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The War of Worldcraft:

The War of Worldcraft:. Crafting a MMORPG from the Top Down. When the World was Young… (RTS Development). Orcs & Humans, baby… Races/Cultures were initially based on design need (units) Unit function and kit informed how the world was built . Unit color is everything…

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The War of Worldcraft:

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  1. The War of Worldcraft: Crafting a MMORPG from the Top Down

  2. When the World was Young…(RTS Development) • Orcs & Humans, baby… • Races/Cultures were initially based on design need (units) • Unit function and kit informed how the world was built

  3. Unit color is everything… • Based on race design, the geographical flow was linear (Azeroth > Khaz Modan > Lordaeron)

  4. Backstory – crafting emotional landscapes • Manuals and illustrations

  5. When the World Came of Age… • Story drives world design (Vindication, baby…) • RPG elements demand a more ‘evident’ world (Focused tilesets/ set pieces) • Geographical flow was more organic • – defined by cultures (Kalimdor > Northrend > Outland)

  6. Staying relevant - spinning the archetypes

  7. When in Doubt – Build Two at a Time!

  8. When the World Blew Up… and Out! • Re-envisioning the world from the inside out • (expansionistic design – player driven) • Handcrafted world - leave no stone unturned • Immersion is critical

  9. Art direction and thematic cohesion

  10. Story and quests • Letting history do the work… • Don’t bury the poor kids!

  11. Maintaining the Fantasy • Tech vs, magic – How far do you go? • Firearms, Tanks, Steam-Machinery

  12. Burning Crusade – romping through the astral plane… • High fantasy technologies, cosmic themes, ‘spaceships’…

  13. Pop Goes the Culture • Pop References - how much is too much? • Keep it in the background…

  14. Sharing the Vision “Atlas is screwed “ OR “No man is an instanced island…” Individual ownership is critical Cohesion comes through constant communication and collective belief

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