Thursday, March 4, 2010

Tom Chilton's Anniversary Interview for WoW

In this interview, World of Warcraft Game Director Tom Chilton talks about the hectic final months leading up to the game's launch, crafting an MMORPG for a wide range of play styles, and the ongoing effort to improve the game through expansions and content updates.

Blizzard Insider: Before you came to Blizzard Entertainment to join the World of Warcraft team, you were the lead designer on Ultima Online -- you worked on several expansions and game updates, right?

Tom Chilton: Right.
When you started at Blizzard Entertainment, you started as a senior game designer while World of Warcraft was in development?

That's right -- when I started, there were a handful of associate designers and one or two mid-level designers
Thunder Bluff
Can you talk about the state the game was in when you came on?

Yeah -- it was early 2004, around February. The core look and feel and the quest-oriented gameplay were already there, but I think the level cap was 15. Most of the zones in the game had been created by then, but there was no content in the majority of them above level 15 -- they were basically empty.

Read the Full Story Here.

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