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Archives for February 2015

Post-Mortem 10(c) – Polishing the Simple Jester

2015.02.19 by Xelnath 10 Comments

This is part 3 of my 3 part series on the Shade of Aran. You can find part 1 (here) and part 2 (here).

Last time, I had just completed the core abilities and three super abilities for Shade of Aran.

The Benefits of Working Fast

Because the core theme for the Shade of Aran was figured out early on, the raid team knew what his major themes were going to be very quickly. As a result, it was possible to get voice over lines written to perfectly fit the encounter.

WarCraft Samwise038c
Medivh with Atiesh

Scott had asked me how many unique lines I thought we needed, I told him six should be enough. He chuckled and asked why I needed so many. Grinning sheepishly, I insisted we needed a couple variations for each super ability. Placatingly, he agreed, so long as I roughed out the lines myself. He raised an eyebrow when he saw the line for Atiesh.

Me: Afrasiabi told me you’d object and he told me to say the following.

I unfurled a note from my pocket and read it flatly.

Me: When (not if) Scott objects, just tell him I told you it would be the greatest thing in the game ever and that it will be remembered by anyone with the staff for generations. Legendaries are not meant to be so easily forgotten.

Scott: *exasperated* Fine. It’s just a line anyways.

Little things like this are the benefit of being ahead of the schedule on the job – you have room to add a little extra.

Quality Assured – Let the Iteration Begin!

Version 1)

Arcane:

  • DD: Arcane Missiles:
  • Super: Explosion
  • CC: Polymorphimgres-4

Fire:

  • DD: Fireball
  • Super: Flame Wreathe
  • CC: Dragon’s Breath

Frost:

  • DD: Frost Bolt
  • Super: Circular Blizzard
  • CC: Chains of Ice

With the above ability layout I contacted the QA team about starting playtesting.  The fight was far from finished, but it wasn’t clear to me what problems needed to be solved most. Fortunately, the QA night lead at the time  was able to pull together 9 other folks (I’ve forgotten your names, if you read this and you were anyone on the Shade of Aran testing team, let me know so I can credit you here! 🙂 to hop on my server, make gear and try out the Shade of Aran.

This was back before the days of hot-loading – any time I found a bug or had a tweak to make to the fight, it required me to shut down the server and reboot it – an agonizing 10 minute long process that wouldn’t even guarantee the updates would work.

After about 10 pulls, they congregated together downstairs and sat on the ping-pong tables in the kitchen. I walked in and was greeted warmly – a shock, considering they had just spent the last hour dying on my behalf.

Their notes were as follows:

  • Fight is very flat and predictable.
  • Very frustrating when the same super ability is used back to back
  • Frustrating to have two forms of CC in Arcane Phase

Wait… two?

… that’s right. I slowed the enemy team so it would create a greater moment of tension to escape the explosion – and allow dispellers to save a sluggish ally if paying attention.

  • (continued)
  • Being Polymorphed before the explosion sucks – you end up disoriented
  • Dragon’s Breath sucks – you often wander out of the Flame Wreath against your control.
  • Chasing Aran as he blinks constantly around the room is annoying.
  • Too much damage from the constant barrages of Magic.

I removed the polymorph from the Arcane Phase. Then did a little extra work to add a phase-switcher that ensured the same super would never be used back to back and that all three phases would complete before the cycle reset.

Ice -> Fire | Arcane -> The one not picked.

The next step was to remove the blinking around. After two pulls, I could see the melee were running around more than they were dealing damage. It was utterly repetitious. I needed a pace break… or two… badly.

  • Shade of Aran runs out of mana.

That’s when I thought back to Geoff’s laughter, I decided we needed a touch of humor. Having just removed Polymorph from Shade, it seemed fitting to put it back in for a homage to the players. I added Mass Polymorph.

Mass Polymorph: Upon reaching 20% mana, Aran polymorphs the entire raid group, then sits down to take a nice relaxing drink. While polymorphed, all players regenerate their health to full. Upon completion, casts Pyroblast.

Pyroblast: Deals 80% of the player’s current health as fire damage.

This sequence was just the break the fight needed. It added a little humor, a pace break, a huge tension moment and plenty of warning beforehand.

  • Off-tanks are bored during the fight and it feels strange there are no adds.

Thinking back, I probably should have stopped here, but I remembered Scott’s comment about Water Elementals and felt guilty. I spawned two water elementals when Shade reached 20% health.

Version 2)

It’s not really accurate to say that all of these things happened at once. There were probably 20 or 30 different playtests on Shade, but these were the big iterations. For reference, Shade of Aran looked like this now:

 

Arcane:

  • DD: Arcane Missiles:
  • Super: Explosion
  • CC: Polymorph

Fire:

  • DD: Fireball
  • Super: Flame Wreathe
  • CC: Dragon’s Breath

Frost:

  • DD: Frost Bolt
  • Super: Circular Blizzard
  • CC: Chains of Ice

40% health – Spawns 2 Water Elementals for 45 seconds. imgres-5

20% mana – Cast Mass Polymorph, followed by Empowered Pyroblast

It was then that the raid group just started standing in the middle of the circular blizzard, completely avoiding the attack. Calling to mind Joe Shely’s suggestion, I attached the AoE counterspell to Shade.

During one of these playtests, Scott came in and watched.

Scott: Wait, you added Water Elementals? Really?

Me: Er… yeah?

Scott: Don’t you think that fight has enough going on?

Me: I do, but the guys playing it insist the danger moment is needed.

Scott: Well, you’re not really getting much out of it. The tank just taunts the two elementals and they get ignored until they despawn.

Me: Yeah… what would you do?

Scott: Well, I would make them ranged and force someone to actually get aggro on them. That would mean the same person tanking Shade’s attacks can’t just pick them up and ignore them. Finally, make them last until killed.

Me: Okay, I’ll do it.

Version 3)

Updated.

Arcane:

  • DD: Arcane Missiles:
  • Super: Explosion
  • CC: Polymorph

Fire:

  • DD: Fireball
  • Super: Flame Wreathe
  • CC: Dragon’s Breath

Frost:

  • DD: Frost Bolt
  • Super: Circular Blizzard
  • CC: Chains of Ice

40% health – Spawns 4 Ranged Water Elementals until killed.

20% mana – Cast Mass Polymorph, followed by Empowered Pyroblast

images

imagesimagesimages

 

 

This version went over very well and I decided it was time to add some polish.

Listening to feedback, changing quickly in response to feedback and sticking to a strong theme go far on any fight.

Team Spirit

Me: Hey Scott, now that I’ve added a couple more important abilities to this fight… Can we get more lines?

Scott: Uhm, maybe… how important is it?

Often in your life, when people ask you how important something is, they will ask you this needing a clear answer of priorities. Other times, they just want to be assured their effort is going to be appreciated. This was the latter case.

Me: Important.

Scott: Well, we had to delay VO by a week or two anyways.

Realizing I had no idea how Voice-Overs worked, I figured I should ask.

Me: Do we just grab someone from the office at random… or is there a process here?

Scott: Oh, yeah, well, its pretty simple, you fill out a sheet with each line and a hired actor reads it. Often picked from four or five different voice actors who sent a sample into our VO guy.

Me: That’s it?

Scott: Pretty much.  Its a lot more process than it used to be back when we grabbed random people from the office to record lines.

Note that the process now is dramatically different. 

imgres-3
Enter Micky Neilson

Scott: Well, we’re in luck, this time we’ve got Micky helping us out. You should go downstairs and meet him. Maybe if you ask really nicely, he’ll add in the lines you need.

I wandered down to the audio department (a fancy term for the two rooms with sound-proofed closet-sized offices where most of the audio processing was done at Blizzard at the time) and through a set of double doors to Micky’s office. 
 
Walking in, a warm, smiling man behind the desk turned and greeted me warmly.  
 
Micky: You must be Alexander!

Me: I am! How did you know?

Micky: Scott sent me an email. Hahah, how can I help you?

I went through a quick explanation of the situation and how I needed  more lines to handle the situation where Shade of Aran sits to drink and summons the water elementals. 

Micky: Well, you have great timing! We’re not recording that for another week and I’m actually going to finish the lines in a couple of days. Do you mind explaining the situation to me? Some of these situations don’t make sense.

We looked at the lines together, they were brilliant. Thankfully, the quotes I wrote for the two variations of each super ability went the way of the dinosaurs (with the exception of “Burn you hellish fiends!”). However, it was then that I realized that the writing team had no idea how the fights played out so they generally made very generic lines that could fit anywhere into an encounter. 

Me: Did anyone sit down and explain to you the encounter?

Micky: No! But I would love to!

Together, we ran through the abilities, talked about the funny things that had happened during the QA testing and generally laughed about how players would feel when turned into sheep. 

Micky: Thank you! I am really excited to work on this now. I promise some of these lines… well, I’ll make sure they’re alright and the actor does ’em justice.

He gave a wry grin as I left the office. 

It was then that I realized just how important knowing your writers can be. When connected and aware of the situation, they are ready, willing and excited to do the best work possible to suit their characters.

Exciting and inspiring the people you work with directly dramatically improves the quality of their work.

I had a similar experience working with artists and the other designers. Scott helped me get some strong “cast” VFX to make it clearer when Shade was swapping between super abilities. Rob Foote helped find an environmental artist to fix a collision issue in the ceiling.

Shipping It

I worked with the raid team, testing the fight over and over again until we got it tuned just right. The mana costs and health thresholds raced against each other in a tight fashion. The raid seemed to be in a great place. I will always remember fondly those afternoons of watching the QA team patiently rehearsing Shade while I figured out the right damage and health amounts to pace the fight out correctly.

It was a huge testament to their patience and tenacity that the fight turned out as well as it did. Unfortunately, it came with a cost I didn’t realize.

Scott: Hey, when is Shade going to be finished?

WoWScrnShot_062708_224231Me: He’s pretty close… why do you ask?

Scott: Well, apparently, you’ve used more than four times the QA time of any other designer in the last month… and they’re starting to believe that you don’t have a clue of what you’re doing.

Me: What?!? Well, I mean this is my first boss.

Scott: Yeah… Look, this doesn’t have to be perfect. Finish up what you’re doing today, I want you to help me spawn the trash in the rest of the dungeon.

Me: Well, crap, the last thing I need to do is come up with a game over timer. They’ve found a way to drag the fight out for 20 minutes by bringing six healers to avoid risk in the fight.

Scott: Well, hurry up. Reuse something or just death touch them. I dunno, but be quick about it.

I rushed and brought back the old Volley spells – spawning four Mirror Images of Aran, if the fight went on past 12 minutes. It was simple, dirty and got the job done.

Sometimes simple is the best way to handle exploits.

Finally, almost a year after working on Shade, he went live. Delighted, I got my raid group together and we ran Karazhan, chipping away at the bosses, week after week, until we finally got to Aran. Once there, we were about to pull when my raid leading buddy, “Bloodywolf” whispered me.

[Bloodywolf] whispers: You should really link them to the chant video.

You whisper: Chant video?

<iframe width=”420″ height=”315″ src=”https://www.youtube.com/watch?v=h2GPY-P2we4″ frameborder=”0″ allowfullscreen></iframe>

… horrified, I realized my mistake.

Flame Wreathe targeted 3 raid members at random, the intention being that those three people would not leave their circles… but I forgot to add a check to confirm that the person leaving the flame wreathe was the one who was targeted by it.

I rushed into work to fix it…

Scott: What are you doing?

Me: I NEED to fix Flame Wreath.

Scott: What? Why?

Me:  They aren’t playing it the way it’s supposed to go… they’re making everyone stop moving.

Scott: Well, whatever you do, those changes won’t get in until 2.2, when the next raid zone goes out, at which point it won’t matter as much.  So… no, you’re not changing anything.  Players will have spent months learning this strategy and I don’t think you should change it on them.

Me: What?!

Scott: Yes. Don’t change it. Next time, make better use of your QA time and keep something like this from slipping through.

I will confess, I was aghast. I knew there was a core of truth to what he was saying… but it still bothers me to this day that the mechanic was never fixed. I also can’t deny that I still feel bitter about that call. It’s a long, unsightly, if meme-creating blemish on my work. I considered going back every expansion and quietly patching it in.  But sometimes, a mistake is twice as memorable as a victory. 

I will admit, after that point, I was far more fearful of asking for QA time on my future raids – something that stuck and nagged at me for years.

Me: Hey Scott, now that you’ve played it. What is the one thing that you would have changed about the fight?

Scott: *turned back* I get the whole tension thing, but I still don’t think you ever needed those Water Elementals.

Me: … Yeah. Perhaps not.

Nothing you create can be perfect. But by straining to try, you achieve something better than “just good enough”. When you reflect, it’s easy to be distracted by the negatives. It’s easy to forget in a moment all of the hard work and effort that goes into crafting even the simplest raid boss.

This one goes out to Jeff, Scott, Kevin, Joe, Stephen, Geoff, Rob P, J. A. B., Alex Tsang, Terrie D., Micky, Morgan and Whitney Day, the numerous QA testers I spoke with behind 1132 on fall day, the artists I never met and the particle artists who scaled up Shade’s arcane explosion at the last minute before launch day.
Finally, a huge thank you to the readers who made the Shade meme and built up the craziness that is the WoW community.
I hope you’ve enjoyed this series.
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Post-Mortem 10(b) – Collaboration on Shade of Aran

2015.02.16 by Xelnath 3 Comments

 This is part 2 of my 3-part series on The Shade of Aran. You can see part 1 (here).

Meeting Time

Jeff, Scott and I met up in the common area outside of the offices.

10301936_10152435633498233_6826321525192740630_n
A rare picture inside Blizzard HQ. Thanks Terrie D.

At Blizzard, everyone shared an office with one person, except the design leads, animators and producers who had offices which was shared between four people each.  In the center, a set of blue chairs with folding arms like something out of a college classroom were arranged in a circle. This was where the meetings were held amongst designers.

As it was explained to me, we met there so that anyone who passed by could hear what we were planning out as a group and that the direction of the game wasn’t being mysteriously plotted out in secret.
Jeff brought Scott along and the three of us sat down in the middle.
I pulled out my 3 sketches, then after a quick summary from Scott, I rolled into my pitch.
Me: So, the goal is for Shade of Aran to be the ultimate mage. In order to really sell, that, I wanted to give Shade of Aran basically three modes: Frost, Fire and Arcane.
I could see Jeff’s eyes go wide and anxious, making an already nervous me even more frantic. I pushed on anyways. 
Me: During each of these modes, he’ll do one of three super attacks.
I held out my drawings. 
Me: During the Frost super, he’ll make a Blizzard move around the room in a circle.
imgres-2
Jeff: *looked at Scott* … Can we even do that?
Scott: *shrugged*
Me: Then, during Arcane mode, he’ll suck everyone into the middle of the room, then begin to channel a huge arcane explosion. You need to run away.
Jeff: *nodded* That makes sense.
Scott: That room isn’t very big though, how will you make it a challenge?
Me: Uhm, if the room is too small, I can just cast a Slow spell on everyone during the teleport to the middle.
Me: If he’s in Fire mode, he’ll put a circle of fire on the ground and if you walk through the circle of fire, you deal damage to your allies and get knocked up into the air.
Scott: What does he do the rest of the time?
Me:  Well, because he’s a mage, I figured he could cast Fireball, Frostbolt or Arcane Missiles based on his mode. Then because standing in one place is boring, he can blink around the room from time to time to keep you moving.
Scott: Is that it…?
Jeff: This seems fine. Maybe you can throw a CC in there or something to mix it up. Alright, great. I’m relieved, I thought this was going to be much more convoluted. Cool, I have to run to talk to the Starcraft 2 team.  Scott, can you take it from here?

Scott:  Sure. *he turned to me*  Have you talked these ideas through with anyone else yet?

Me: No, I just scratched this stuff down half an hour ago.

Scott: Alright, well, go talk to Geoff to see if these things are even possible. Maybe check in with Kevin Jordan too – I promised you’d go around and ask people for ideas, so please do.

Me:  Oh, of course.images

Scott: Great… and also… how did you think of Mages and not think of Jaina and her Water Elementals?

Me: Hmmm… I dunno, didn’t seem as connected to the player fantasy of being a mage.

Scott: Well, as a Mage main, I assure you, they are.

Me: Okay, I’ll keep it in mind!

Relief and Communication

Relieved that everything had gone OK with my first meeting with the lead designer, I trundled around the office, talking to each designer.

Me: Hey, I am working on a raid boss that’s supposed to be the “Ultimate Mage”. Do you have any ideas you’d like to see?

Joe Shely: I dunno, I think your abilities are pretty good too – but what will you do during the Blizzard phase from keeping everyone from standing in the middle. You should put a counterspell or something to force healers and casters to stand back.

Me:  (same question)

Eric Dodds: Hmm… you know, now that you mention it, I don’t but I bet Kevin Jordan does. If you ever make an engineer though, let me know, cuz I’ve got a ton of ideas I’d love to see there.

Kevin Jordan:  You want old mage spells? We deleted most of them… oh, but I think there’s still the Chains of Ice spell lying around. Maybe you can use that.

Stephen Pierce: It would be pretty rad if he polymorphed people.

Geoff Goodman: It would be even better if he polymorphed everyone and drank, hahahaha. (This was a common mage tactic in classic wow.)

Eric Maloof: What if he summoned a dragon? Then it could breathe on you.

Alex Afrasiabi: It would be awesome if he noticed that you’re carrying around his son’s staff if you picked it up in Naxxramas.

Your coworkers, be they designers, artists, engineers or the secretary at the front desk are an excellent source of raw ideas.

Processing Ideas

Ideas and feedback coming from a lot of places give you the seeds of many ideas. Filtering down those ideas is then your task as a designer. Decide which ones are best, figure out when to use them, why NOT to use them and generally look for the biggest possible moments in the game.

  • Fire/Frost/Arcane Supers
  • Counterspell
  • Chains of Ice
  • Polymorph
  • Dragon’s Breath
  • Water Elementals
  • Drinking Water

The First/Frost/Arcane theme was strong… and three of the abilities suggested were CC:

  • Chains of Ice
  • Dragon’s Breath
  • Polymorph

How convenient. So I lined up all of the abilities in a chart:

Arcane:

  • DD: Arcane Missiles:
  • Super: Explosion
  • CC: Polymorph

Fire:

  • DD: Fireball
  • Super: Flame Wreathe
  • CC: Dragon’s Breath

Frost:

  • DD: Frost Bolt
  • Super: Circular Blizzard
  • CC: Chains of Ice

This looked pretty good on paper! Also, the rest of the ideas: water elementals, drinking water… they were fun and amusing to me, but they seemed like overkill.

Or so I thought until playtesting began…

(To be continued….)

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Post-Mortem 10: The Shade of Aran

2015.02.10 by Xelnath 4 Comments

There are few fights I am personally prouder of than Shade of Aran.  He was the perfect mix of qualities: Clear, Motivating, Responsive, Satisfying and Cohesive. However, he did not get that way through my ingenuity alone. It was the effort and contribution of many others.

Here is the story of how Shade came to pass.

The Shade of Aran

Scott: Alright, I have two bosses left in the middle section of Karazhan. A mage and a demon. Who wants which.

Moment of silence as Joe and I looked at each other.

Me: I’d actually like to do the mage.

Scott:  Really? I would have expected you to want to do the sacrificial demon boss, Mr. Ebonlocke.

Me: Nah, I need to start with something a bit simpler.

Scott: Alright, well, the tl;dr is that this is the ghost of Medivh’s father. Basically, he’s a super mage, so take a bunch of player abilities and crank them up to 11. It would also be good if you talked with the other designers about your ideas before implementing them.

Me: I think I can handle that.

Pre-Kickoff Meeting

I was sitting in my office, thinking about raid bosses. This was the first one I got to design myself, so I wanted it to be impressive. But I also knew that impressive means different things to different people. For me, impressive meant not graphically amazing, nor intellectually baffling, but instead, something that any player could experience, respond to and enjoy.

imgresThis has always been the driving force behind my natural game design philosophy. Make sure the pieces are individually clear, with clear outcomes of success and failure. So I wanted this boss to reflect that! I also believed that so long as it benefitted the player, no amount of pain inflicted upon myself was too great. I would gladly work harder to sheer off the rough edges that would make a fight feel difficult or wrong.

Now, up to this point, all bosses I’d played had been about very strictly defined roles. The tank holds the mob. The healer spams Greater Heal on the tank. The DPS push their rotations. That’s fine. But it’s not a common ground… in fact what on earth did all classes have in common in WoW? The ability to move.

So I based the heart of the fight around just that: Movement.

I then asked myself, which abilities made the player move on a mage? Blizzard? Yes. Arcane explosion? Yes.  Blast nova or Frost nova? No, that took away or diminshed your movement heavily. I could use just those two, but I really wanted a strong ability from each school of magic. I threw up my hands… so far, I couldn’t see a great fire idea.

imgres-1 Switching to my sketch book, I started off by thinking about the reaction to an Arcane Explosion – easy! Run  away! I could suck the players into the middle of the room, then they run out before the explosion goes off.  Then a Blizzard… normally, you just walk out of a Blizzard, but that’s the exact same response as players would have to Arcane Explosion.  How could I make it better?

Well, the Blizzard could chase you… but how would you know who is being chased? Blizzards don’t exactly have a well-defined outline. That would be unclear, frustrating and annoying. What could I do to reduce that uncertainty? Make it a predictable pattern.  I elected for a circle that moved around the room clockwise.

Finally, Shade needed something else to do.  Super abilities alone weren’t enough – furthermore, they could ALL be avoided, keeping the healers very bored. So I decided he should Blink around the room and shoot volleys of Fire/Frost/Arcane attacks to deal even damage across the group.

Step22I drew a sketch for each attack…. circle growing outward, a pie slice rotating around a clock, cone shots…what was missing.  Then it dawned upon me… if I couldn’t think of another way to make players run away, maybe instead I could encourage them to stand still. AHA!!

Illustrations go far to help organize your own thoughts.

Idea Iteration

My first thought was to put a fire debuff on you that detonated when you moved.  That seemed cool… but how on earth would you know when to stop moving? That didn’t seem like the right kind of warning. Debuffs icons are subtle and noticing a fire state on you is really, really hard to do. I needed something more granular.

The DotA Invoker had an ability that punished you increasing amounts the more you moved. This idea seemed like it had potential… but it was very poorly sold in the game, underminded the experience of moving and generally didn’t seem like the right fit. How to merge the two ideas?

WoWScrnShot_062708_224231
Flame Wreath

I went rummaging through all of the art in the game. I happened to find an effect called “ZulGurub\LightFire.m2”. When I scaled it up, I realized it was a perfect ring of flame. Snatching the effect, I had my solution! Eureka! Scavenging for the win!

Instead of instantly blowing up when they moved, the target would detonate when they crossed the line of fire, thus giving PLENTY of time for them to realize they needed to stop moving. Knowing that this would mean creating an ability that had never existed in the game before, I figured it would be wise to check-in with someone more mechanically wise than me.

Opened up an email to Rob Pardo. I didn’t have many chances to get in touch with Rob since I’d started on WoW, so I figured this would give a good chance to check in. Writing a tightly bulleted list of points, I scribbled:

Making a new ability. Wanted to run it past you.

  • Wraps 3 players in circles of fire.
  • Crossing the circle of fire causes them to explode.
  • Explosions deal damage to nearby allies.
  • To ensure allies know who crossed the line and hurt them, the victim is knocked up into the air.
    • No one else is knocked up

Any concerns?

Nervous, I was relieved a few minutes later when I got a reply:

Seems tight, cohesive and well-sold. Good job on this.

A few minutes later, a nervous Jeff Kaplan walked into my office.

Jeff Kaplan: Hey, so I just heard you’re working on a raid boss already?

It had only been my third day at Blizzard when Scott had asked me to do Attumen the Huntsman. That was over a week ago!

Me: My 2nd actually, I did a horse boss for Scott.
Jeff: But this is the first one you’re planning on your own? Right? *was wringing his hands anxiously*

Me:  Yes.

Jeff: Okay, well, we always do kick off meetings before starting work on a boss. You should hold off on building anything until we’ve had that meeting.

I was panic’d – my ideas were good and I knew it… and now they might just all go away. Oh no. 

Me: Oh, well… I’ve only got a few ideas so far… When can we have this meeting, I would like to get started.

Jeff: Tell you what, let me grab Scott and we’ll talk it out right now.

Jeff walked out and I started to sweat… 

(To be continued…) 

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