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Poster: Horsa at 8/13/2005 3:43:58 PM PDT
Subject: Complete Lack of In-Game Events
   I gotta say I'm a little disappointed by the sheer lack of in-game events. The possibilities are endless. For example:

1.) Stormwind guards could stage a strike on a certain date leaving SW completely unprotected (save for brave defenders of the Alliance of course)

2.) Whoops, Onyxia is marching on theramore.

3.) An army of scourge invaders has suddenly appeared in the plaguelands and everyone (horde AND alliance) must show up to halt their advance.

Come on blizzard. This is pitiful.
-Raedwald-
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449108
 
Poster: Caydiem at 8/13/2005 4:29:00 PM PDT
Subject: Re: Complete Lack of In-Game Events
   This is a repost, because the old one has fallen off the forums.

There are a number of factors to consider when implementing world events of any type. I'd like to go through those factors now just to get the information out there...
  • Developer Time vs. Player Time; the Repeatable Content Factor. Any sort of event like this takes time to create and execute. No company has infinite resources, and it's important that the talented staff work on projects that will make best use of their time. When working on a persistent world such as World of Warcraft, where no one actually finishes the game, repeatable content is a must. Players, by nature, devour content far faster than it can be implemented. Therefore, repeatable content is key. Dungeons are an example of this. Battlegrounds are another. They're features that are used by players over and over again.

    Now, world-changing events tend to be one-time happenings that may take a month to create but only two days to occur for players. The question comes into play... which is better? A one-time event with all the bells and whistles, or a new dungeon? Which would best utilize the developers' time? The answer, more often than not, turns out to be the one that pertains to repeatable content.

  • Dynamic vs. Scripted; the Manpower Factor. The question then comes into play... all right, if you'd rather have the developers work on repeatable content, why not hire people specifically for world events? As someone who has done precisely that job for two other games in this genre, again, I'm fairly knowledgeable regarding the pros and cons.

    Let me define a term before I delve deeper: "dynamic event", in this case, is a term for a world event run and executed by actors in the world playing the NPCs or controlling the monsters in some fashion.

    Now, developers implementing world events are more akin to actual, coded game interactions -- true NPCs and scripted occurrences patched in. Since that takes more time to create and test than players take to exhaust it, naturally the next progression is to consider a troupe of dedicated actors and strategists to do these events on the fly, without need for developer support. There are many problems inherent with this setup as well, however. First, you need to make certain you have the right people. The individuals need to be fast and efficient typists with a near-encyclopedic knowledge of game lore. They also must be trustworthy enough to be given tools that could cause any number of cancellations if abused to the fullest. Once you start hiring these folks, keep going -- you'll need enough to effectively man over 100 realms. And that's only in the North American offices -- the international teams would naturally need their own dedicated crew.

    The number of realms is a clear detriment to this style of event. Now let's say you want to run a dynamic event. Ideally, you want the event to occur at the same time. Internationally. Staggering times is an alternative, but unfortunately brings with it spoilers and potential technical problems that will affect everyone on the realm regardless of whether or not they're participating (I'll get into this later). So it's a simultaneous event. You therefore need at least one person per realm if it's a simple event -- that's 100 employees dedicated to this alone. If it's an extremely simple event you may be able to pull it off by two-boxing, but 50 is still not an insignificant number.

    The problem is that the overall effect on the game is very small in the long run; most people probably won't even know the event occurred, regardless of what sort of in-game or out-of-game messaging used prior (to a point -- again, I'll cover this later). The cost, ergo, to maintain such a force of actors is not worth it. GMs couldn't do it -- they need to be focused on supporting players in-game. There is never a slow time for them.

    Ahhh, but volunteers could do it, you think. This comes with its own serious issues as well. Volunteers are long-distance and extremely hard to manage -- coordinating one hundred of them to execute an event is nigh-impossible. Inevitably something comes up. Also, maintaining the quality of the event is much more difficult when you cannot manage them as intricately. (I wish I could share the stories. :P ) Lastly, giving that kind of power to someone with very little accountability in the long run is a truly dangerous risk. And overall, again, this sort of thing does not have much impact unless you have a large amount of actors working the realms often; and that sort of system simply isn't financially feasible.

    On a side note, I know many people have brought up the "you are swimming in money, finances are no excuse" line, but you're not considering what I'm saying on the whole, specifically in terms of business. In any business, it's important to get a decent return from the money you invest in something. The sheer amount of funds requires to do true dynamic events would not return the investment well in the slightest. The overall impact on the game would still be relatively small, and then the company is out cash they could have been using to pay some more content developers. (If I spend money on a musical ice-maker, it might make the act of making ice more pleasant, but considering the overall impact it has on my experience as a whole, it really isn't worth the monetary investment.)

  • Latency and Crowds; the Technical Factor. Another serious consideration, not to be overlooked, is the technical limitation of the server infrastructure. Huge crowds in a small area can cause problems. Huge crowds actively doing something in a small area is liable to cause something that leads to a realm restart. (Anyone who has participated in an Ironforge raid will be well aware of this.) Therefore, when considering world events, it is important that no event cause people to gather in such a way that would compromise playability from a technical standpoint. While not really a consideration anyone wants to make, it's nonetheless necessary that players not be drawn to one particular point.

    This is also why simultaneous events are important. If they're staggered, word-of-mouth travels quickly. More and more people end up waiting for the event in that area when it happens, thus leading to the technical issues.


Now, please don't take this post as saying "We're never adding world events, ever." This is an explanation of why world events are not easy and also information that should aid you in understanding our current stance on it -- adding repeatable, scripted world events that do not gather a mob of people. It is our goal in making them that the world feel more alive and shifting, and slowly, that's happening. Darkmoon Faire is one. The Fishing event is another. There are more on the way. We'll continue to do so, breathing life into Azeroth slowly and surely. :)
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449487
Poster: Caydiem at 8/13/2005 4:33:36 PM PDT
Subject: Re: Complete Lack of In-Game Events
  

Q u o t e:
How come you can't just make more scripted events like the one the original poster mentioned? They wouldn't have to be GM run, just spawn every once in a while. Like the elemental invasion, and other small things in the game like when the winterbark trolls attack hammerfall.


Read the full post, please. :P
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449515
Poster: Caydiem at 8/13/2005 4:36:59 PM PDT
Subject: Re: Complete Lack of In-Game Events
  

Q u o t e:
One thing that I considered a while back when you originally posted this was that you might think about possibly having a small group of actors for this purpose, and have them randomly rotate across a set of perhaps five servers at a time, and then slowly work their way through the line-up, thus allowing for world events but eliminating the high budget costs that would come from hiring hundreds of actors to have a world event on all the servers simultaneously.


I covered the reason for simultaneous events in the post, too. :P
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449537
Poster: Caydiem at 8/13/2005 4:40:00 PM PDT
Subject: Re: Complete Lack of In-Game Events
  

Q u o t e:
If you guys are using this cash to pay the content developers, why has it taken like 8 months to get Warlocks a shard purse? ;)


Heh, I didn't say we were using it for that at this time. Hiring developers is a lengthy process. :P
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449558
Poster: Caydiem at 8/13/2005 4:29:00 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
   This is a repost, because the old one has fallen off the forums.

There are a number of factors to consider when implementing world events of any type. I'd like to go through those factors now just to get the information out there...
  • Developer Time vs. Player Time; the Repeatable Content Factor. Any sort of event like this takes time to create and execute. No company has infinite resources, and it's important that the talented staff work on projects that will make best use of their time. When working on a persistent world such as World of Warcraft, where no one actually finishes the game, repeatable content is a must. Players, by nature, devour content far faster than it can be implemented. Therefore, repeatable content is key. Dungeons are an example of this. Battlegrounds are another. They're features that are used by players over and over again.

    Now, world-changing events tend to be one-time happenings that may take a month to create but only two days to occur for players. The question comes into play... which is better? A one-time event with all the bells and whistles, or a new dungeon? Which would best utilize the developers' time? The answer, more often than not, turns out to be the one that pertains to repeatable content.

  • Dynamic vs. Scripted; the Manpower Factor. The question then comes into play... all right, if you'd rather have the developers work on repeatable content, why not hire people specifically for world events? As someone who has done precisely that job for two other games in this genre, again, I'm fairly knowledgeable regarding the pros and cons.

    Let me define a term before I delve deeper: "dynamic event", in this case, is a term for a world event run and executed by actors in the world playing the NPCs or controlling the monsters in some fashion.

    Now, developers implementing world events are more akin to actual, coded game interactions -- true NPCs and scripted occurrences patched in. Since that takes more time to create and test than players take to exhaust it, naturally the next progression is to consider a troupe of dedicated actors and strategists to do these events on the fly, without need for developer support. There are many problems inherent with this setup as well, however. First, you need to make certain you have the right people. The individuals need to be fast and efficient typists with a near-encyclopedic knowledge of game lore. They also must be trustworthy enough to be given tools that could cause any number of cancellations if abused to the fullest. Once you start hiring these folks, keep going -- you'll need enough to effectively man over 100 realms. And that's only in the North American offices -- the international teams would naturally need their own dedicated crew.

    The number of realms is a clear detriment to this style of event. Now let's say you want to run a dynamic event. Ideally, you want the event to occur at the same time. Internationally. Staggering times is an alternative, but unfortunately brings with it spoilers and potential technical problems that will affect everyone on the realm regardless of whether or not they're participating (I'll get into this later). So it's a simultaneous event. You therefore need at least one person per realm if it's a simple event -- that's 100 employees dedicated to this alone. If it's an extremely simple event you may be able to pull it off by two-boxing, but 50 is still not an insignificant number.

    The problem is that the overall effect on the game is very small in the long run; most people probably won't even know the event occurred, regardless of what sort of in-game or out-of-game messaging used prior (to a point -- again, I'll cover this later). The cost, ergo, to maintain such a force of actors is not worth it. GMs couldn't do it -- they need to be focused on supporting players in-game. There is never a slow time for them.

    Ahhh, but volunteers could do it, you think. This comes with its own serious issues as well. Volunteers are long-distance and extremely hard to manage -- coordinating one hundred of them to execute an event is nigh-impossible. Inevitably something comes up. Also, maintaining the quality of the event is much more difficult when you cannot manage them as intricately. (I wish I could share the stories. :P ) Lastly, giving that kind of power to someone with very little accountability in the long run is a truly dangerous risk. And overall, again, this sort of thing does not have much impact unless you have a large amount of actors working the realms often; and that sort of system simply isn't financially feasible.

    On a side note, I know many people have brought up the "you are swimming in money, finances are no excuse" line, but you're not considering what I'm saying on the whole, specifically in terms of business. In any business, it's important to get a decent return from the money you invest in something. The sheer amount of funds requires to do true dynamic events would not return the investment well in the slightest. The overall impact on the game would still be relatively small, and then the company is out cash they could have been using to pay some more content developers. (If I spend money on a musical ice-maker, it might make the act of making ice more pleasant, but considering the overall impact it has on my experience as a whole, it really isn't worth the monetary investment.)

  • Latency and Crowds; the Technical Factor. Another serious consideration, not to be overlooked, is the technical limitation of the server infrastructure. Huge crowds in a small area can cause problems. Huge crowds actively doing something in a small area is liable to cause something that leads to a realm restart. (Anyone who has participated in an Ironforge raid will be well aware of this.) Therefore, when considering world events, it is important that no event cause people to gather in such a way that would compromise playability from a technical standpoint. While not really a consideration anyone wants to make, it's nonetheless necessary that players not be drawn to one particular point.

    This is also why simultaneous events are important. If they're staggered, word-of-mouth travels quickly. More and more people end up waiting for the event in that area when it happens, thus leading to the technical issues.


Now, please don't take this post as saying "We're never adding world events, ever." This is an explanation of why world events are not easy and also information that should aid you in understanding our current stance on it. We plan to continue adding recurring, scripted world events to the game that do not gather a mob of people in one area to the point of causing technical issues. It is our goal in making them that the world feel more alive and shifting, and slowly, that's happening. Darkmoon Faire is one. The Fishing event is another. There are more on the way. We'll continue to do so, breathing life into Azeroth slowly and surely. :)

[ post edited by Caydiem ]


- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449487
Poster: Caydiem at 8/13/2005 4:44:04 PM PDT
Subject: Re: Complete Lack of In-Game Events
  

Q u o t e:
I disregard anything Cay has said in this because if other games that make tons less money (obviously) can do it, then the GM's in WoW should be able to do it.

Its that simple.


Not necessarily true. :)

Hi. You're speaking with someone who has written, organized, and executed world events for two prior MMORPGs. I have years of experience in the practice with differing amounts of resources available to the process. You can disregard what I say, but you're disregarding someone who knows full well what goes into such undertakings, how they're done, and what concessions must be made.
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449596
Poster: Caydiem at 8/13/2005 4:45:06 PM PDT
Subject: Re: Complete Lack of In-Game Events
  

Q u o t e:
Or...have one or two or 3 teams, visit the servers in turn. I was there for the end of beta demonic thing. It was the BEST thing about the whole beta. Its the BEST thing to make you feel like your in a real world. Not static instances, which of course you have more of a need for as far as lasting content goes.. I'm talking once every 3 months at the very LEAST for crying out loud. This is warcraft, and nothing happens outside of an instance. You missed one event? At least maybe we might know that there is a chance of more coming. Do like end of beta again, out of nowhere. Don't let them drop anything. No rewards other than, for a few hours we have to get off our AH camping asses and do something.

There are level 60's that will NEVER see Onyxia. Having her rampage a few small towns would thrill the hell out of people more than any instance you have added so far.

IMHO fishing and faires are NOT the content I was looking for when I picked the game WARCRAFT.

I'm sorry these idea seem more fit for EQ. The story line in war3 was dark and harsh, as it is in the lore and trilogy. WoW is turning into happy fun land.


I was the one who organized the demonic invasion. Again, I know precisely what goes into making these events happen, and I also know precisely why we're not doing it at this time.

EDIT: The need for simultaneous events is not a "garbage excuse". It's a very real concern, and I have seen the consequences of not thinking such through and the disastrous aftermath that results.

Servers, contrary to apparent belief, cannot have their problems solved by simply willing them to not exist. ;)

[ post edited by Caydiem ]


- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449603
Poster: Caydiem at 8/13/2005 4:49:20 PM PDT
Subject: Re: Complete Lack of In-Game Events
  

Q u o t e:
demonic invasion you just plopped some some high level elites around the world. wow you organized THAT it must have taken months!


A few days to organize and set up, actually.

The execution, however, required a good chunk of the GM staff... since it was the end of beta, handling tickets was not a priority. The same could not be done now.
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449625
Poster: Caydiem at 8/13/2005 4:53:46 PM PDT
Subject: Re: Complete Lack of In-Game Events
  

Q u o t e:
Let me guess you had GM's manualy spawn the mobs instead of having a template spawn them automaticaly across all servers? Yes the same COULD be done now just because you wont spend the money on the resources to do so it WONT be done. WoW generates enough profit to fund a world event staff for each server to say otherwise is silly.


"Could" does not necessarily mean "should". I suggest you read again the portion at the end of Dynamic vs. Scripted that talks about finance allocation and intelligent investment. :P
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449658
Poster: Caydiem at 8/13/2005 4:55:37 PM PDT
Subject: Re: Complete Lack of In-Game Events
   Again, as I stated in my initial post, we are working on bringing more recurring scripted events into the game. I appreciate the suggestion, but honestly, I did cover it. ;)
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449674
Poster: Caydiem at 8/13/2005 4:57:26 PM PDT
Subject: Re: Complete Lack of In-Game Events
  

Q u o t e:
I would but then im forced to reconize the darkmoon faire and Elemental invasions that seem to disreguard that portion of your statement.


The Elemental Invasions were not all that difficult to set up. Darkmoon Faire has been fun for many -- it's truly a social epicenter on my realm -- and we plan on adding more to it. It seems to me you're stressing your opinion here, and I'm fairly certain you're not privy to the amount of resources allocated to creating those events.

Discuss this constructively, please -- don't troll.

[ post edited by Caydiem ]


- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449684
Poster: Caydiem at 8/13/2005 5:01:21 PM PDT
Subject: Re: Complete Lack of In-Game Events
   That's it -- I'm bolding the part about still adding more events in the initial post since it seems to be glossed over. :P
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449718
Poster: Caydiem at 8/13/2005 5:42:11 PM PDT
Subject: Re: Complete Lack of In-Game Events
  

Q u o t e:
Granted, your argument about getting the most bang for your buck holds with this as well, but what about this: you've got a fifteen-person live event team, and they develop a series of scripts (the paper kind) for maybe four or five different kinds of small events - story-telling in an inn, escorting a lost person home, and so on. Nothing big, nothing earth-shattering, just little things. The team then rotates across the realms, performing as they go - with five to ten events going on at a time, and with two or three or four events per day per person, you could have one on each server every week. You get more return on your investment than just the few people that partake in the events - people start talking about having partaken, and the vitality of the world will seem to have gone up just because your friend heard that someone once got to escort a lost person home with mobs jumping out from dark corners.

It could be done, and it could be effective.


I've done more or less precisely this as one of my options in the past, and the impact on the playerbase at all is practically nil in comparison to the cost.
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4450003
Poster: Caydiem at 8/13/2005 6:14:26 PM PDT
Subject: Re: Complete Lack of In-Game Events
  

Q u o t e:
Caydiem.. your statement is flawed. Games with few people and few servers can have these events. With more people your getting more money and should still have the same % of the money going towards live events.. its sad that blizzard GMs are too lazy.


In many ways, having fewer realms in a game makes it easier, not more difficult, to provide this service. Again, I have organized and executed events like this for two MMOs prior, one with an extremely large playerbase and one with a rather small playerbase. I know well the advantages and failings of both situations.

What I'm explaining is simply the current company stance.
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4450223
Poster: Caydiem at 8/13/2005 6:39:21 PM PDT
Subject: Re: Complete Lack of In-Game Events
  

Q u o t e:
out of curiousity cay what were these other two MMOs you worked on


I can't mention the products of competitors and all that. ;)
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4450403
Poster: Caydiem at 8/15/2005 1:25:19 PM PDT
Subject: Re: Re:
  

Q u o t e:
Cay I kept trying to figure out where I knew you from, and now it makes sense....but you were a GM in MMO's in 97, if you are the red head I am thinking of from a certain online game. Red head in RL btw not in the game...although I think you were a red head too in the game. I could be totally wrong but if not its good to know you are still in the biz.


Heh, no... not a red-head. :P
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4471038
Poster: Caydiem at 8/16/2005 11:30:48 AM PDT
Subject: Re: Complete Lack of In-Game Events
  

Q u o t e:
I agree you cannot dedicate staff to this, nor should you have to. As much as they sa no, they can get volunteers. Volunteers wouldn't have to be paid. Make it part of a contest. "This month: compete to run a player controlled world event" and make us compete for the honor. Blizzard says they cannot control what the volunteer does? Excuse me? That's a lie. Script the event and let the volunteers only do what you want them to do just like you do with every NPC and PC in this game! I cannot destroy the world with my druid so why should a volunteer be able to? An event shouldn't be able to do so either. It should only work within the parameters that the programmers see fit. If the attack was on SW then don't let the volunteers leave the zone! Simple? Limit them in their abilities like summon soldier or rez soldier. Limit who and what they can kill. Limit who they can grief. Blizzard can lock it down to where we can't go overboard and they should know that.


Everything you describe as far as limits go would require a great deal of coding from programmers, taking away time needed to fix or work on a great deal of other, high priority tasks. That functionality is not currently in game in any respect. And my point about "control" is accountability -- employees have far greater accountability than volunteers. There are also legal concerns surrounding such a program; research the history of volunteers in MMOs on the legal front if you're curious.


Q u o t e:
For scripted world events, in closed beta, I remember that a few dedicated friends and I used to enjoy taking 61 elite demons from tainted scar to places such as SW and Lakeshire. We'd train them there with our epic mounts and drop them off to see what happens. As long as we didn't die, the mob went on a rampage killing everything in sight, even guards. Why can the devs not script a random mob drop such as that? The current AI for the mob sent it on rampage mode going from building to building destroying everything it could find. The poor city guards were no defense. Imagine if that was refined and targeted! An onyxia raid finally came in from IF to beat our demons down. No one ever knew it was us and congratulated Blizzard on such a fun world event! Some people thought it was GM controlled. Some thought it was a pet that got loose. Very few figured out it was the guys on mounts running through SW that were not being killed by said demons. There was no total player nor GM control and it was much more fun than a random elemental attacking a tree in a far off zone that no one cares about. The devs lack imagination I guess? I honestly don't get the thinking behind believing that the elemental invaders were a good idea and fun too! They are retarded for lack of a better word. A giant murloc attacks menthil would be funny and FUN! It doesn't have to drop anything and requires little to no control. Drop the sucker and let it go. Use the model from the one in WC!


This, again, takes time to path and code, and is far more of an inconvenience to players than it is fun for some. It's not a lack of imagination -- it's a question of impact, reward, and frustration levels. Read the threads regarding player-done "train" events like Kazzak to Stormwind or the Devilsaur to Orgrimmar; some people think it's neat, but a lot also consider it an inconvenience, a frustration, and borderline harassment. We have to consider all outlooks.


Q u o t e:
I don't want to hear the "there is no returns on the money spent" line. Player happiness means that they play longer. The longer they play, the more money goes into your pocket. I want to know my money is goign at least partially into making this game better. As far as I can tell, it's going only into making people at Vivendi richer and richer. That's utter BS. Short term mass profits are bad for longevity of a game. It's bad for the longevity of a company as well. People get bored with content and with the game and then quit if not given bites. Just one simple event like a dragon swooping down and eating Auctioneers for a day every 10 minutes would be enough to make people go "wow, wtf?!?!?! that was crazy!?!!? What's next?!?!?" and continue to play instaed of "GDI! I quit this game is boring! Raids suck!" You spend money to make money. I don't mean spend millions on a small GM ran world event. Spend it on developing a nice scripted event or volunteer based system instead. The Faire was a joke. Elemental invaders are a joke. Those are so poorly done that it's not even funny. How much money did you spend on those? How much money was lost on the people saying "WTF? it's invading a tree?" and quitting?

You are not giving real world excuses. You are trying to talk over peoples heads and intimidate them into believing your game is good enough and you are doing the best you can. You are not! You are following the example of every other MMO that has came before and that is disappointing. You can't please everyone but at least you can keep us guessing.

The main reason Blizzard does not want to do this isn't about money and it's not about staff. It's about lag. A "world event" would break the server. The technical issue excuse is the only valid one. They have yet to be able to deal with massive concentrations of people in one places other than in instances, which are not even working correctly (see BWL for an example). They screwed up and are not willing to spend the money to fix it. It was a known issue in beta. It's still an issue. Regardless of the suggestions and helpful tips we gave them, they ignored it and went on as planned.


The "main reason" Blizzard doesn't want to do these events is for all the reasons I mentioned. I am indeed giving real world reasons. I've been faced with them. It's all very well and good to brainstorm on a forum, saying we can do this or that -- it's quite another faced with the reality of the situation, the limitations (and yes, every game has limitations to some extent), and the possibilities based on the first two.

I know how easy it is to talk of what a game can do with their events. Back before I worked in the game industry, I was the same way: a creative gamer bursting with ideas who shared them on the game forums I frequented. I had logical explanations for all the possible ways something could be implemented based on my knowledge of the system. I knew what I wanted to see as a gamer, and it stood to reason that others thought the same way; I knew I wasn't alone. And so I continued to trumpet my own event ideas for ages.

Then I was brought into the fold of actually doing such events for the same game.

What a change in perspective. My previously logical knowledge of the system and how it worked was dashed to the curb as I had my hands in the true workings of the game. I understood the real limits. I understood the reasons why certain things I wanted couldn't be done. That doesn't mean I didn't still push for them, though; I did, at length. I performed events that I thought were great fun and certainly appealed to me as a player.

It's quite a jarring experience to learn that not everyone shares your vision of "fun" when you're the one trying to bring it. Indeed, it's quite sobering when you come to realize that perhaps the majority of those you're trying to please find, say, epic shifts in a game and city invasions to be an irritant rather than a fantastic feature.

So I stepped back. I learned to listen. I worked with others to bring the sorts of events that research and compromise brought me to understand would be best for everyone. I had a good time. The players who participated had a good time.

And then I took a look at the larger picture. The impact such workings made amounted to practically nothing. If it costs, say, the equivalent of 500 players' subscriptions to keep a system like this running, and you only directly affect 20 and maybe indirectly affect 30 more, is it worth it? Not in a business sense, no.

I'm not trying to intimidate you in any way. What I am trying to help you understand is that I'm experienced here. I know how all other games "did it" -- possibly better than some of you in some cases. This is one aspect of MMOs I am fascinated with, passionate about, and study intensely when not working directly on such projects. So I can say, with authority, that I understand the limitations in World of Warcraft and why we have decided not to hold such dynamic events in our game at this time. I'm aware that some of you disagree, and disagreement is fine... but please don't tell me that I don't know what I'm talking about or I'm just making excuses. I assure you, each and every reason I gave is a real consideration when setting up such a feature in one's game, and the total benefits and drawbacks must be weighed against one simple question: "Is it worth it?"

Our team has decided it's worthier to pursue more permanent content and repeatable scripted events. That is where we stand.
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4482323
Poster: Caydiem at 8/16/2005 2:49:54 PM PDT
Subject: Re: Complete Lack of In-Game Events
  

Q u o t e:
Wordfully dodging any question of why the "too many players in one area" doesn't apply to areas of the game where that already is a problem.

IF - auction hall and great forge - constantly bogged by the same (quite valid) reasons given for not doing live events, but not fixed or acknowledged. Why?


The Auction House issue is one we want to solve by adding 1) linked auction houses and 2) perhaps a more comprehensive seeking-group system, but that requires technical hurdles to be overcome.

Also, there's a difference between people standing there or walking and people actively fighting something. Watch what happens to Ironforge when the Horde attempts to raid, even with a small group. It isn't pretty.

The reason why I didn't answer this right off is it stems into off-topic territory.
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4485096
Poster: Caydiem at 8/13/2005 4:29:00 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
   This is a repost, because the old one has fallen off the forums.

There are a number of factors to consider when implementing world events of any type. I'd like to go through those factors now just to get the information out there...
  • Developer Time vs. Player Time; the Repeatable Content Factor. Any sort of event like this takes time to create and execute. No company has infinite resources, and it's important that the talented staff work on projects that will make best use of their time. When working on a persistent world such as World of Warcraft, where no one actually finishes the game, repeatable content is a must. Players, by nature, devour content far faster than it can be implemented. Therefore, repeatable content is key. Dungeons are an example of this. Battlegrounds are another. They're features that are used by players over and over again.

    Now, world-changing events tend to be one-time happenings that may take a month to create but only two days to occur for players. The question comes into play... which is better? A one-time event with all the bells and whistles, or a new dungeon? Which would best utilize the developers' time? The answer, more often than not, turns out to be the one that pertains to repeatable content.

  • Dynamic vs. Scripted; the Manpower Factor. The question then comes into play... all right, if you'd rather have the developers work on repeatable content, why not hire people specifically for world events? As someone who has done precisely that job for two other games in this genre, again, I'm fairly knowledgeable regarding the pros and cons.

    Let me define a term before I delve deeper: "dynamic event", in this case, is a term for a world event run and executed by actors in the world playing the NPCs or controlling the monsters in some fashion.

    Now, developers implementing world events are more akin to actual, coded game interactions -- true NPCs and scripted occurrences patched in. Since that takes more time to create and test than players take to exhaust it, naturally the next progression is to consider a troupe of dedicated actors and strategists to do these events on the fly, without need for developer support. There are many problems inherent with this setup as well, however. First, you need to make certain you have the right people. The individuals need to be fast and efficient typists with a near-encyclopedic knowledge of game lore. They also must be trustworthy enough to be given tools that could cause any number of cancellations if abused to the fullest. Once you start hiring these folks, keep going -- you'll need enough to effectively man over 100 realms. And that's only in the North American offices -- the international teams would naturally need their own dedicated crew.

    The number of realms is a clear detriment to this style of event. Now let's say you want to run a dynamic event. Ideally, you want the event to occur at the same time. Internationally. Staggering times is an alternative, but unfortunately brings with it spoilers and potential technical problems that will affect everyone on the realm regardless of whether or not they're participating (I'll get into this later). So it's a simultaneous event. You therefore need at least one person per realm if it's a simple event -- that's 100 employees dedicated to this alone. If it's an extremely simple event you may be able to pull it off by two-boxing, but 50 is still not an insignificant number.

    The problem is that the overall effect on the game is very small in the long run; most people probably won't even know the event occurred, regardless of what sort of in-game or out-of-game messaging used prior (to a point -- again, I'll cover this later). The cost, ergo, to maintain such a force of actors is not worth it. GMs couldn't do it -- they need to be focused on supporting players in-game. There is never a slow time for them.

    Ahhh, but volunteers could do it, you think. This comes with its own serious issues as well. Volunteers are long-distance and extremely hard to manage -- coordinating one hundred of them to execute an event is nigh-impossible. Inevitably something comes up. Also, maintaining the quality of the event is much more difficult when you cannot manage them as intricately. (I wish I could share the stories. :P ) Lastly, giving that kind of power to someone with very little accountability in the long run is a truly dangerous risk. And overall, again, this sort of thing does not have much impact unless you have a large amount of actors working the realms often; and that sort of system simply isn't financially feasible.

    On a side note, I know many people have brought up the "you are swimming in money, finances are no excuse" line, but you're not considering what I'm saying on the whole, specifically in terms of business. In any business, it's important to get a decent return from the money you invest in something. The sheer amount of funds requires to do true dynamic events would not return the investment well in the slightest. The overall impact on the game would still be relatively small, and then the company is out cash they could have been using to pay some more content developers. (If I spend money on a musical ice-maker, it might make the act of making ice more pleasant, but considering the overall impact it has on my experience as a whole, it really isn't worth the monetary investment.)

  • Latency and Crowds; the Technical Factor. Another serious consideration, not to be overlooked, is the technical limitation of the server infrastructure. Huge crowds in a small area can cause problems. Huge crowds actively doing something in a small area is liable to cause something that leads to a realm restart. (Anyone who has participated in an Ironforge raid will be well aware of this.) Therefore, when considering world events, it is important that no event cause people to gather in such a way that would compromise playability from a technical standpoint. While not really a consideration anyone wants to make, it's nonetheless necessary that players not be drawn to one particular point.

    This is also why simultaneous events are important. If they're staggered, word-of-mouth travels quickly. More and more people end up waiting for the event in that area when it happens, thus leading to the technical issues.


Now, please don't take this post as saying "We're never adding world events, ever." This is an explanation of why world events are not easy and also information that should aid you in understanding our current stance on it. We plan to continue adding recurring, scripted world events to the game that do not gather a mob of people in one area to the point of causing technical issues. It is our goal in making them that the world feel more alive and shifting, and slowly, that's happening. Darkmoon Faire is one. The Fishing event is another. There are more on the way. We'll continue to do so, breathing life into Azeroth slowly and surely. :)

[ post edited by Caydiem ]


- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449487
Poster: Caydiem at 8/13/2005 4:33:36 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
  

Q u o t e:
How come you can't just make more scripted events like the one the original poster mentioned? They wouldn't have to be GM run, just spawn every once in a while. Like the elemental invasion, and other small things in the game like when the winterbark trolls attack hammerfall.


Read the full post, please. :P
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449515
Poster: Caydiem at 8/13/2005 4:36:59 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
  

Q u o t e:
One thing that I considered a while back when you originally posted this was that you might think about possibly having a small group of actors for this purpose, and have them randomly rotate across a set of perhaps five servers at a time, and then slowly work their way through the line-up, thus allowing for world events but eliminating the high budget costs that would come from hiring hundreds of actors to have a world event on all the servers simultaneously.


I covered the reason for simultaneous events in the post, too. :P
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449537
Poster: Caydiem at 8/13/2005 4:40:00 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
  

Q u o t e:
If you guys are using this cash to pay the content developers, why has it taken like 8 months to get Warlocks a shard purse? ;)


Heh, I didn't say we were using it for that at this time. Hiring developers is a lengthy process. :P
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449558
Poster: Caydiem at 8/13/2005 4:44:04 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
  

Q u o t e:
I disregard anything Cay has said in this because if other games that make tons less money (obviously) can do it, then the GM's in WoW should be able to do it.

Its that simple.


Not necessarily true. :)

Hi. You're speaking with someone who has written, organized, and executed world events for two prior MMORPGs. I have years of experience in the practice with differing amounts of resources available to the process. You can disregard what I say, but you're disregarding someone who knows full well what goes into such undertakings, how they're done, and what concessions must be made.
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449596
Poster: Caydiem at 8/13/2005 4:45:06 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
  

Q u o t e:
Or...have one or two or 3 teams, visit the servers in turn. I was there for the end of beta demonic thing. It was the BEST thing about the whole beta. Its the BEST thing to make you feel like your in a real world. Not static instances, which of course you have more of a need for as far as lasting content goes.. I'm talking once every 3 months at the very LEAST for crying out loud. This is warcraft, and nothing happens outside of an instance. You missed one event? At least maybe we might know that there is a chance of more coming. Do like end of beta again, out of nowhere. Don't let them drop anything. No rewards other than, for a few hours we have to get off our AH camping asses and do something.

There are level 60's that will NEVER see Onyxia. Having her rampage a few small towns would thrill the hell out of people more than any instance you have added so far.

IMHO fishing and faires are NOT the content I was looking for when I picked the game WARCRAFT.

I'm sorry these idea seem more fit for EQ. The story line in war3 was dark and harsh, as it is in the lore and trilogy. WoW is turning into happy fun land.


I was the one who organized the demonic invasion. Again, I know precisely what goes into making these events happen, and I also know precisely why we're not doing it at this time.

EDIT: The need for simultaneous events is not a "garbage excuse". It's a very real concern, and I have seen the consequences of not thinking such through and the disastrous aftermath that results.

Servers, contrary to apparent belief, cannot have their problems solved by simply willing them to not exist. ;)

[ post edited by Caydiem ]


- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449603
Poster: Caydiem at 8/13/2005 4:49:20 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
  

Q u o t e:
demonic invasion you just plopped some some high level elites around the world. wow you organized THAT it must have taken months!


A few days to organize and set up, actually.

The execution, however, required a good chunk of the GM staff... since it was the end of beta, handling tickets was not a priority. The same could not be done now.
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449625
Poster: Caydiem at 8/13/2005 4:53:46 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
  

Q u o t e:
Let me guess you had GM's manualy spawn the mobs instead of having a template spawn them automaticaly across all servers? Yes the same COULD be done now just because you wont spend the money on the resources to do so it WONT be done. WoW generates enough profit to fund a world event staff for each server to say otherwise is silly.


"Could" does not necessarily mean "should". I suggest you read again the portion at the end of Dynamic vs. Scripted that talks about finance allocation and intelligent investment. :P
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449658
Poster: Caydiem at 8/13/2005 4:55:37 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
   Again, as I stated in my initial post, we are working on bringing more recurring scripted events into the game. I appreciate the suggestion, but honestly, I did cover it. ;)
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449674
Poster: Caydiem at 8/13/2005 4:57:26 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
  

Q u o t e:
I would but then im forced to reconize the darkmoon faire and Elemental invasions that seem to disreguard that portion of your statement.


The Elemental Invasions were not all that difficult to set up. Darkmoon Faire has been fun for many -- it's truly a social epicenter on my realm -- and we plan on adding more to it. It seems to me you're stressing your opinion here, and I'm fairly certain you're not privy to the amount of resources allocated to creating those events.

Discuss this constructively, please -- don't troll.

[ post edited by Caydiem ]


- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449684
Poster: Caydiem at 8/13/2005 5:01:21 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
   That's it -- I'm bolding the part about still adding more events in the initial post since it seems to be glossed over. :P
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4449718
Poster: Caydiem at 8/13/2005 5:42:11 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
  

Q u o t e:
Granted, your argument about getting the most bang for your buck holds with this as well, but what about this: you've got a fifteen-person live event team, and they develop a series of scripts (the paper kind) for maybe four or five different kinds of small events - story-telling in an inn, escorting a lost person home, and so on. Nothing big, nothing earth-shattering, just little things. The team then rotates across the realms, performing as they go - with five to ten events going on at a time, and with two or three or four events per day per person, you could have one on each server every week. You get more return on your investment than just the few people that partake in the events - people start talking about having partaken, and the vitality of the world will seem to have gone up just because your friend heard that someone once got to escort a lost person home with mobs jumping out from dark corners.

It could be done, and it could be effective.


I've done more or less precisely this as one of my options in the past, and the impact on the playerbase at all is practically nil in comparison to the cost.
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4450003
Poster: Caydiem at 8/13/2005 6:14:26 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
  

Q u o t e:
Caydiem.. your statement is flawed. Games with few people and few servers can have these events. With more people your getting more money and should still have the same % of the money going towards live events.. its sad that blizzard GMs are too lazy.


In many ways, having fewer realms in a game makes it easier, not more difficult, to provide this service. Again, I have organized and executed events like this for two MMOs prior, one with an extremely large playerbase and one with a rather small playerbase. I know well the advantages and failings of both situations.

What I'm explaining is simply the current company stance.
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4450223
Poster: Caydiem at 8/13/2005 6:39:21 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
  

Q u o t e:
out of curiousity cay what were these other two MMOs you worked on


I can't mention the products of competitors and all that. ;)
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4450403
Poster: Caydiem at 8/15/2005 1:25:19 PM PDT
Subject: Re: Re: *edited post*
  

Q u o t e:
Cay I kept trying to figure out where I knew you from, and now it makes sense....but you were a GM in MMO's in 97, if you are the red head I am thinking of from a certain online game. Red head in RL btw not in the game...although I think you were a red head too in the game. I could be totally wrong but if not its good to know you are still in the biz.


Heh, no... not a red-head. :P
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4471038
Poster: Caydiem at 8/16/2005 11:30:48 AM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
  

Q u o t e:
I agree you cannot dedicate staff to this, nor should you have to. As much as they sa no, they can get volunteers. Volunteers wouldn't have to be paid. Make it part of a contest. "This month: compete to run a player controlled world event" and make us compete for the honor. Blizzard says they cannot control what the volunteer does? Excuse me? That's a lie. Script the event and let the volunteers only do what you want them to do just like you do with every NPC and PC in this game! I cannot destroy the world with my druid so why should a volunteer be able to? An event shouldn't be able to do so either. It should only work within the parameters that the programmers see fit. If the attack was on SW then don't let the volunteers leave the zone! Simple? Limit them in their abilities like summon soldier or rez soldier. Limit who and what they can kill. Limit who they can grief. Blizzard can lock it down to where we can't go overboard and they should know that.


Everything you describe as far as limits go would require a great deal of coding from programmers, taking away time needed to fix or work on a great deal of other, high priority tasks. That functionality is not currently in game in any respect. And my point about "control" is accountability -- employees have far greater accountability than volunteers. There are also legal concerns surrounding such a program; research the history of volunteers in MMOs on the legal front if you're curious.


Q u o t e:
For scripted world events, in closed beta, I remember that a few dedicated friends and I used to enjoy taking 61 elite demons from tainted scar to places such as SW and Lakeshire. We'd train them there with our epic mounts and drop them off to see what happens. As long as we didn't die, the mob went on a rampage killing everything in sight, even guards. Why can the devs not script a random mob drop such as that? The current AI for the mob sent it on rampage mode going from building to building destroying everything it could find. The poor city guards were no defense. Imagine if that was refined and targeted! An onyxia raid finally came in from IF to beat our demons down. No one ever knew it was us and congratulated Blizzard on such a fun world event! Some people thought it was GM controlled. Some thought it was a pet that got loose. Very few figured out it was the guys on mounts running through SW that were not being killed by said demons. There was no total player nor GM control and it was much more fun than a random elemental attacking a tree in a far off zone that no one cares about. The devs lack imagination I guess? I honestly don't get the thinking behind believing that the elemental invaders were a good idea and fun too! They are retarded for lack of a better word. A giant murloc attacks menthil would be funny and FUN! It doesn't have to drop anything and requires little to no control. Drop the sucker and let it go. Use the model from the one in WC!


This, again, takes time to path and code, and is far more of an inconvenience to players than it is fun for some. It's not a lack of imagination -- it's a question of impact, reward, and frustration levels. Read the threads regarding player-done "train" events like Kazzak to Stormwind or the Devilsaur to Orgrimmar; some people think it's neat, but a lot also consider it an inconvenience, a frustration, and borderline harassment. We have to consider all outlooks.


Q u o t e:
I don't want to hear the "there is no returns on the money spent" line. Player happiness means that they play longer. The longer they play, the more money goes into your pocket. I want to know my money is goign at least partially into making this game better. As far as I can tell, it's going only into making people at Vivendi richer and richer. That's utter BS. Short term mass profits are bad for longevity of a game. It's bad for the longevity of a company as well. People get bored with content and with the game and then quit if not given bites. Just one simple event like a dragon swooping down and eating Auctioneers for a day every 10 minutes would be enough to make people go "wow, wtf?!?!?! that was crazy!?!!? What's next?!?!?" and continue to play instaed of "GDI! I quit this game is boring! Raids suck!" You spend money to make money. I don't mean spend millions on a small GM ran world event. Spend it on developing a nice scripted event or volunteer based system instead. The Faire was a joke. Elemental invaders are a joke. Those are so poorly done that it's not even funny. How much money did you spend on those? How much money was lost on the people saying "WTF? it's invading a tree?" and quitting?

You are not giving real world excuses. You are trying to talk over peoples heads and intimidate them into believing your game is good enough and you are doing the best you can. You are not! You are following the example of every other MMO that has came before and that is disappointing. You can't please everyone but at least you can keep us guessing.

The main reason Blizzard does not want to do this isn't about money and it's not about staff. It's about lag. A "world event" would break the server. The technical issue excuse is the only valid one. They have yet to be able to deal with massive concentrations of people in one places other than in instances, which are not even working correctly (see BWL for an example). They screwed up and are not willing to spend the money to fix it. It was a known issue in beta. It's still an issue. Regardless of the suggestions and helpful tips we gave them, they ignored it and went on as planned.


The "main reason" Blizzard doesn't want to do these events is for all the reasons I mentioned. I am indeed giving real world reasons. I've been faced with them. It's all very well and good to brainstorm on a forum, saying we can do this or that -- it's quite another faced with the reality of the situation, the limitations (and yes, every game has limitations to some extent), and the possibilities based on the first two.

I know how easy it is to talk of what a game can do with their events. Back before I worked in the game industry, I was the same way: a creative gamer bursting with ideas who shared them on the game forums I frequented. I had logical explanations for all the possible ways something could be implemented based on my knowledge of the system. I knew what I wanted to see as a gamer, and it stood to reason that others thought the same way; I knew I wasn't alone. And so I continued to trumpet my own event ideas for ages.

Then I was brought into the fold of actually doing such events for the same game.

What a change in perspective. My previously logical knowledge of the system and how it worked was dashed to the curb as I had my hands in the true workings of the game. I understood the real limits. I understood the reasons why certain things I wanted couldn't be done. That doesn't mean I didn't still push for them, though; I did, at length. I performed events that I thought were great fun and certainly appealed to me as a player.

It's quite a jarring experience to learn that not everyone shares your vision of "fun" when you're the one trying to bring it. Indeed, it's quite sobering when you come to realize that perhaps the majority of those you're trying to please find, say, epic shifts in a game and city invasions to be an irritant rather than a fantastic feature.

So I stepped back. I learned to listen. I worked with others to bring the sorts of events that research and compromise brought me to understand would be best for everyone. I had a good time. The players who participated had a good time.

And then I took a look at the larger picture. The impact such workings made amounted to practically nothing. If it costs, say, the equivalent of 500 players' subscriptions to keep a system like this running, and you only directly affect 20 and maybe indirectly affect 30 more, is it worth it? Not in a business sense, no.

I'm not trying to intimidate you in any way. What I am trying to help you understand is that I'm experienced here. I know how all other games "did it" -- possibly better than some of you in some cases. This is one aspect of MMOs I am fascinated with, passionate about, and study intensely when not working directly on such projects. So I can say, with authority, that I understand the limitations in World of Warcraft and why we have decided not to hold such dynamic events in our game at this time. I'm aware that some of you disagree, and disagreement is fine... but please don't tell me that I don't know what I'm talking about or I'm just making excuses. I assure you, each and every reason I gave is a real consideration when setting up such a feature in one's game, and the total benefits and drawbacks must be weighed against one simple question: "Is it worth it?"

Our team has decided it's worthier to pursue more permanent content and repeatable scripted events. That is where we stand.
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4482323
Poster: Caydiem at 8/16/2005 2:49:54 PM PDT
Subject: Re: Complete Lack of In-Game Events *edited post*
  

Q u o t e:
Wordfully dodging any question of why the "too many players in one area" doesn't apply to areas of the game where that already is a problem.

IF - auction hall and great forge - constantly bogged by the same (quite valid) reasons given for not doing live events, but not fixed or acknowledged. Why?


The Auction House issue is one we want to solve by adding 1) linked auction houses and 2) perhaps a more comprehensive seeking-group system, but that requires technical hurdles to be overcome.

Also, there's a difference between people standing there or walking and people actively fighting something. Watch what happens to Ironforge when the Horde attempts to raid, even with a small group. It isn't pretty.

The reason why I didn't answer this right off is it stems into off-topic territory.
- Caydiem -
/moo
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=4449108&p=#post4485096

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