Blizzard Entertainment’s development team recently shared insights about the latest World of Warcraft expansion, The War Within, discussing player reception, storytelling approaches, and unexpected successes. Here’s a comprehensive look at the key discussions with Maria Hamilton, Associate Design Director, and Morgan Day, Associate Game Director.
Story and Character Development
The development team emphasized their focus on weaving together both new and established narratives. Hamilton highlighted the careful balance in storytelling: “It was important for us to make sure that the story that spans the entire trilogy is a full, complete, deep story that provides interesting arcs and different character journeys, but that at the same time, each individual expansion… had its own story, its own beginning, middle, and end.”
Day elaborated on the game’s legacy characters: “Anduin, who is a major character of the War Within and will continue to be a part of the Worldsoul Saga. This is a character that’s been in a game for 20 years… we’ve watched him grow and evolve and live through the trauma of the Shadowlands.”
“It’s kind of this new coalition of young, really charismatic characters that are going to bring a new perspective,” Day added. “Like all the heroes of the past have big hammers, so every problem is a nail, but turns out World of Warcraft and the world is a lot more nuanced than that.”
Unexpected Player Reception
The expansion’s “Delves” feature has garnered surprising acclaim across different player demographics. “We thought there was a group of people that would like it, but what we didn’t realize was how many groups of people, different play styles, would be so invested and interested in Delves,” Hamilton revealed. “Even very hardcore players have enjoyed Delves and have had a lot to say about how much they enjoyed that opportunity to play.”
Day noted another unexpected success: “Xal’atath popularity and how much the community has latched onto her as not only a villain, but also just a weirdly likable villain… She has a lot of depth and complexity and layers to her that we’re still kind of revealing over time. I think a lot of our players had become more used to the villains in World of Warcraft being like, I want to end the world. I am bad.”
Philosophy Shift and Warbands Success
A significant development in WoW’s 20th anniversary year has been the success of the Warbands system, representing a major philosophical shift in game design. Morgan Day explained the evolution: “Back in mid Shadowlands, there was kind of a major philosophy shift amongst the team where we really wanted to take a huge… revisit a lot of our core philosophies that really used to be guiding principles of World of Warcraft.”
This shift challenged long-standing RPG conventions, as Day elaborated: “For so many years, people had asked for the ability to share resources or have a reputation that is across all my characters, but we always looked at World of Warcraft characters as individual characters in this world… my mage has earned the reputation with these Nerubians in Ashkahet and my warlock has not. So why would these Nerubians be friendly with my warlock when they’re friendly with my mage?”
The team ultimately prioritized player experience over traditional RPG elements. “We wanted to meet players where they are and really respect the time of the player behind the keyboard,” Day emphasized. “We were blown away by the reception… it has really ultimately informed all of our decisions moving forward.”
The anniversary year also saw significant improvements in response to player feedback. Day noted: “We just came out with the 20th anniversary update where we had awesome new rewards and cosmetics… we massively updated the rate at which players were earning those rewards and ultimately a lot of that really just comes down to player feedback and our ability to not only listen to that feedback, but also turn it around relatively quickly.”
Environmental Design Success
The underground setting posed unique challenges that led to creative solutions. “One of our very big early concerns was, oh my goodness, we’re going underground for a whole expansion. Isn’t it just going to be dark and gloomy and sad?” Day shared. He specifically highlighted the Hallowfall zone as “one of the most gorgeous zones we’ve built ever in World of Warcraft.”
Day elaborated on Hallowfall’s unique features: “There’s this humongous, expansive cavern. There looks to be like an ocean, even though you’re underground. And the most amazing thing is there’s this light source, this crystal, which is still kind of shrouded in mystery, that is a light source, and it changes and waxes and wanes from light to dark.”
Community-Driven Development
The development team emphasized their commitment to player feedback. Hamilton explained their approach to inclusive design: “We wanted to try to be considerate of players who didn’t have as much time on their hands, players who were busy with family or with school or work… We want everyone to feel welcome and to feel included, to feel that they’re coming home to Azeroth when they log in to the game.”
Morgan Day highlighted their responsive development philosophy: “Treating the game like a live service and making sure that we’re being constantly updating and providing new content… We have really awesome, powerful tools that allow us to make updates to our game really quickly… Even just this past week on Tuesday, we updated one of the major mechanics of that system based on that feedback from our community.”
Maria Hamilton added insight about their cross-faction developments: “If my brother really loves the look of a Horde race and I really like an Alliance one, we should still be able to play together. And it was finding a way to maintain sort of the rivalry in the story, but at the same time, think about actually the people behind those characters.”