WoW – Le point sur le vol à Warlords
Bashiok est intervenu à ce propos sur les forums officiels, cette nuit. Dans un long message, il a résumé l'ensemble des données du problème pour permettre aux discussions de partir sur une base saine pour tous les intervenants. Et on peut dire que le sujet ne laisse pas indifférent : 46 pages de discussion ont suivi !
Avant tout, ils ne veulent pas ralentir le rythme de jeu : toutes les formes de voyage seront rapides et efficaces. Les griffons (et autres services de transports volants) vont être modifiés : fini le temps où on admirait le paysage pendant de longues minutes à ne rien faire. Le voyage ne doit pas et ne sera pas une perte de temps ou ennuyeux.
Mais voilà, la monture volante compromet leurs objectifs de conception. Cela modifie entièrement le comportement des joueurs par rapport au monde, au contenu et la façon dont ils le consomment. Il donne ensuite quelques exemples flagrants où l'histoire et le déroulement des quêtes sont totalement modifiés par la monture volante. Plus besoin de réfléchir : il suffit de voler jusqu'à l'objectif, le tuer et repartir.
Dans Draenor, ils créent du contenu de haut-niveau, que ce soient des zones entières ou des portions dédiées. Ils vont essayer de casser la rupture quand on arrive niveau maximum. Une fois au niveau 100, on n'aura pas uniquement les raids et les arènes, mais encore des quêtes et des choses à faire (quelque chose d'un peu plus robuste que des quêtes journalières). Ils ne veulent pas mettre ce contenu uniquement en intérieur ou ajouter des pièges pour dissuader l'utilisation des montures volantes (WoW n'est pas une simulation de vol). Même au niveau 100, il n'y aura pas de petites parties du mondes dédiées à fournir du contenu pertinent, même aux personnages de haut-niveau. Ces zones pourront se débloquer durant l'extension ou le contenu évoluera au fur et à mesure des patchs. Et ce contenu doit être créé en sachant qu'il n'y aura pas de vol (c'est d'ailleurs pour ça qu'on ne peut pas voler en raids, donjons ou JcJ).
Certes, certains joueurs ne verront pas le souci des montures volantes. Mais un jeu est souvent défini par ses limitations et ses règles. Ils ne veulent pas créer un jeu lent ou laborieux, il y aura quelques à côté peu amusants (comme le souci de la récolte d'herbe) mais les choses sont devenues trop simples avec le vol. World of Warcraft est un jeu de rôle en ligne persistent, ils aiment laisser aux joueurs le choix de faire ce qu'ils veulent mais ce n'est pas déraisonnable de voir que le combat et le contenu existe au sol.
En conclusion : il est important qu'ils intègrent des quêtes de haut-niveau dans l'extension et pas uniquement dans des zones réduites ou en haut des montagnes. Ils ne veulent plus ajouter le contenu dans des îles qui apparaissent magiquement et où le vol est impossible pour différentes raisons. La possibilité d'aborder le contenu du ciel modifie ce qu'ils créent dans le monde, la façon dont le contenu est joué et consommé. L'expérience de jeu est altérée, permettant d'atterrir et de décoller de n'importe où. Enfin, ils ne veulent ralentir personne, ils vont s'assurer d'offrir le moyen d'aller directement où on veut avec plus de points de vol et de potentielles autres méthodes de vol.
This probably should have been kept to the original thread, but caution to thee, wind, I say! (I say that.)
So everyone has seen various posts and comments around the World Wide Web about flying not being allowed in Draenor, why, and what that means. It’d probably be helpful to try to sum up some of those things, and potentially help build a foundation for anyone’s discussions on the topic going forward. If everyone has the same info then it just helps conversations glide along, as you can expect everyone else knows what you know! Knowledge Parity! (Knarity?)
Anyway, it’s important to first dissuade concerns that we’re looking to slow down the game (I’ve recently posted about this in another thread, but it bears repeating). We’re going to be making sure flight paths and other forms of travel are quick and efficient, with a goal of getting you to the places you want to go. The flight paths in Draenor are not going to be loop-de-loop sightseeing tours, and we’re going to be looking to our beta testers to let us know if any are less than tip-top.
Our goal is not to make travel time consuming or painful, and with players on ground mounts we know we'll have to do more to try to ensure people can get to where they want to go quickly… BUT being able to lift off and fly over content compromises many of our goals in how the game world is approached, how it's played, how it's consumed, and how the content is designed to account for those factors.
As an example, let us consider a quest to assassinate an enemy leader. From the ground you approach a fort with guards at the gate. You charge and are able to dispatch them and sneak in a side hallway. You methodically take out packs of roaming sentries, and some of them shout at you as they run toward you. You notice they’re in the middle of practicing dark and forbidden magics, and you take a moment to disrupt their ritual. Dashing into the main courtyard you spot your target, sneaking and fighting your way to him--and with a forceful slash--the fort’s captain is vanquished, and as guards are alerted you fight your way out, glorious and triumphant in your success.
Alternatively, from a flying mount, you fly over the gate, see some guy whose name is highlighted, land on top of him, kill him, and then fly away.
Being efficient is great, being clever is great, and using your cleverness to be efficient is great, but how many of us have done the Tillers dailies up on the cliffside where the Hozen are, and waited for packs to pass by before setting down right where you’re supposed to, use whatever thingamabob you’re supposed to, and then lift off ASAPhoping-hoping-hoping nothing aggros? How many of us have become furious when weactually have to fight something!? Is that clever gameplay? Is that being good at playing the game, or is it using a mechanic to avoid having to play it? Is that what the game should be, and what our expectations should be as gamers playing it?
I hope everyone can agree, regardless of personal opinion toward flight vs. non-flight, that flying fundamentally alters how content is approached in a world where the gameplay exists wholly on the ground.
In Draenor we’re designing max-level content, portions of zones or zones in their entirety that will be dedicated to max-level gameplay—and not just the top of a cliffside, or some dailies in the Vale. There’s a harsh change in how the game plays between leveling, and when you hit max level. Hitting 100 and instantly switching everything you do to raiding or Arenas is pretty abrupt, and we want to try to keep that questing experience available at max level with something more robust than daily quests. We don’t think having all of that content inside buildings, or constantly challenged by sky cannons, or with magical no-flying smoke, or within some kind of dismount bubble is the most straightforward or best solution to the ultimate issue in that World of Warcraft is not a flight sim, and that's just not what the content of the game is about. Even at level 100 there will be no small portions of the game world intended to provide relevant content even to max-level players. These zones may even unlock over the course of the expansion, or the content in them will progress in story and scope throughout content patches. Content has to be designed with the expectation that there either is or is not flight, and approaching ground-level content from the ground offers more compelling gameplay. Raids, dungeons, and PvP continue to disallow flying for this same reason.
It's also important to think about not just what the content is, but how it's experienced. Not everyone that plays the game cares how quests and outdoor content are experienced, of course. Some may find it unnecessary; they don't feel it adds anything to their experience. Others play through it fairly quickly, enjoy it, but don’t particularly want to put much thought into why. Some may begrudgingly trudge through the content just so they can get to the part of the game they do want to play, and any other number of situations and preferences.
I’m sure some of you see the fortress example with the flying mount and see nothing wrong, if that’s how someone wants to play the game they should be allowed to. But a game is largely defined by its limitations, and the rules within which you must find or create a solution. We’re not trying to create a slow and laborious game (hopefully people actually enjoy the content!), or expect people will be yelling “YIIIPPPEEEEE!” while fighting a mob that aggroed when they tried to pick an herb, but there’s a big difference between a slow and laborious game and the expectation of instant gratification—not to mention the somewhat nebulous intention of creating and maintaining an engaging and immersive game world. World of Warcraft is a persistent online roleplaying game, and as much as we let players choose how they improve their characters within the world; leveling through dungeons, or PvP, or questing; choosing to do Arenas, or raids, or both; we’re still always wanting to create a holistic experience that supports all of these things. That doesn’t mean we think it’s a good idea to force people to read all their quest text, or stare at and appreciate the pretty new models, or anything like that, but it’s not unreasonable to see that combat and content exist on the ground, understand that, embrace that, and make decisions to support it.
In summary: It’s important to us that we integrate max-level questing into the expansion more thoroughly than designated daily locations on mountain tops, or only have the option of releasing new max level content in magically appearing islands where flight has different rules because reasons. We also know that being able to approach content that’s on the ground from up in the air compromises much of what creates the game world, how it's played, and how it's consumed. The game experience is fundamentally altered when you can lift off and set down wherever you want. And lastly, that we’re not intending to slow anyone down, and we’re going to make sure that players can get where they want to go efficiently through more direct flight points, and potentially alternate travel methods.
None of this is new philosophy; it's something we've maintained since Burning Crusade when flight was introduced, but it has evolved over the years, and I expect it to continue to be—like everything we do—an iterative process. And hopefully this has been at least marginally informative.
Juste après, quelqu'un a demandé : est-ce que le vol sera implémenté durant l'extension ? La réponse est encoure floue, ils ne sont pas certains alors que les tests externes n'ont pas encore commencé.
En guise de conclusion, une nouvelle monture qui vient d'être partagée sur les médias sociaux : la monture mécanique incandescente (Fiery Mechanical Steed). La meilleure monture à utiliser avec ses amis. Ce sera donc certainement une monture liée au programme de parrainage...
Les meilleures montures mécaniques incandescentes peuvent être utilisées avec des amis. Bientôt disponible. http://t.co/zJgQEDOjCQ
— Warcraft_FR (@Warcraft_FR) April 28, 2014
Quelqu'un veut revenir sur World of Warcraft ?