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11-06-05, 08:02 PM   #29
Cairenn
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One big lesson they learned is to keep a very tight level range in the dungeon. Deadmines was a big example of how they failed with this. The beginning of the dungeon is level 14 I believe, while the end is level 22. The players that find the beginning a challenge will fail at the end… and players who find the end a challenge will breeze through the beginning.

They apparently have fallen in loved with the winged design for dungeons. Winged dungeons allow you to define you own style of playing. If you want to do only one wing, you can easily and still have a sense of accomplishment. If you clear all the wings, it’s a grand thing, and you feel that you have done something bigger and better. Scarlet Monastery and Dire Maul were listed and successful examples of winged instances. Uldaman, Gnomeragon, and Stratholme were listed as the failed attempts at winged instances.

The level range of the dungeons is also a huge consideration for the design of the dungeon. A lower level dungeon is primarily a quest and XP source for the players. They will quest inside of it, for short term items and for experience, but quickly move beyond it. Higher end dungeons are primarily for loot, and expected to be ransacked again, and again, and again, and again.

They wanted each level range to have a choice of dungeons available to the player. The player as they progress should have 3-4 dungeons to choose from, and not be forced into the same one all the time.

They also said that they enjoy the random bosses, such as the arena in BRD, and will be implementing things like that more and more.

There is 4 phases when designing a dungeon
  • Concept
  • Design and Layout
  • Spawn and Scripting
  • Play Testing
The concept is the first part, and many times directed from the lore director. “I need a dungeon inside of a volcano”. The beginning of any design is the who/where/why questions. Who is the dungeon for? Where is the dungeon at, and why is this dungeon being designed. The art team comes up with some concept sketches, and the designers brain storm various cool ideas.

Design and layout is the second phase. They figure out where the bosses are, figuring out how they want the pacing. They add in various points of interest, things that are in the background, but important for story or ambiance. The quest and trade skill team is engaged, making the quests and trade skill items, recipes, and “stuff” an integral part. BRD with the dark forge and dark anvil was an example of the trade skill team integration.

Once they are beginning to flesh things out, they start with a 2D model of the instance. This allows them to get a sense of flow and placement for the mobs. It allows them to get their first ideas down, and to have something to work with the art team with.

The second phase is a low polygon version of the map. This is a simple set off blocks and the like, done to specifically test scale and play feel. A 2d map can be deceiving for scale and visual issues, the 3d map compensates for this.

The final step in the design and layout is passing the items to the art team for them to finish the assets and visual design. Some of the images given here of unreleased dungeons was breath taking.

Spawning and scripting is the third phase of the dungeon. Here is where they place the creatures in the dungeon. Pathing and AI is designed for the creatures, as is the scripted encounters. This third phase is the longest of the four phases, and requires many iterative steps.

Spells and abilities of the mobs inside this new dungeon are added at this point. It is important to the designers that the bosses in a dungeon be unique, each a different challenge. Spells and abilities can be shared in a dungeon, to provide cohesion and a sense of belonging, but the individual details are tweaked to make the abilities different when they are shared.

The final phase is the play testing phase. This is hard because there is no way to adjust the time of this. A 4 hour dungeon takes 4 hours to beat, and can’t be condensed. Many important things are learned here. Bloodlord originally did not have a level cap, and during one play testing, made it to level 72. The public test realms are the final part of the play testing.

Player caps will be used extensively in the expansion pack. 5, 10, and 20 seam to be the sweet spots.

It was re iterated that stealth runs were not exploits, instead they are a smart use of abilities and skill.

They will be moving to small caps, and “tighter” dungeons to emphasize the player over the group. In a smaller group, the actions of one player are more critical.

3rd party UI mods are never considered when designing a dungeon or encounter. They do not count on anybody having any mod, and do not tune for them. Internal play testing is done with the stock UI.

The idea of Diablo style random dungeons was brought up, but was quickly nixed. The current dungeons are all hand crafted, each mob and each boss placed exactly where they want. There is no quality control in a random dungeon. They will be adding more and more random elements, but there will be no random dungeons in the forseeable future.
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