Ghostcrawler’s newest [hide]Dev Watercooler[/hide] just went live today discussing all manner of timing and the design process behind updating the game. This Dev Watercooler is perhaps my favorite Ghostcrawler has ever written because it eschews the wrappings of a news post and instead focuses on the actual mechanics and thought processes behind the trials and tribulations of updating and changing such a massive game.
The post starts off with some general technical information about how WoW works based on its client-server relationships and why the game works the way it does. From there, Ghostcrawler begins to discuss different time frames that Blizzard looks to when deciding when and how to update the game. Time frames run the gamut from patches to exploits, which get little to no attention in terms of announcements, and class balance which mixes parts of expansion announcements and brand new changes that fundamentally alter a class.
If you’ve ever had an inkling of interest in how game design works and the thought processes that go into keeping a game like WoW running as smoothly as it does, this is the post to read.[hide]Continue reading Dev Watercooler: Rate of Change[/hide]Filed under: [hide]Blizzard[/hide], [hide]Cataclysm[/hide][hide]Dev Watercooler: Rate of Change[/hide] originally appeared on [hide]WoW Insider[/hide] on Thu, 08 Sep 2011 22:20:00 EST. Please see our [hide]terms for use of feeds[/hide].[hide] | Permalink[/hide] | [hide]Email this[/hide] | [hide]Comments[/hide]
Ghostcrawler’s newest [hide]Dev Watercooler[/hide] just went live today discussing all manner of timing and the design process behind updating the game. This Dev Watercooler is perhaps my favorite Ghostcrawler has ever written because it eschews the wrappings of a news post and instead focuses on the actual mechanics and thought processes behind the trials and tribulations of updating and changing such a massive game.
The post starts off with some general technical information about how WoW works based on its client-server relationships and why the game works the way it does. From there, Ghostcrawler begins to discuss different time frames that Blizzard looks to when deciding when and how to update the game. Time frames run the gamut from patches to exploits, which get little to no attention in terms of announcements, and class balance which mixes parts of expansion announcements and brand new changes that fundamentally alter a class.
If you’ve ever had an inkling of interest in how game design works and the thought processes that go into keeping a game like WoW running as smoothly as it does, this is the post to read.[hide]Continue reading Dev Watercooler: Rate of Change[/hide]Filed under: [hide]Blizzard[/hide], [hide]Cataclysm[/hide][hide]Dev Watercooler: Rate of Change[/hide] originally appeared on [hide]WoW Insider[/hide] on Thu, 08 Sep 2011 22:20:00 EST. Please see our [hide]terms for use of feeds[/hide].[hide] | Permalink[/hide] | [hide]Email this[/hide] | [hide]Comments[/hide]
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