Patch 3.3 bringt eine weitere Ingame-Cinematic Cutszene

In einem Interview bei Gameinformer zur Vergangenheit und Zukunft von WarCraft hat Jeff ‘Tigole’ Kaplan u.a. preisgegeben, dass wir uns für den finalen ‘Wrath of the Lich King’ Patch 3.3 auf ein weiteres Ingame-Cinematic im Stil des Präludiums zur Schlacht um Unterstadt in der Drachenöde freuen können.

Drachenkönigin Alexstrasza und Gatte Korialstrasz (a.k.a. Krasus) an der Pforte des Zorns nach dem Massaker der Verlassenen

Fans des Action-RPG Klassikers Diablo II werden sich noch lebhaft erinnern, dass die gerenderten Ingame-Cinematics, die von einem zum nächsten Akt überleiteten, eine kräftige Spielmotivation waren. Ganz so weit will man bei WoW zwar nicht gehen, so Kaplan, aber man möchte wichtige Ereignisse in der World of WarCraft künftig mit mehr aufregenden Filmszenen hervorheben und veredeln. Die Szene an der Pforte des Zorns war ein Experiment, das man in Cataclysm fortführen wird.

Zitat von: Jeff Kaplan
Cutscenes will always be something that we use sparingly, yes. We never want to interrupt gameplay too frequently or for too long of a period of time. The Wrathgate cutscene was a big experiment for us. It was our first foray into in-game cutscenes in World of Warcraft. I don’t think we’ve fully refined how we want cutscenes to work with future World of Warcraft content.

We debate like crazy. We debate the length, we debate the frequency, and we have a lot of theories, but Blizzard is a really iterative development house. I think what’s going to have to happen is that you’ll see more cutscenes come into the game for us to really refine our strategy with them. We definitely have an eye toward more cutscenes, but at the same time, we don’t want to become just a cutscene game.

Even before Cataclysm, in patch 3.3, there’s going to be a really exciting cutscene moment that’s going to be our next experiment with that.

Ferner äusserte sich Kaplan auch zu künftigen Bösewichten, die man in bekannter Manier wieder vorzeitig (WarCraft 4?) in die Historie einführen wird:

Gameinformer: So for anyone who’s played Warcraft III, I think Arthas has been easily the most identifiable bad guy of the Warcraft universe. There’s lots of other bad guys, but he’s the one that everybody knows and loves to hate. That’s another thing that’s been pretty unique to you guys for an MMO. It’s rare that an MMO has a villain who’s that well-known and easy to hate. Now that he’s finally getting taken down during the final raid of Wrath of the Lich King, do you think that it will be tough creating a new bad guy in the Warcraft universe that players really care about?

Kaplan: The key to creating bad guys in episodic video games is making sure not to make the bad guy the sole focus of a game before his time. What I mean by that is — take Cataclysm for example — Deathwing is going to be the focus there, but Deathwing has been around in Warcraft lore for a very long time now. It’s more about developing an existing bad guy to the point where players feel like it’s acceptable for that to be an end villain of an expansion or a patch or an era of the game.

All the while, we need to be planting the seeds for new villains in the game, and I think you’re going to see a lot of that over the next few years in Warcraft. That doesn’t mean that there will suddenly be poster boys for the next expansion or anything like that. It’s going to take quite a while for those characters to develop. I always remind people that Arthas didn’t exist before Warcraft III. There was a very long history to Warcraft preceding that time period. It’s a matter of being strategic about it, not forcing the idea before its time, and then really reinforcing who these people are as characters. That goes back to the core of character development.

To give you the quick answer, I think what you’ll see is a further developing of existing villains while we plant the seeds for new ones.

Quelle: Gameinformer