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Ion Hazzikostas & the World of Warcraft Team Agree: Class Pruning Has Gone Too Far - MMORPG.com

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  • WizardryWizardry Member LegendaryPosts: 19,332
    Well this is just ONE small aspect of game design and continued success and design ideas as the games get older.
    Funny this guy is mentioning it sooooooooo many years later and none of the fanbois talk about redundant abilities.There is more to it that i noticed when i played and did not like many of the ideas,it always just felt like the team doesn't have much of a clue.
    However ,to sit here and PRETEND i know exactly what is going on would not be the truth.How would i know,maybe the problems in design come from the top,maybe it falls on the individual system leads,who knows,i don't.

    So then we can look at these guys rolling,bathing in money,the Morheim's,the Kotick's,what is THEIR job?Are they not the people at the very top,the big decision makers,the people that make sure a ship operates at it's best and looks at decision making and offers their top of the food chain insight as to how to do things properly?

    I talked about redundant ideas long ago,before i played Wow.This is not something new,devs either run out of ideas or just take the easy route.So this is where i chime in where i see it in it's most OBVIOUS form>>Hearthstone,a Blizzard run product.They rehash old code over and over so often it isn't funny even to the point all their CONTENT ideas rehash the arena format because it saves time and money and is imo and fact ,a LAZY effort.

    So when comes to problem areas in game design,this runs rampant all over the place,in many ,most games and the reason why is every bit a mystery,i think developers are just running sloppy ships,lazy management,lazy effort,everything is just a rush to make money with little quality control.

    Never forget 3 mile Island and never trust a government official or company spokesman.

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