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Quest Design Insights: Introducing Talanji and Zul in the Stormwind Extraction Scenario
由
Archimtiros
发表于
2020/09/22,02:02
Game design is a complicated process, especially for one so large as
World of Warcraft
, and the steps which shape these player experiences are rarely ever seen by players themselves. Sometimes though, we get rare treats wherein one of the designers will share their insights or thoughts regarding that iterative process. Quest designer
Jennifer Klasing
is one such game dev who shared a design document on Twitter, giving insight to the elusive process behind creating
逃出暴风城
- the scenario in which Horde players
meet Princess Talanji and Zul of the Zandalar Tribe
at the start of
Battle for Azeroth
.
Setting the scene with my main characters and a brief description of the thematic reason for going to Stormwind. Summarizing both the gameplay setup for entering the prison and pitching ideas for how. Turns out, we just broke some locks.
Some of these things changed in iteration, but here's the original pitch for how that sequence was going to play out.
Top-down layouts are your friend. Also note how the location of NPCs inverted in the final scenario. My stab at visualizing the 'flee the city' sequence, which turned into a series of big character moments. When presenting a plan, it's important to indicate how much work there is to do. And, in this case, how much work I would not be doing (by not spawning huge swaths of the city).
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