I remember reading this in my copy. This is an actual excerpt, unlike last week's essay. :)"And for the first time I felt that this game could be very cool."I love how intuitive John comes across in the book. Not only observant, but curious and nosy. And that's why the dungeon designs are so phenomenal.Remember, folks: always look up.
Hilarious excerpt from the book, I loved reading it then and it's even funnier re-reading and imagining it now after completing it.If I'm not too late for John to answer a question (had trouble logging in to WoWhead, doesn't seem to like me logging in under the Classic pages for some reason), I'd like to ask what was the "ah-ha!" moment that streamlined where exactly they should be going in development, concept-wise.I remember the book stating that the team hit a sort of "gold rush" of environmental design after switching map-making programs, but I'm curious if you're aware of the moment everything began to click together and people decided to turn "bashing a T-posting ogre while naked" into "adventuring a world full of quests, dungeons, and rich storytelling. While not naked."
I remember playing some pirated alpha version of WoW that appeared on my local network around 2003 where you could run around empty Orgrimmar and hit unmoving crocolisks outside. But after some time something happened, my character started freefalling and there was nothing that could be done to stop it. Still, I enjoyed that early experience immensely, however unfinished it was, and was hugely looking forward to the game.
I've been wandering around Azshara grinding mobs and trying to level in peace from the wpvp and I came across the furbolg camp on the northern edge of the map. I couldn't help but notice the giant gate on the map and then stare at it wondering if that was suppose to connect to the timbermaw cave between felwood/winterspring/moonglade. Or was it suppose to be a dungeon?Were there any dungeons that were considered and partially put in the game but scrapped?
The WoW Diary is a marvelous book. It offers a perfect view of the game's development, in a nearly "naive" way, that reads like a novel. I devoured it, and will probably read it again a few times.