1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. The SharpCraft World Editor Extended (WEX) has been updated for the latest Warcraft 3 version: Forum.
    Dismiss Notice
  3. The Paired Modeling/Texturing Contest #3 - Leaders has begun! Artists group up and struggle! May the best team lead the run.
    Dismiss Notice
  4. 'The Icon Contest #15 has started and Melee units await for their new abilities!
    Dismiss Notice

The Complete History of Blizzard (+Warcraft 3 Part!)

Discussion in 'Latest Updates and News' started by StoPCampinGn00b, Dec 7, 2016.

  1. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

    Joined:
    Apr 2, 2013
    Messages:
    2,236
    [​IMG][​IMG][​IMG]

    Two days ago, PC gamer put together an amazing article for anyone who's played a Blizzard game. It details the complete history of Blizzard and its games, including everything from The Lost Vikings (1992), Diablo 2 (2000), Overwatch (2016), and everything between. PC Gamer: The Complete History of Blizzard Games on PC

    Here's a thorough excerpt from Scott Mercer's part of the Warcraft 3 section. It's actually filled with a load of great, uplifting things regarding the modding community (that's us!) and the world editor. If you want to skip to that, feel free to scroll down to the texts highlighted in gold.


    Warcraft 3: Reign of Chaos (2002)
    Today, the Horde. Tomorrow, the World.

    Scott Mercer, 20 year Blizzard veteran, Principal Designer on Overwatch and game designer on Warcraft 3:

    "Early on during Warcraft 3 development, there was even more focus on the lower unit counts and the heroes. The concept was running around in that party, where here's your hero and here's your footmen along with it. The gameplay was even more of that. And then we actually took it back to sort of this in-between state, where there was absolutely base building, this normal RTS sense of you start small, build up, go through a tech tree. But it was the heroes, and the fact that the heroes leveled and had items, there were all these RPG elements that got added to the RTS genre through Warcraft 3. That concept alone is what I think inspired DotA to do what they did.

    "The level editor that the players ended up having was the exact same level editor we needed to create the campaign. When you talk about the Warcraft 3 level editor, you have to go back to the Warcraft 2 level editor. We made the campaign for Warcraft 2 with that editor. It was very limited in what you could do. I think most all of the maps ended with 'destroy all the enemy buildings.' Going forward with Starcraft, we improved the editor, added more ways for you to win, more things we could do. You saw that in the Starcraft campaign where there was a bit more variety in the types of missions that we had there, and that was due to the editor becoming more robust.

    “And then going forward into War 3, in early development, we knew we needed to create an even better editor because Warcraft 2I was our first 3D game. We wanted to do all the in-game cinematics and storytelling within the game, so the editor had to be even more robust...We had to create the camera system. There were the in-game cinematics we had, usually at the beginnings and ends of missions, where there was a character interaction. We actually had to be able to place those cameras inside the game world. What the editor allowed us to do was move the map around, the view of what the player would see, and take snapshots and sort of create cameras out of that. It was that kind of camera control that I think a lot of people used in the mod community to create these modes of 'oh, here's these crazy RPGs that are like third-person over a character.' There were a lot of things we could do with that. But that was all going back to needing to make these in-game cinematics.

    “A lot of the very important features that the Warcraft 3 editor got over time were things that we needed, that made our lives easier, making the game. Things like being able to create new units with, choosing a piece of art, assigning a bunch of stats to that, if we could do that in the editor, then designers could do that without having to go bug programmers to put in the game. The editor allowed us to be very nimble with our designs in the campaign and really allowed our programmers to work on bigger issues. The mod community basically took all that and ran with it."

    "The scale [of the mod scene] absolutely took us by surprise… We couldn't have imagined those kinds of mods would end up existing. We were very excited about it. It jazzed us up. A lot of the ideas that came from the mod community were things that, when we worked on Frozen Throne, we integrated some of those. Like the very last mission of the Orc campaign in the expansion took a lot of its gameplay cues from the Aeon of Strife, Dota type games with waves crashing into each other.

    “It was a super exciting time. We just tried to go in and play them occasionally and see what people wanted. And all through this we were getting feedback from these mapmakers saying 'Hey, could you fix this?' There were actually some bugs to fix, and new features they wanted. A lot of those features were things we were like 'yeah totally, if we give you those features, we get those features in our own work.' It was this wonderful time of the community feeding on our creativity, we were feeding on their creativity. And the Warcraft 3 editor was allowing all this to take place."
     
    Last edited: Dec 8, 2016
  2. Kam

    Kam

    Patch Moderator

    Joined:
    Aug 3, 2004
    Messages:
    2,416
    Outstanding article.

    I very much doubt they were prepared for the longevity to this franchise provided by the fan base.
     
  3. Archian

    Archian

    Site Director

    Joined:
    Jan 1, 2006
    Messages:
    2,367
    Great article. It was a good read :)
     
  4. DracoL1ch

    DracoL1ch

    Joined:
    Dec 12, 2010
    Messages:
    1,433
    thats funny how fast can you lose all kind of trust with just a few bad decisions from a single project manager
     
  5. Eat_Bacon_Daily

    Eat_Bacon_Daily

    Joined:
    Jan 4, 2014
    Messages:
    342
    There was something about invisible weapon racks in d2 that no one has ever found. Seems kinda crazy.

    Cool to see wc3 discussed as though
     
  6. Steel_Stallion

    Steel_Stallion

    Joined:
    Nov 26, 2007
    Messages:
    1,635
    I miss the golden age. I grew up modding and playing on WC3, but whenever I log on for old time's sake it feels like there's not much to come back to anymore.

    You can never go home again. :(
     
  7. Jocker

    Jocker

    Joined:
    Nov 27, 2015
    Messages:
    67
    They had the same crazy ideas just as we do now in these days.So much joy seeing this article. :D
     
  8. Edge45

    Edge45

    Joined:
    May 15, 2013
    Messages:
    2,447
    *Thumbs up*
     
  9. Chaosy

    Chaosy

    Joined:
    Jun 9, 2011
    Messages:
    8,922
    I've gone back to Runescape fairly recently, played for two months or so. Still a decent playerbase there, and that's on the Oldschool servers, the normal version or whatever it's called (crappy runescape :D) got even more.
    I played WoW when I was young 8 years old when I played on my dad's account. Only got to level 21 but the experience was still awesome. That is still around.
    I played a lot of Mario Kart, that is still around and kicking.
    I played a lot of Star Wars Battlefront, the first two games are semi-dead but the third is still around.
    Not to mention all the single player stuff one can replay.
    There is a lot to re-enjoy.
     
    Last edited: Dec 9, 2016
  10. Roland

    Roland

    Joined:
    Feb 18, 2012
    Messages:
    2,130
    Finally, We're getting more attention to the Big Leagues, Go Hive! :D
     
  11. Abelhawk

    Abelhawk

    Joined:
    Sep 28, 2012
    Messages:
    182
    This has been a really inspiring year for Warcraft for me. My unexpectedly successful Easter Egg series, the awesome yet severely criticized movie, meeting one of the developers, and now Chris Metzen is retiring. I've thought a lot about Blizzard and how much of my drawing styles, programming knowledge, and inspiration I owe to them for their amazing games I've been enjoying since I was a lad of six years old.
     
    Last edited: Dec 9, 2016
  12. Steel_Stallion

    Steel_Stallion

    Joined:
    Nov 26, 2007
    Messages:
    1,635
    Wc3's battle.net was a different environment back then that doesn't really exist anymore. There's a sparse few of the same maps being played over and over again on makemehost, which is basically the game on life support. It's just depressing. I'm not saying you can't go back to enjoy a lot of other games, though, but Wc3's online community was the pinnacle for me.
     
  13. Rui

    Rui

    Joined:
    Jan 7, 2005
    Messages:
    8,155