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It's almost 10:00 am and people were slowly pouring in to the waiting area where
refreshments were being served. Everyone had either been invited to the press
meeting or won the contest on one of Sweden's more popular game sites.
They let us into the conference room at about 10:40 am and everyone calmly
took their seats, Bill Roper and Gil Shif were already seated behind a desk
with a large projector screen behind them. On the screen was the start-up screen
for Warcraft 3: The Frozen Throne.
Once everyone had taken their seats, Bill Roper and Gil Shif were introduced
before the word was given to Mr. Roper. He told us that they'd start by showing
us some of the single player part of the Frozen Throne and that there would
be a little bit about World of Warcraft at the end. So we watched and waited.
I won't go into detail about what was shown about Warcraft 3: The Frozen Throne
except just to mention that we were introduced to the race of the Naga; an amphibious
race that has returned to the surface. They are a new enemy and have an unexplained
hatred for the Night Elves. A special type of items, called Runes were also
shown and the reason for mentioning these two is that Mr. Roper mentioned that
what they put into the Warcraft games immediately becomes a part of the Warcraft
Universe and are available for other games in the Warcraft theme, such as World
of Warcraft. So don't look surprised if the Naga are found in WoW or if Runes
are.
World of Warcraft in Action
And now on to the real deal; seeing the World of Warcraft in action! Mr. Roper
started up the game and we soon came to the character selection screen where
10 slots were available. By what Roper said, there will probably be 10 characters
per -account-.
The first character he loaded was Dabu the Orc Shaman, who appeared near a
field with Harvest Golems wandering about. It was broad daylight and Dabu was
not very far from the bridge that leads on to the Duskwood. The graphics really
made the game look alive with the small details of how the orc character move
when standing idle, rolling his shoulders and straightening his back and the
smooth, natural surroundings that only added to the atmosphere.
We saw Dabu run around a little, as well as seeing him change attires with
just a few simple clicks with the mouse. I'll bring up more about the interface
later. After showing the surroundings quickly, Mr. Roper moved on to attack
a Harvest Golem after having buffed the orc character with some spells. And
with a few spells and a couple of strikes with the mighty steel mace of his,
Dabu had put the Harvest Golem out of order. With the fighting done, Dabu then
turned his steps towards the bridge, to show us how easy and smoothly one could
move between areas. And it was smooth, very smooth. From the bright and sunny
weather in one side, it slowly got darker and darker and our brave orc ran over
the bridge until he was finally on the other side. It had smoothly become so
dark and spooky that Dabu had to take out his torch and when he looked behind
him the bridge was cold and dark as well, nothing that tells that beyond the
bridge is a much more open and more lighted area.
Dabu was then logged off, though we weren't disappointed as the next race in
line was the great Tauren standing in the view of a scout tower. Mr. Roper explained
that only now in World of Warcraft is the dev team able to really portrait the
actual scale of the characters and buildings and that we would now see how they
had imagined the sizes of structures to be. He took us closer to the scout tower,
on the way showing us how easy one could zoom in and out with the mouse wheel
all the way out and then all the way into first person perspective. The scout
tower itself was massive, it was huge. The Tauren ran all the way up to the
top, where we cold get a nice view of the surroundings; from the mountain ranges
(which were not painted there, Mr. Roper assured, but places you could actually
reach) to the lumber mill just below the tower. As fall damage wasn't implemented
yet, Mr. Roper took that advantage and simply jumped down from the tower before
logging this character off as well to show us the human city of Stormwind and
a human character.
Jaina stood just outside of Stormwind, the scenery looking as beautiful as
the others had been (there were cute little bunnies here too, though to my knowledge
none were attacked). Mr. Roper showed us again how easy it was to change clothes
and clothed Jaina with proper attire for her visit in the city. The road near
the city was between a handful of large statues of heroes of warcraft, the Mountain
King was clearly identified. The city itself looked much like the game play
video had shown. Shops have signs outside their buildings to make it easier
to find them. With Jaina, Mr. Roper also showed us some of the emotes they had
built in as well as some mouse functions such as being able to turn the screen
around with ease to see the characters from all angles. When the mouse is held
over objects or characters, Jainas head moved slowly to face whatever the mouse
pointer was over. Another neat detail is that, when speaking, the characters
will make gestures and those gestures vary; if you ask a question the gesture
shows exactly that and when you shout, the gestures reacts to that. Conversations
promises to look natural and interesting, even if you can't see what is said.
Again, even the contours of buildings far away were from actual buildings,
the huge cathedral rose high over the city and promises to be quite a sight.
Mr. Roper then logged the human woman off to instead show us another part of
the world. He logged on the dwarf Blazebeard, perhaps a mage by the looks of
his robes and staff. We were quickly shown the outpost of Anvilmar, the dwarven
starting location; a small camp with some wagons and tents set up inhabited
by a handful of NPCs. Two of the NPC dwarves had exclamation marks over their
heads and Bill Roper explained to us that when an NPC had something to say to
us, that was show we would know.
Blazebeard didn't linger long in the outpost and instead jogged outside (leaving
footprints in the snow) to show us the surroundings; we saw Troggs, Frostmane
Trolls and small little bunnies jumping around. Or jumping around until a wolf
attacked the poor thing, at which Blazebeard got mad and beat up the wolf. Our
dwarven guide then made his way back to the outpost and waved us off, that was
all they had to show us.
Information
Now it was time for the questions from us to Bill Roper, and we found out titbits
of info about different things in the game and I'll sum up the information we
received from Bill Roper during the showing and the short Q&A afterwards.
The information here is also taken from after the press conference when Bill
Roper sat down with some of us from different news sites and answered some questions
then as well.
Items
Of items we were told that anything picked up in the World of Warcraft was
good for something. Either to you or to someone else, both NPCs and PCs in the
game world. No items existed purely for the reason of selling them and getting
coins even though you could do that. But if you wanted to find whoever did need
the items, well there's another adventure. Bill Roper said that there wouldn't
be any 'junk loot' in the game.
When asked if items would be so important that they actually make the character
rather than just add to them like in Diablo 2, Mr. Roper said that even if items
would have importance in World of Warcraft, it would be nowhere near the quantities
of Diablo 2.
Dynamic NPCs
When the wolf attacked the rabbit, it already implied that monsters will be
living their own lives instead of just waiting for a character to come and kill
them. And when asked about how NPCs would react to different, Mr. Roper responded
that even though friendly interracial activities will not be restricted, it'll
be difficult as if you do get on the good side with for example orcs, your reputation
among the humans would decrease.
Interface
We also saw that the interface had changed a lot from the early screenshots.
Words were replaced by icons. There was a hot key bar at the bottom left side
of the screen and the options icons to its right side with the characters paper
doll among some other buttons. To the right side, the backpack and some space
for money.
The mini map was also mentioned and shown, we were told that they didn't want
the mini map to reveal too much but it would show you how to get to places you
have already been to. The mini map also shows you the current time of day. And
besides the mini map, which is still located at the top right corner of the
screen is a small area where you can see which spells you are currently affected
by.
Player Driven Storyline
The answer given when asked how they will be pulling off the feat of keeping
the storyline really player driven, was that events would require players to
decide the outcome. If perhaps a great villain attacks and isn't defeated then
it would open up another line in the story than if it had been defeated. This
way the storyline can also be different on different servers.
Combat
Combat looked really fun, even though Mr. Roper used a little too much spells
for my taste. Though perhaps that's not so surprising since the character was
a shaman. Spells are controlled very easily; you can simply put them on your
hotkey bar. The magic effects look really nice and targeting seems easy as well.
You can as mentioned previously by Blizzard, click through your character and
throwing buffs on yourself is done simply by selecting your character by clicking
on the character portrait, which is located at the top left corner with the
HP and mana bars, and then use the spell you want.
When the orc unsheathed his mace from his back and started attacking, it didn't
look too bad at all. The combat pace wasn't too slow and I saw at least two
different animations of attacking during the short melee fight.
Misc
PvP was described by Bill Roper to occur in special designated areas and arenas
and in that way will be consensual. PvP will have its own rewards and goals
according to Mr. Roper.
Trade skills will be available for those who don't wish to fight continuously
or at all, but Bill Roper did say that World of Warcraft is focused on combat.
Player housing still isn't a feature set in stone though Bill Roper did express
their wish to have the feature implemented because of the success it has had
in other games.
Bill Roper explained also some of the reasons for why they are doing a totally
new server network for World of Warcraft. First it was because the architecture
just wasn't suitable for an MMORPG and also because Blizzard wanted a clear
distinction between the two services, the free Battle Net and the subscription
and fee based World of Warcraft.
On the beta question, Bill Roper said that it would be held sometime this year
and that they do not want to say for how long they intend to hold the beta but
rather take the time it needs, be it 2 months or 9 months.
When I asked which part of the development that was the hardest, he [Bill Roper]
said that it was the part where they had to choose the features that was NOT
to be in the game or that would have to be implemented later. He also said that
it was one of the great things about having a live team for the game so that
feature that would have taken longer to implement can be put into the game after
release.
But all things come to an end and so did this press meeting and the interview
afterwards. But I didn't leave empty handed, my notebook filled with sloppy
jots written down without me looking at what I'm writing as I couldn't take
my eyes off of the screen when the game was shown. I really can't wait for the
beta, this game looks to be very promising indeed.