04/06/2025

Ion Hazzikostas on WoW's Game Design

The other day I found out that WoW Game Director Ion Hazzikostas gave a presentation at Nordic Game less than two weeks ago. Even though I personally don't recall hearing about it before, Nordic Game touts itself as Europe's leading games conference, and handily, its various talks are available on YouTube for free. So I went ahead and watched Ion's.

It's a little less than an hour long but seemed to go by really quickly as I found it very interesting. Mostly he explains just how much WoW's design philosophy has changed since 2020, when retail's subscriber numbers plummeted during Shadowlands and Classic surged with popularity. He talks about how he was originally tasked with preserving "the vision" above all else, with Shadowland's widely lambasted covenant system having been the last gasp of that, and how they've come to appreciate since then that when you maintain a live service game that's this big and this long-lived, the players own it just as much as the devs and it makes no sense to try and force things on the players that they say they don't want. (I wonder how much Holly Longdale had to do with that change of heart.)

He talks about how even if you change absolutely nothing, player attitudes and interests change and you've got to be reckoning with that. He talks about how new systems will always benefit from a sense of novelty, but that even something that is loved at first will get boring and disdained after a while.

Another part related to that which I personally found particularly interesting was that he said that in the past, they were too obsessed with future-proofing everything, at the cost of making things actually fun. The example he gave of this was the Mists of Pandaria talent trees, which could have been built on for several more decades because of just how little they gave you, but that this also made them really boring and uninteresting while levelling (which I heartily agree with).

The contrast to this are the new talent trees added with Dragonflight, which are more similar to the old ones - and are even more complex than the old trees, in my opinion. I did also worry when they decided to add hero talents on top of that for War Within, that it was all getting a bit too complicated again already. His response to this was that they are well aware that it will all get out of hand at some point and will need tearing down again, but that this is a problem for the future, and that they don't want worries about ten years down the line to stop them from doing fun things now.

I think it's clear that he's very passionate about what he does, and I think it's also obvious that he strongly believes in this new strategy - and it has played out positively in the last two expansions so far! Nevertheless, I have to admit I also remained a bit sceptical of the things he said because they sounded a bit too simplistic sometimes. Listening to your players sounds great, but as he admitted himself, sometimes they want diametrically opposed things and you can't keep everyone happy - so how do you decide which way to go? And making things fun now without worrying too much about the future... again, I do get the idea behind it, but as an MMO player I've also seen my fair share of systems that were clearly built with that same attitude, that a certain result needed to be achieved now, and which then continue to be an albatross around everyone's neck because people didn't think enough about how they should continue to fit into the game's framework in years to come.

Either way, I can heartily recommend watching the video for yourself if you have any interest in why the WoW devs have made certain decisions in the past few years, as there's a lot more in there than just the examples I picked out.

(Ever wondered just how fast retail levelling is nowadays? Well, straight from the horse's mouth, it's "literally ten times faster" than it was in Vanilla.) 

3 comments:

  1. I'm going to have to watch it over lunch. Having been part of development cycles before, I can say that they go by quicker than you expect, and that not worrying about the future will arrive quicker than they expect. Just look at how complex talent trees got between Vanilla and Wrath, which contributed to the decision to abandon them after Wrath. Even though the new systems are easy for now, by the end of the trilogy of expansions they'll be quite a bit more cumbersome. Maybe they won't be abandoned like the borrowed power systems, but they'll have to pay the piper more quickly than they'll expect.

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    1. I wouldn't say the new systems are easy now, they were quite complex from the start! Take a look at those talent trees you don't want to spend points in and you'll see.

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    2. I ought to do a post on that, and how the community creates a love-it-and-hate-it reaction to player choice like that found in the talent trees.

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