GDC: Rob Pardo Speaks About Blizzard Game Design
At tenth annual Games Developer Conference
, Executive Vice President of Game Design at Blizzard, hosted a panel where he spoke about design philosophy at Blizzard. The fine folks over at
were able to get some nice info on some of their key successes and failures.
He spoke about how they succeeded in creating a good economy in World of Warcraft through the "taxing" for deaths, the auction house, and making money-sinks (such as mounts, titles and pets). This made the concept of gold
, while on the flip side in Diablo II death, took away half your gold - but people just ended up keeping it in town unless they needed to buy something, therefore making gold pretty useless.
He also spoke about key design concepts like making everything overpowered, the default UI being a failure and several other subjects that are well worth the read.
If you weren't able to get into GDC, see it for yourself below!
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