Cataclysm Recap Q&A – Quest Design

To kick-off our World of Warcraft: Cataclysm post mortem series, we sat down with World of Warcraft Lead Quest Designer Dave “Fargo” Kosak to discuss his thoughts on questing in Cataclysm.
Q: What were your main goals going into Cataclysm?
Certainly from a quest design standpoint our primary goal with Cataclysm was to remake the old world, specifically the 1-60 questing experience. World of Warcraft was released in 2004, and we've learned so much in the years since about what constitutes good MMO gameplay. We wanted to make sure that the game was relevant to new players coming in, and walking up and down the length of the Barrens on foot over and over just didn’t do it for us anymore.
Remaking the entire old world -- 46 zones! -- was ambitious. Actually, it was ludicrous. It was like re-releasing a whole game in the course of an expansion cycle. Then we added a couple new races and their starting zones on top of that. I’m not sure how we convinced ourselves we could make it happen, but somehow we pulled it together.
Q: Are you happy with how the old world re-vamp turned out?
I am. Leveling up a new character to 60 nowadays is a great deal of fun. Every zone has stories to play out, with interesting nooks and crannies and plenty of hidden gems or references for players who remember the pre-Cataclysm world. Zones like Ashenvale now live up to their premise (intense Horde-vs.-Alliance combat), and previously empty zones now have a lot of character (see: Azshara). The content just flows. It's still World of Warcraft, but the quests have a modern feel, with lots of action and storytelling.
Q: But what didn't work out so well?
We really spread ourselves thin and taxed the team. The original plan was to totally re-do a handful of high-priority zones, but to leave a lot of the zones that worked mostly alone. We categorized them into "red," "yellow," and "green" zones. The idea behind the green zones (for example, Loch Modan) was just to tweak the quest flow to be a little smoother, but not to make any major changes.
The reality is that even the green zones really needed a lot of love. Once we got in there, it was all or nothing: we ended up completely re-doing a lot of green zones so that they met our new quest design standards. We came up with a nickname: "watermelon" zones. They were green on the outside, until you got in there and started poking around. . . .
Where that hurt us was when it came time to do the max-level content, the 80-85 zones. The content there turned out well, but the experience is inconsistent across the board -- Uldum feels totally different from Hyjal, which in turn feels different from Vashj'ir. The design decisions and efforts we made didn't always yield the desired results.
Q: Tell us more about the level 80-85 zones -- what worked and didn’t?
We were aiming for a really global feel with Cataclysm, so we set the max-level zones in varied environments all over the world (underwater, across deserts, in the elemental plane of earth, etc). However, as a result, they ended up not feeling as connected as we'd like. You get widely different experiences in zones that aren’t geographically related to one another. That's something important that we're keeping in mind moving forward – World of Warcraft works best when there's a sense of place. A connected world to explore.
We feel the storytelling in Cataclysm was strong. Whether assembling the ancients in Hyjal, rescuing your drowned crew in Vashj'ir, or reassembling the world pillar in Deepholm, there’s a strong sense of plot in every zone. Players participated in stirring stories, like bringing the Dragonmaw into the Horde via a violent coup or reuniting the Wildhammer Dwarves with a crazy wedding. These were memorable moments and shared experiences.
The downside to creating these stories is that the zones on the whole ended up being way too linear. For example, because we wanted to show your character re-growing the burning devastation of Mount Hyjal, there was really only one way to play that zone: you started at point A, and you worked your way through to point Z. Pretty glorious the first time, but frustrating on your second or third character because there's only one way to do it, and no way to skip around. That's a lesson we’re going to carry forward for sure. We want big sweeping stories, but we want to give players the freedom to explore those stories on their own terms.
Q: Places like Hyjal also used a lot of phasing to show the world changing.
We have a massive phase shift halfway through the story that changes the terrain for nearly a third of the zone. It's epic, right? But it can be a real pain for players when so much of the world changes like that. Phasing is like a story sledgehammer: it gets the job done, but at best it splits up players and at worst it totally confuses them.
We're going to be a lot more careful going forward. The Firelands dailies in patch 4.2 gives you a much better idea of our future direction. There were sweeping visual changes to the world as you progressed, but there’s very little actual phasing. For the most part, everyone is playing together on the same map. That’s important to us. Looking ahead, we’re going to be a lot smarter about how we show changes to the world, and we’re going to do everything we can to avoid splitting players up.
Q: Talk more about the 4.2 patch. Were the Firelands dailies a hint of what’s to come?
Definitely. With those dailies we were able to engage a lot of players, myself included. (I was the first quest designer on the team to get the mount and all the achievements on the live servers -- suck it up, slackers!) Previously, "doing dailies" meant hitting the same quest givers for the same three quests, usually in a static place. Here we were able to deliver a sense of progression and a story that unfurled over the course of a few weeks, all as you did a constantly changing set of quest objectives in a dynamic environment. We think that worked out well.
Moving forward, we're going to look for more opportunities like this -- ways to keep people engaged and cool things to do solo with your max-level character. We've got ambitious plans.
Q: Patch 4.2 also had the Aggra and Thrall questline, "Elemental Bonds." Did that meet your expectations? How do you feel about Thrall's character development?
That's a tricky one -- we’ve got mixed feelings. The essential story is a good one, and we really wanted to portray all the inner struggles Thrall is going through. Here’s a guy that stepped down as Warchief and had to rediscover himself as a shaman in order to save the world. And he's haunted by his decisions: he’s afraid of what’s to come, paralyzed by doubt, angry at what Garrosh did to Cairne . . . the guy's a mess. We figured out a way to show all that internal tension, and we wrapped it up in a story that demonstrates how his mate, Aggra, will literally go to the ends of the world to pull him through this. It's a powerful love story, and a story about finding one’s inner focus.
But we had to do a lot of things to make it work in the game. We needed to make a quest that 500 people could do simultaneously without getting in each other's way. We wanted a quest that players could do solo, no matter what their skill level. We didn’t know if the player was decked out in raid gear or level 85 greens, so we had to keep it simple. We somehow made all of it work under those restrictions, and we filled the screen with some killer imagery (I love the vision of Thrall immersed in the Abyssal Maw). But ultimately the quests themselves ended up not being as compelling from a gameplay perspective as we would have liked. Many players blew through them once and never looked back.
I really think we can do better. Cataclysm was in many ways Thrall’s story, but it was hard for players to follow his development over the course of the expansion. Going forward we want to convey a clearer narrative, delivered in the context of solid gameplay. We have some ideas on how to do that, and we’re also going to keep experimenting. This is important to us -- we talk about ways to tackle this problem all the time.
Q: The Cataclysm patches also saw the debut of some legendary weapons: Dragonwrath and the Fangs of the Father. Will future legendaries be this, uh, legendary?
Good question. We love class-specific content, but quest lines like those are very resource-intensive. Each sequence involves weeks of development focus that takes content away from dungeons, dailies, or outdoor zones.
The feedback from players (and from our own team) has been overwhelmingly positive. Dragonwrath proved to be extremely popular, and allowed caster classes to get a front-row seat for major lore moments otherwise reserved only for dragons. Meanwhile, Fangs of the Father was pure rogue, from the theme to the mechanics. It was super-targeted and extremely fun -- it proved to us the value of focusing in on a specific class and tailoring the content to their abilities. Given that the audience for these weapons consists of badass raiders, we didn’t hold back on the difficulty either, so these quests were great for people who wanted a real challenge.
The short answer is yes, we'll definitely continue doing these moving forward. Most likely future legendary quest lines will be built similar to the rogue experience: a couple key story moments, a lot of flavor, and some very specific challenges. But I wouldn't expect very many quest lines like these. Like legendary weapons themselves, they're going to be rare and special.
Q: We haven't even talked about goblins and worgen yet. What lessons did you take away from the new racial starting zones?
In both cases, the starting areas really sold the character and tone of the new races. The worgen area is so marvelously gothic, and Kezan is unmistakably unique and gobliny. The art and the quests all work together to establish a racial character. So that’s a big win.
As for the mechanics themselves, I’m glad we were so experimental, but our general feeling now that all is said and done is that we went a little too ‘gimmicky’ with the player’s initial experiences. Everyone can agree that the goblin experience gets pretty wild in places.
That's a big lesson we're carrying away from the expansion as a whole.
Q: Can you elaborate?
Overwhelmingly, players have told us that they want more quests where you have to flap a giant bird around a cave while targeting creatures in a 3D space.
Q: Seriously?
Maybe not . . . But moving forward, we're re-focusing on core gameplay mechanics. World of Warcraft works best when you’ve got your boots on the ground and you get to play your class. To that end, we’re concentrating on giving players lots of fun combat challenges in continually changing environments, wrapped up in a terrific story that’s propelled forward by the quests. Whenever we do special mechanics, we want them to feel special, and they’ll never tear you away from combat for very long. Our goal is to load up the world with lots of interactive spaces, cool encounters, great characters, and neat spaces to explore. That’s part of the reason we’re keeping you grounded (literally) in Pandaria, and why we’re focusing on a single continent. But I’m getting ahead of myself. We’ll talk more about Pandaria soon enough.
Q: Looking forward to it. Thanks for your time!
Not a problem!

Darksorrow
Drak'thul
go back to time, resfersh old systems they was great..
hero with purples but only the truly heroes would wear if before not anyone like today every peace of **** wearing purples thats crazy... what for you have to hunt then, to be like everyone other, but im better than everyone else no one mention about you. in 2 weeks after cata release had almost everyone (who played bit more) full puprles.
Blizzard im teribli borde waiting for D3 and i hate wow after long playing im D3 is my rescue :)
Terokkar
Boring, boring, boring.
Go somewhere kill some stuff and come back. Then go somewhere else and kill some more stuff and come back. Then go talk to this guy.... who will send you somewhere to kill some more stuff.
Wash rinse, repeat, ad infinitum.
I could not finish the Hyjal and Fireland dailes, gods alive I had to give those up. Bored to tears is not just a proverb.
What can't they use a little imagination? You have to retrieve a staff or something, but how you go about it is up to you! Do you sneak in and steal it, buy it back or charm the guy to get him to hand it over? Enough of this carbon copy smash stuff routine, I want to think about things for once and have a little choice in how I go about playing this game!
Scarshield Legion
Chamber of Aspects
Neptulon
Bloodhoof
And as a side note firelands 4.2 and the dailies were an awful story telling method, i couldn't have loathed a mechanic of story telling more and was bored with in days :(
Bloodhoof
Vek'nilash
Levelling up a character ONCE is fun. The nature of the zones and quests ensures the process gets old very, very quickly.
The revamping of the old world needed to be done. Flight was needed. There were quests and stopries that were boring, irritating, badly designed and so on. At the same time, there was a lot of good in the old Vanilla quests...things like the epic Missing Diplomat quests. By getting rid of the good as well as the bad, I feel the revamp went too far. There were stories that needed to be told, but they didn't need to be told as if Vanilla didn't exist, especially when so much of what is there now relies on past memories. Thats OK for long term players.....but new ones simply don't get that connection.
The old Vanilla storylines served well as the basis for many in Cataclysm...but they should have remained there. Tidy them up, make them better but keep them around. There was no need to get rid of the epic storylines or content such as the unveiling of Onyxia and many of the post Cat stories would have worked better as 81-85 content when levelling through 1-60 you saw exactly what caused those issues to occur.
[quote] they ended up not feeling as connected as we'd like[/quote]
Yep.
[quote]The downside to creating these stories is that the zones on the whole ended up being way too linear[/quote]
Yep.
[quote]Many players blew through them once and never looked back.[/quote]
The Thrall storyline was a mistake because the focus on that on character and his ascension into near godhood alienated the Alliance players. Especially after the travesty of the storyline those players had suffered through previously.
If you want people to care about the story, you need to ensure it is balanced and makes sense.
[quote]We love class-specific content, but quest lines like those are very resource-intensive. Each sequence involves weeks of development focus that takes content away from dungeons, dailies, or outdoor zones.[/quote]
Class specific content doesn't need cut scenes or other resource intensive levels of integration.
EJL
Sporeggar
The "factions" we had to recruit (Shadow, Talen and Ancients) are all groups we had just spent most of Mount Hyjal helping yet for some reason they had all come through the Portal but we still had to "recruit" them? Lame story just to have some reason to unlock vendors.
The Leyara line was interesting however waiting a month to get it done felt boring and pointless from a story perspective.
Seriously Blizz if you really think Molten Front was succesful I'll be extremely disappointed if something similar appears in MoP. It was a depressing grindfest where the grind was ONLY serving the unlocking of vendors, it did not serve the story at all.
Do you count success by the number of players accessing the content? Then I can tell you players will do anything for cheap and easy epics including grinding out tokens for a month to unlock vendors. I'll bet that after the first month Molten Front activity dropped by at least 80% and continued to drop in the weeks following as slow players completed the zone and NEVER WENT BACK.
Neptulon
Argent Dawn
Twisting Nether
questing in cata was fun, but can be even funnier when using sieges and veichles, like the demolisher quest in borean tundra (it was 2 short)
Kazzak
The Venture Co
-Get away from train effect questing (quest giver->loot/kill->quest giver)
-Storytelling quests (happening on the go, no quest giver necessary)
-Area quests (you enter an area, every player can work for the goal)
-Minimize quest giver quests (this gives a "fake" freedom for players)
-Narrative, audible quests (yes you heard me we dont want to read anymore, we read quests only once, you're wasting your time and ours)
-Deeper tech-system for quests (loot and grab quests should get a R.I.P. you need to figure out technically how to handle quests without killing something or looting something. Steal from real life :P)
And a lot more, cheers after 7years of borequesting
(love WoW, hate some out of date aspects of it like quest system and gear dependancy)
Neptulon
Ravencrest
The Sha'tar
Its commonly known that rogue have had the most legendary weapons:
Thunderfury
Glaives of Azzinoth
Daggers
SO yea even though its been a while. Feral druids, Enhancement shamans, war/pala tanks all have had to wait longer. Feral druids not having a single legendary throughout the game.
I approve of The system of blizz though, legendary's should be legendary.
Bronzebeard
Arathor
Defias Brotherhood
Anachronos
Please, please tell me this means you will introduce lots of class and race specific quests in each zone.
There is no way to keep a zone fresh when you have done all the content multiple times, no matter if you put decision trees in. People will just do the same stuff in a different order.
Solution is that some content is only seen from a class / racial perspective: that way there is always something new.
It also gives you many opportunities to develop class and race stories rather than have race leaders disappear for whole expansions.
In other words it makes levelling interesting again because each character has a differnet perspective and a differnet story to follow.
Put the variety back in.
The Sha'tar
Alonsus
Stormrage
Wildhammer
I was really disappointed when class specific quests were taken away.
I really enjoyed my Warlock quest lines and the rewards. Players had something interesting to do and got more attached to the class they played. Now it's just go there take/kill that or bring it back and that finishes the class quest. It's so lame and boring that I dont even bother to do them anymore
Khadgar
Laughing Skull
Wildhammer
Marécage de Zangar
I was lucky enough to do the Dragonwrath questline and I really loved it, especially for the challenge in the Nexus. I wish there was more challenging questing in both leveling and endgame. There are different levels of difficulty for instanced pve, I think it's time to expand it to questing too so that everybody can find something that they find challenging.
I love the linear 80-85 questing, the story is great and the difficulty was really fine. I really love the Vash'jir environment, without a doubt my favorite wow zone.
Regarding the questing UI, I think it doesn't do a good job to immerse us in the story. The dialogs are often hidden in the chat log, especially in raids/dungeons, you don't hear anything when the volume is down because of teamspeak and can't read if there are chatting/rands/strategy in the chat log so you miss the story entirely. Maybe the dialogs could be added to the dungeon journal to read it afterward ? Or put the dialog into some kind of subtitles more visible ?
The quest log could be improved also in my opinion. Maybe organize quests based on the story arc they belong to instead of just the zone. Maybe mention when it's a mandatory quest (main story arc) or optional. I wish quests boxes were bigger to. Currently I'm reading the quests text in a small box that isn't even taking 1/10 of my screen.
Bloodhoof
The firelands dailies were a bit repetitive after a few weeks of grinding in order to open the zone fully but it was cool to see the environment change as you unlocked more and more.
I didnt see the point of re-launching the Zul'Gurub & Zul'Aman dungeons for level 85 - these should have been kept as they were - I pretty much avoided these dungeons and my play time slacked off until the Hour Of Twilight patch launched where 5 man dungeons were back to the WTLK style where you can grind a number of them in an hour or so.
I have to say Transmogrification that launched in 4.3 is awesome! This has started to revive the WOW community. People are raiding for fun again and not just for end game gear, meaning random groups of people actually get on!
With that said I think a "Single Raider" feature would be an awesome idea, we have all seen the videos on youtube of players one manning BC content and even some WTLK now, so why not develop this play style? End content will always attract the people wanting the newest & best gear, what about the players who want a cool weapon or armour back from the BC days but they cant find 6-10 people who want to tag along in Black Temple just for fun.
At the very least roll out the Raid Finder (which is also awesome) to the lower level raid content and update the raid journal for all the raids from Vanilla to now.
Anyway keep up the good work guys :)
Anachronos
Because? This is a chore and is neither fun nor challenging. It is a tediously repetitive model I hope they move away from.
Silvermoon
Turalyon
I think the MF quests were a significant factor in quitting the game for 4 or so months. I'd have quit permanently but my GF was a significant factor in my renewed subscription... Yet I've been back for nearly 2 months and I've spent a combined total of about 30 minutes in the game
Admittedly it's not just the quests. Actually the 80-85 quests were some of my favourite in the game, I loved them as much as the sum total of all those that came before.
But in the crusade to make interesting, non-repetitive daily quests you ended up making the most repetitive and boring dailies the game has seen.
Turalyon
Terokkar
Turalyon
Emerald Dream
Terokkar
Outland
However, I personally thought the daily quests in the molten front (firelands patch) was a step backwards. Contrary to what u write in the blog, there is no alteration in quests. Sure the quests rotated but they were all the same -- it was kill 1 type of mob one day, then kill 2nd type of mob the next... how is that varied?! It then progressed to another section of the map where u continued to do the same 3 quests over and over. It was fine for the first day but grated on the nerves the next day and forever after.
I often wonder why questing has no progression in difficulty? People who like pvp go from battlegrounds -> arena -> rated battle ground. People who like pve go from leveling dungeons -> Heroics -> raids.
Why is questing left to be retardedly easy? I appreciate that questing to level should be very accessible (aka, easy) but what does a person who likes questing/story/lore do once they get to 85? Questing is dropped like a stone and u either pick dungeons(leading to raids) or battlegrounds(leading to rbg/arena). Why does questing have to be dropped like a stone? I played through the dragonwrath quests and they were AWESOME in comparison. The dragonwrath quest in Nexus was the finest quest i've ever seen! I remember the old hunter quests for the special bow back in classic wow, which were a challenge as well.
Why isn't that expanded upon?! Why do hard quests have to be confined to legendary weapons? I can see you might have to structure them in to class quests but that could be a reason to bring those back -- make them a genuine challenge for once. Why aren't there any quests where people have to work at becoming better at their class in order to accomplish it. The amount of people i see coming in to heroics who suck at core game mechanics is astounding and that i see that as a fault of the quest system because they've never had to use the skill until they were shouted at in a heroic or even a raid! People never have to use CC, never have to silence/interupt, never have to move from any life threatening effect, never have to choose which spell/ability to cast because 1-85 is STILL a giant set of kill this mob (dont matter how..just smack ur most powerful spell/ability until it falls over) or collect some "thing" off the floor. Now there are a few deviations from this (punting bears and turtles comes to mind..haha...and some bombing run type quests) but what i describe has got to be 95%+ of ALL the total quests in wow and nothing changes at 85 for questing, sadly.