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44 Gedanken zu „ClassiCast #12 | Vanilla WoW Developer John Staats – The WoW Classic Podcast“
  1. Hey everyone! We had the pleasure of meeting with former Vanilla WoW Level Designer, John Staats! John is directly responsible for so much of the world (of warcraft) that we love today. He created Molten Core, BRD, UBRS, and so much more! This has been my personal favorite ClassiCast so far, hearing about the stories and the process from the development of the game so close to our hearts. We're only 5 weeks out from BlizzCon, and we'll be cranking up the ClassiCasts before then so buckle up! Thanks for watching and hope you guys enjoy! Make sure to subscribe here on YouTube and follow on Twitter, Discord, and Twitch for more Updates!

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  2. It would be cool if they made your achievement score public, but hid how they were gotten. That way, it's still a coolness measuring stick but couldn't be used to exclude people that are otherwise capable of doing the particular content. For retail of course. #nochanges for Classic, ofc.

  3. Explains why Blizzard never really figured out that they needed more maps for the battlegrounds, not more battlegrounds – like, there should have been multiple pure capture the flag maps, and multiple AB-style domination maps. They didn't need to reinvent the wheel every time; they didn't need to change gameplay elements. Just design new environments, and randomly rotate them when people queued. I guess, since the origin of the battlegrounds was experimental, they saw each one as an isolated project.
    It's a shame. Imagine if, instead of all the crazy expansions that drastically changed the core design of the game… they'd just expanded it. Imagine if they'd just added more dungeons, more battleground maps, but kept the core game the same…

    Imagine classic WoW, but endless, ever-growing, yet never changing. Imagine if the Dark Portal was like the Stargate, leading to countless other worlds…

    Bah, summer can't come quickly enough.

  4. Man I loved those cross-continent quests. I was doing my succubus quest and when I arrived at the Barrens, I just wandered around for hours looking at stuff. It was so different, such amazing scenery. Also, since it was a horde zone, I thought I was supposed to find an orc or something and was scouting out all the horde tents, didn't even notice the alliance-style tent until I'd pretty much scoured the Barrens. And of course that was only one stop on the long journey to get the succubus. It was past 5am when I finished the quest chain and I was so happy to summon her for the first time.

  5. John Staats is totally not vanilla material. He's a better fit for the Retail demographic, and that's okay.. I just want people to understand that Vanilla players as a whole want a lot of things that John doesnt. Which is a great reason to keep Modern and Classic WoW separate & for totally different demographics.

  6. Content is awesome, but would up the quality of the podcast a bit if people muted mics when typing on mechanical keyboards and not eating with your mic hot. John was awesome though and great questions.

  7. 1:22:00 – I think a game that a lot of people either didn't play or look over is SW:TOR. I think SW:TOR did a lot of things right. My assumption why the game never rebounded or didn't have much of a following was the game not being polished enough at launch. Something an MMO in 2011 just couldn't do.

    Like I said above, there was defintley things that weren't all that great and the game had some problems and serious bugs on launch that deterred a lot of people away.
    However, the core of the game was very solid and the philosophy of the game (i think) borrowed a lot from the Vanilla exp.
    Firstly, getting to Max level was a challenging grind. There was always leveling groups forming and people grouping for dungeons (Flashpoints). The leveling exp. is very important for it to be grindy so that players can explore the world and really get to know their class. At Max level I understood the game's mechanics, my class, and the physics of the game to a level that gave me a very strong base.

    With that said though, the quests did become repetitive after like 35 or so. I'm not a game designer but I imagine its not easy to make every world/zone super unique. But the world building and zones were beautiful in SWTOR imo. WoW does the same thing as well but maybe not as bad, although not sure. Further, I don't even think Dungeon Finder was added to the game until maybe 1.5/2 yrs after the game launched. And Arena's, which I would argue is not a good form of PvP for MMO's, wasn't added until close to 3 years after launch and by then the game was pretty much dead as far as end game is concerned.

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