time, patches and expansions have added cross realm LFG tools, shared cities and a sharded open world. Battle for Azeroth will even change how PvP servers work, giving players the freedom to toggle which version of Azeroth they’d like to adventure in.

If anything, the choice of where you create your character is having less meaning with every update. But is there a way for players to take advantage of this ‘tearing-down’ of old realm restrictions? Depending on how it’s implemented and how it evolves, World of Warcraft’s upcoming Communities feature might be just the thing.

Continue reading “WoW Communities: Create Your Own Realm?”

Battle for Azeroth – First Thoughts

Posted on November 7, 2017 by Gazimoff

Another Blizzcon has happened, and another World of Warcraft expansion has been announced. Recent expansions have focused on defeating external threats, but  Battle for Azeroth aims to reignite the classic conflict between the Alliance and Horde. Only this time, it feels a little more… balanced. I’ll admit, I did cheer slightly when I realised Lordaeron was finally being taken back from the Forsaken.

I’ll cheer even more when the Gnomes take back Gnomeregan, but I digress…

Anyhow, the Anaheim convention also saw plenty of announcements about the expansion. Although, the focus was less on the story, and more about the technical details and content implementation. I could see the impact it had on other players, left deflated without having a big bad menace to rally the flag against. Instead, this feels more as if it’s the start of an intricate tale of personal conflict and malicious intrigue, in a way that’s best left shrouded for now.

Even so, I was satisfied with the WoW expansion information available, and with the Blizzcon Virtual Ticket (which I’ll come back to in a separate post). Some of it gets a thumbs up, while others I’m undecided on or will wait-and-see once beta rolls around. For now, however, here’s my initial take on the main topics we heard about.

Continue reading “Battle for Azeroth – First Thoughts”

World of Warcraft Classic logo

WoW Classic – How It Might Work

Posted on November 4, 2017 by Gazimoff

World of Warcraft Classic logo

Vanilla – it’s a flavour of Warcraft that veterans remember fondly. Class raids to Stratholme, 40-player raids through Molten Core, and camping general chat to find dungeon groups. It was a time before transmogs, flying mounts, or pet battles. And now, in the form of Warcraft Classic, it’s making a return.

The WoW community was very different back then. Players chose a server and stuck to it, earning a reputation amongst their peers that would last for years. I even have my own memories – both good and bad – of what WoW was like back then. For some, overcoming the struggles of Vanilla WoW made a different type of player, and built a different type of community – one which some have clamoured to bring back.

But why has the concept been hard for Blizzard to implement? And what might have changed in order to persuade the studio to rethink? In essence, it’s likely taken a gradual overhaul of how WoW actually works, from a simple server setup, to a flexible landscape where the modern server engine and game content are completely seperate. How would it work? Read on…

Continue reading “WoW Classic – How It Might Work”

Warcraft: Legion – Endgame Perfected?

Posted on September 23, 2016 by Gazimoff

wowscrnshot_091816_141613With a few notable exceptions, levelling in MMOs is a temporary experience. We get a few weeks of meaty questing and cinematics, followed by months of waiting for content updates. It’s the Achilles Heel of the theme-park experience – rich and deep while it lasts, but bland and repetitive once the cap is reached.

I’ve made no secret about how much I was put off Mists of Pandaria, seeing a small forest of exclamation marks to mark the daily quest hub, as if to signify where I’d be spending the rest of the expansion. Warlords of Draenor tried to mix it up with the Garrison experiment, but it left me feeling less like a hero and more like a middle manager.

Which is why I’m surprised with how I feel about Legion. Sure, there’s an element of nostalgia here, as familiar NPCs play out a story that feels more like a main event than a timeline-based distraction. But it’s also been – and continues to be – hugely enjoyable to play, and that includes the time I’ve spent dancing around at cap.

How has Legion pulled off this magic trick? Looking deeper, I think there’s a clever blend of design choices at work, all acting together to make that endgame experience as frictionless and immersive as possible.

Continue reading “Warcraft: Legion – Endgame Perfected?”

The Legion Dungeon Love-Affair

Posted on September 8, 2016 by Gazimoff

‘Thank you for fetching my tools, Wilkins. But, before I can teach you the secrets of Mid-Legion Tailoring, you must carry out one more task’

‘Yes, Master?’ The scruffy young apprentice looked up, hope welling in his big eyes.

‘Indeed. You see, we have run out of Milk. I’ve heard tales of the Naga breeding incredible cows, and I long to sample their produce within my precious Sin’dorei tea. You must travel into the Eye of Azshara, defeat the Naga, milk one of these cows and bring a pitcher back to me. Only then, will I feel refreshed enough to share such intricate work with you.’

The elderly figure, a stick draped in expensive robes, shared a wide, almost predatory smile.

‘But… but that’s Hero work!’

‘No buts, Wilkins. Now go, and don’t return without my Milk!’

By now, most of us have been chewing through Warcraft: Legion for a few weeks. On the whole, it represents a fantastic return to form for the ageing MMO, with a renewed focus on telling an immersive story and shrouding characters in a rich fantasy. It’s a formula that seems to have worked, with over 3.3 million copies sold and more players returning than ever before.

But, while most design updates have been enthusiastically received, one particular facet has come under increased scrutiny – the abundance of dungeon quests to gate content. If you want to complete your Order Hall missions, or even max out your Professions, expect to spend some intense combat time with four other people.

Continue reading “The Legion Dungeon Love-Affair”

The Stardew Valley Fallacy

Posted on March 7, 2016 by Gazimoff

StardewValley_9

Recently, I’ve been playing Stardew Valley a lot. It’s a charming retro game, featuring a young hero who shuns being a corporate slave, trading it for a new life on his grandfather’s farm. But it’s not just about growing crops and tending animals; there’s a little bit of adventuring on the side, and the entire game is overlaid with this social aspect of helping the townsfolk and rejuvenating the village.

Part of the success of Stardew Valley is that it’s a stark contrast to what most of us are currently playing. The 8-bit art style and gameplay is evocative of Harvest Moon, a franchise that’s still yet to make it to PC, and uncorking a significant amount of bottled-up nostalgia. The slower pace also flies in the face of immediacy-driven or constant-trickle rewarding, with both crops and friendships taking time to nurture and grow. While Stardew Valley isn’t groundbreaking, it represents time well spent, which is all most of us are after at the pocket-money Steam price.

That ‘of-the-moment’-ness is also evocative of a less favourable time in online gaming. With Mists of Pandaria, it seemed as though Blizzard were cramming in similar gameplay to World of Warcraft, where we’d get an old farm and start building it up. The concept was added to in Warlords of Draenor, as we got our own garrison of minions to do our bidding. It felt as if the studio was trying to offer two-speed gameplay – dunegoneering for immediate reward, alongside being an armour-plated middle manager for longer-term gains.

Trouble is, what happens when those dungeons and raids start to feel old and stale, or no longer offer rewards? My own experience was a gradually shrinking gameplay session, where I’d log in, do stuff around my garrison, collect loot from my minions and send them out on missions again. It became a daily checklist – I wasn’t being a hero any more, but just  a supervisor on the factory floor. That’s not an adventure, it’s a job. Just add in some commuting mini-game, and you’ve got a regular nine-to-five compressed to half an hour of mouse clicks.

It also nuked the social aspect of online gaming. After all, why go to the big city when you have everything you need at home, all carefully optimised thanks to some guide you found? I didn’t see my gaming buddies any more. I no longer felt the need to stir things up in Stormwind. I didn’t randomly role-play any more. And, in the end, I stopped logging in. That, and the entirety of WoD felt like a self-indulgent diversion from the actual plot.

Now, I’m not saying that Blizzard can’t learn from previous expansions. My experience with the Legion alpha so far is almost like comparing chalk and cheese, and I’m enjoying it immensely. The subtle move to class order halls is also interesting, as it means you’re more likely to bump into other players while going through your game session cycle. Those  order halls will also have follower missions, and here’s where the cynicism creeps in. There’s a tremendous opposition to the existing WoD garrison format – of being a taskmaster rather than an adventurer – and it’s an opposition that I definitely share.

In Legion, the word is that we’ll still send our followers on missions, but that we’ll also lead them on those adventures instead of sitting back at the ranch awaiting their return. That said, follower missions haven’t been added to the current alpha yet, so there’s an element of the unknown here.

Anyhow, back to my point. When designing an MMO, there’s clearly a desire to look at other games that have high player adhesion and no real end-state. Management games like The Sims and Stardew Valley are one. Idle games like Adventure Capitalists are another. But if those games don’t gel with the core experience – of being the hero and going on epic adventures – then players are legitimately going to question why you’ve added them. And if those diversions start to replace those core experiences, so a player’s entire game cycle is taken up with non-core stuff, don’t be surprised if they go searching for heroic adventure elsewhere.

I’m more confident than normal that Blizzard knows this, as there’s been a lot of talk about bringing out the various fantasies, and making the classes and specs feel more heroic and true to type. This focus on different ways in which players can be heroic is a great thing, and it’s something I hope has been osmosed into other design teams. Give us different viewpoints of the heroic fantasy, instead of trying to climb the corporate ladder at Adventure, Inc.

Stardew Valley is quite happy being Stardew Valley.  WoW doesn’t need to be every game under the sun – it just needs to be great at playing out that fantasy of being a hero on an epic adventure with friends. Sounds simple, right?

Warcraft: Skip to Next Track

Posted on June 8, 2014 by Gazimoff

wownope

Back in October 2013, I quit World of Warcraft. After a year or more of playing action-focused MMOs like Guild Wars 2, TERA, and WildStar, Blizzard’s MMO felt slow and dated. I’d developed a taste for a newer, more active style of combat, and felt that a return to hotkey bashing was just boring.

This was actually the third time I’d quit: my first time was partway into Cataclysm, when the long wait for new content coerced me into reconsidering my subscription. I returned for Mists of Pandaria, only to quit again once I hit level cap, after I discovered an endless sea of daily quest grinds waiting for me. My final return was for the Timeless Isle update, where friends tried to persuade me into gearing up and playing again. But, by that time, my opinion had been thoroughly tainted, and I only lasted a few months before cancelling again.

That said, Blizzard always had a way of drawing me back in: freshly baked lore. I’m a sucker for a good story, and I’d come back time after time to explore what each new expansion had to offer. Of course, Warcraft’s monolithic pace of updates meant that other activities needed to fill the void – social, PvP, raiding – anything that could give me a reason to log in night after night. If you look over the history of this blog, I’ve no doubt you’ll find more.

This time, I won’t be going back. For the first time since World of Warcraft was released, the story doesn’t interest me.

When I originally signed on for WoW, I felt that there was an epic storyline unraveling in front of me. It was a tale of heroes, battling against impossible odds against a time-hardened enemy. It was a story of courage, defiance, and spirit. The world Blizzard had created fired the imagination of millions of players, led to the establishment of an amazing blogging collective, and helped me discover many amazing, opinionated people.

Today, Warlords of Draenor comes as a disappointing story update, taking us across lands that we’ve already seen, just at a different point in time. It squanders the attention of the audience, saying “Hey, I know you want to get on with the serious business of Argus, Xoroth and the final defeat of the Burning Legion, but we want to indulge ourselves on a whimsy.” Instead of continuing with the arc that they’ve had in motion for years, WoW’s creative team want to go back in time and find out what happens if one of the most crucial points of history went a different way. It’s a thought experiment made into an expansion, an indulgence of minds that should know better.

This indulgence might be symptomatic of wider issues with the creative team at Blizzard, the result of which is that many former fans feel excluded from a world they grew up with. For me, it offers a story that I’m no longer interested in. My line of Collectors Editions will end with Mists of Pandaria, and might someday resume with future expansions that actually push the story forward. Right now though, it seems like Warcraft is trying to jump the shark.

My gut feel is that Warlords of Draenor is brought about by two merging desires: to delay ‘ending’ the arc while millions of players are still interested in what’s going on, and to explore the already-rich culture that Blizzard has built up around their orcs. The result is an expansion that’s been described to me as “Dudebros of Draenor,” alienating small but significant groups of fans in the process. Not only is it disappointing, but it’s also unnecessary, with other arcs emerging as one ends.

If there’s anything that I hope comes from Warlords of Draenor, it’s that the studio learns from the experience. That it brings in a respect for the players and fans that choose to spend their lives in Azeroth. That a humbler Blizzard emerges, devoid of the aloof arrogance that has been seen of late. That a new dialogue opens up where player concerns are addressed, rather than being dismissed by a corporate machine. These are all core skills that the studio used to be very good at, but which – just like with the story – they seem to have lost their way.

Time will tell if Warcraft manages this – and I have every hope they will – or, like Happy Days, the shark-jumping moment is just the beginning of the end.

 

Marking Cards: A First Look at Hearthstone

Posted on September 8, 2013 by Gazimoff

Hearthstone Announcement Art

When I was a kid, I used to play Magic: The Gathering. Every weekend, dad would drive my brother and I to a local tournament, where we’d duel other players from across the county. Sometimes I’d do well, sometimes I’d be weeping into my deck, but I’d constantly be collecting cards and refining strategies.

That is, until the Pokemon trading card game came along. With their gym badges and cartoon froth, a wave of unwashed children ravaged the reserved sanctum of our tournament grounds. At that point, I decided I was too old for that car-crash and stowed my cards for good.

And yes, I still have a chip on my shoulder about Pokemon.

With Hearthstone: Heroes of Warcraft, Blizzard Entertainment have managed to do something rather clever; create a game that taps into all those retro memories, yet presented with all of the slick polish that the Irvine developer is known for.

Continue reading “Marking Cards: A First Look at Hearthstone”

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