in your browser.
View All »
WoW Forum Maintenance -- August 17
Frost wands not freezing Viscidus
Is it possible to server transfer silithid fragments?
Explore the Temple of Ahn’Qiraj and Ruins of Ahn’Qiraj
Pagle 10 Hour War not ending
Please Fix C'Thun
WoW Classic Hotfixes -- Updated August 7
Congratulations, Gong Ringers!
Gong Ringing Soon on Some Realms
View All »
Gehennas World PvP and
23 Hour Scarab Lord Videos
WoW Classic Darkmoon Faire in Mulgore for August 2020
The Guildless Scarab Lord of Faerlina
August 7th Classic Hotfixes - Trade Qiraji Quest Items
Warlock Tanking Guide for Twin Emperors - Talent Builds, Gearing, Strategy
How Important is Nature Resistance Gear in Classic Temple of Ahn'Qiraj?
WoW Classic Hotfixes for August 5th - Frost Wands Now Work on Viscidus
EU First Classic AQ40 C'Thun Kill by Progress on Firemaw
Classic Viscidus Possibly Bugged - Frost Wands Not Counting Towards Freezing The Boss
The First Scarab Lords from the Four Fastest EU Realms to Open Classic Ahn'Qiraj
Making WoW - Griefing Other Developers, AMA with Author John Staats
2020/02/20 at 3:43 PM
Last year, John Staats published The WoW Diary, a behind-the-scenes look at the creation of vanilla Warcraft. Today we're bringing you another essay on vanilla development from Staats, so sit back and enjoy the nostalgia!
This week's essay is
Griefing Other Developers
, discussing pranks the WoW team would play on each other during early development.
Have any questions on the essay or vanilla WoW development in general? He'll be checking out the comments section and answering them, so you may learn something new!
A million years ago, I designed and built half of the dungeons in vanilla WoW. If you have any questions about making the game, I’m happy to answer, here on Wowhead. - John Staats
In June 2001, the company hosted quarterly show-and-tells so everyone could keep abreast of one another’s progress, and we showed our build of WoW for the European Computer Trade Show in September. The Diablo team was shocked at the number of features we’d added in the last three months. The build had clouds, shadows, the day/night lighting cycle (complete with sun and moon), customizable faces, armor components, sword-trail visual effects, and merchant/quest-giver interaction. They were especially impressed, since Team 2 was little more than half the size of their team. There were new buildings and zones and even a character-creation screen. The last time they had seen monsters running around, they were just ghouls. Ghouls were our favorite test monster because they were our only fully animated monster. Ghouls had covered the landscape, and in the last show-and-tell, an exterior level designer, Josh Kurtz, had demonstrated how he could toy with them by creating the first WoW train, in which a stampede of ghouls chased him across the world…until the game crashed. It was a hilarious throwback to EverQuest hijinks, and the entire team watched and laughed. Programmers murmured about ways to optimize a scene with so many creatures, and artists talked about adding variations to the animations (called fidgets) so that the monster movements weren’t synchronized like a chorus line.
On June 6, 2001, Josh was part of another unofficial milestone. He and two artists who shared an office (Tom Jung and Carlo Arellano) became the first assholes in the WoW universe! Every morning team members checked out the daily build to see progress with art assets, features, or bug fixes. Josh, Tom, and Carlo knew there would be many people checking out the game because Brandon Idol and Justin Thavirat had checked-in a ton of character skin variations the night before (so that morning’s build would be the first to support them). Brandon was their first victim. He went through his morning routine of updating his client before jumping into the game. When he spawned, Josh, Tom, and Carlo began beating on him, killing his character. They “camped” at the default player spawn point and killed Brandon a couple more times before the joke got old, but howls of distress and laughter echoed throughout the offices as more people tried to kill the campers and turn the tide of battle. People hurried to their desks to get in on the player-vs-player (PvP) action, and much trash-talking ensued. There were times when working at a game company could be a lot of fun.
If you found this essay interesting, consider purchasing The WoW Diary on Amazon:
WoW Diary Book on Amazon - $29.99
Special Boxed Edition on Amazon - $79.99
Post a Comment
Get Wowhead Premium
As little as
less than $1 a month
to enjoy an ad-free experience, unlock premium features, and support the site!
Sign In to Post a Comment
Given the success of WoW:Classic what lessons learned regarding player-wants, behaviors, and abandoned-designs do you think Blizzard Entertainment might harvest, perhaps even sprinkle into the mainline / future versions of WoW?
People are going to be tired of killing the same boss in raids, so I would think they would have to add content. I don't know the answer to this, because following this path contradicts the purity of the concept of WoW classic. I don't know maybe they'll try to unlock the gates of AQ again...It's hard to say.
Post a Comment
to add your comment, or
if you don't already have an account.
« Next Post
Previous Post »
Connect with Wowhead
Other Fanbyte Sites
Hearthstone Top Decks
Final Fantasy XI
© 2020 Fanbyte