The Daily Mail recently sat down with Principal Exterior Level Designer Gary Platner and In-game Cinematic Project Director Terran Gregory for an interview about how to keep the narrative interesting for 14 years.
- 14 years of Warcraft is a generational age, teenagers who started to play the game when it came out are now adults.
- Vanilla story had a hyperbolic fantasy and comic book-esque story and over the course of time, the audience has gravitated towards more compelling narratives.
- Terran constantly sees the new younger generation discovering WoW on Twitch.
- Terran’s parents both play WoW. His mother raided Black Temple when it was current content back in the Burning Crusade.
- Platner has been a fan from the beginning, but he would’ve never imagined the fidelity and story depth that they were able to get out of the last three WoW expansions.
Gregory compares storytelling to daily soap operas; no matter what you think about them, they usually run for a really long time and for every character that goes out, you weave one in. You can’t do them all at the same time. The same formula applies to WoW storytelling.
- Garrosh was being braided in during Burning Crusade, moving into the center during Wrath, coming to prominence in Cataclysm, and his story came to an end in Mists.
- Every single quest in WoW has a unique name and it’s really hard for the team to come up with names that are not yet taken.
- With 2.5D videos (Warbringers) they aim to tell a character’s story and internal thoughts.
- CGI pre-rendered cinematics (Old Soldier) are usually relegated to one per expansion, but they knew some players would incline more to Saurfang whereas other players like the Banshee Queen. They use the story as a vehicle to remind everyone of war.
- The passion that the people who worlk on WoW have for the game and the story is going to keep the game going for many years.