I'm so glad... My original version of this topic languished & was
exterminated closed after merely 1 solitary "bump".
Thanks guys.
I think this question can be summed up to:
"What makes Blizzard games so incredibly awesome compared to other games?"
I think it's that perfectionist design of those games in almost any aspect. The interface, the art design, the content design ... it's extremely well 'rounded' in all of their games.
You just gotta admit that their design and concept teams do an incredible job.
I think they will protect those secrets at any cost. It's kind of that "special sauce"-recipe of blizzard.
I suppose I generally agree with you. I wouldn't go so far as to say they are the "best games ever" (not that you said it either), but they certainly have shown that they know what they're doing (at least, more so in the past... I'm not sure, sometimes, when I look at Diablo 3 or Starcraft 2...)
It's plausible that they would protect these 'secret sauces', but from the interviews I've seen that's not the case.
It seems like the answer to most of what you're asking, can be answered with one word: Balance.
Some of it might also be down to fun and interesting gameplay.
Maybe you're just trying to do a bunch of fancy things, and you're missing all the "fun" parts of warcraft.
I'm interested that you immediately gravitate towards the true center of my question(s); "how can I use these design documents to enhance my modding" (given that what I do is so aligned with what Blizzard has tried to do)? I am grateful for that insight & (implied) question.
In response, I would ask if you have seen/perused/read through any of my works (see the links in my signature, especially the "custom race topic"). (Granted, there's a great 'hole' at the end where things are
not updated due to some site down-ages, but) If so, are your thoughts the same? I would argue that while I
do have such a tendency (shoving in "cool" and "fancy" ideas at the risk of balance), I have been honing things over the years such that that is less & less of a problem. A great example would be paring down the extra-game influences (such as from that of mods Ominous Horizons/Heart of Storms, as well as games Red Alert 2, Starcraft & others), as well as, even very recently: I realized that, cool/interesting as my Hero abilities are, they were lacking
severely in terms of "Direct Damage" abilities (of which, each other race has anywhere from 3.5-4.5... Whereas mine had merely
1 :<...). This lack I have been endeavoring to fix (even at the cost of replacing "cool" or "fancy" abilities (that were, IMO still useful/not too complex) for relatively-simple "DD" abilities).
Anyway, not trying to argue. I'm honestly interested in a discussion of this matter, as (as aforementioned) it ultimately pertains to the discussion at hand.
saphiree said:
I think you're on to something.
It's going to be hard for one person to achieve the balance and perfection of an entire Blizzard team.
This is very true, and something about which I've become increasingly & painfully aware of over the years. (More, that 'balance' and 'perfection' are increasingly relative/objective goals, and even
more, that much of it happens through Playtesting, not TheoryCrafting
(in the game, not the mind).)
Fortunately, I am not
truly alone; I've got a tight cadre of talented individuals that offer their thoughts here & again... However, for many intents & purposes, I am 'flying solo', so yes.
It's not only the fact that it's an entire team doing it, it's that extreme consistency in design and pragmatism and overall cleanness that makes it so amazing.
...
Notice how very few spells both in WC3 or WoW require more than 2-3 lines of tooltip to be explained and properly understood? Then take for example Guild Wars as the opposite example. A lot of the spells in Guild Wars I are bloated to absurdity with additional side-effects ("deals x damage to all targets within a cone in front of the caster, heals the caster by y, buffs it with z, applies a attack power to all nearby friendlies, but only when it's nighttime. Oh and it stuns undead.").
...
It's just amazing. I'd love to have a look at how they "train" their new employees in the conceptional teams to deliver such perfectionist designs in all aspects.
I agree. Something I've really admired in Blizzard
...
This is true... For the most part. Take a look, however, at the Tavern heroes (especially the most recent ones (Tinker/Alchemist/Firelord)). Have you noticed that the Tavern heroes (as "late additions") tend to have more & more complex spells (as measured by the relative length of their tooltips)? In fact, I've long come to the conclusion that the Tavern heroes, though obviously (hopefully) created for & balanced to the rest of the game, are a lot more... "AoS"-y than the regular "Racial" heroes. (I mean heck, the MK & TC both have 2 "straight" DD abilities, and the TC has
2 passives! Yawn. Then again, the Beastmaster literally has 3/4 of his spells as Summons... Hm).
...
I too. However, from what I have read in the (sparse) Interviews on the matter from some of Blizzard's leading executives, there isn't so much in the way of "training" or "reading" to be done... It seems more like a constant, consistent, even incessant focus on a very small set of "concepts" or "ideals" that is hammered in again and again (i.e. "Polish polish polish" and "fun to play, not necessarily making sense", etc).