Entries in design philosophies (1)

Ghostcrawler Eases Some Fears On Dual Spec

More Morphine Please! kthxbyeA few weeks ago I dished out some controversial viewpoints on the upcoming Dual Spec.  In no way shape or form was I saying that the ability to easily swap specs wasn't a useful feature.  Hell, I know I could get some use out of it, especially when I decide to PvP again.  The reason for the post was to express my concerns for what the feature could mean for the future of certain classes in raiding, namely Mages, Warlocks, Rogues and Hunters - the non-hybrid classes.   Some agreed, a handful took offense, but everyone formed their own opinion, which we are entitled to. Many other bloggers out there brought up an entirely different point.  Would the additional of Dual Spec change the way that Blizzard designs Talent trees or encounters?  In short, these players were worried that Blizzard may do some funky things in the WoW's future.  Such as having one spec be the PvE spec and another dedicated as the PvP spec.  On the PvE side of things, the designers could envision a fight requiring the use of 10 tanks while every other encounter remains at the two or three mark.  The thinking behind such madness is simple, you can always just respec right after. Thankfully, Ghostcrawler put this one to bed.  In a post on the forums he flat out stated that "we are going to design instances and talent trees while pretending this feature does not exist."  Greg Street for President! Blizzard will be ignoring the feature because they do not want to assume that everyone will purchase it.  In fact, they expect that only the more "high level" players will bother dropping the 1000 gold.  Instead of treating the mechanic as something the design team can play with, they are viewing it as yet another quality of life feature.  After all, it only stops players from hearthing back, dropping 50 gold and distributing their talent points after they are summoned back. Blizzard could have used the feature as a way to extend their options for encounter design, but have decided - at least for now - to stick with their current toolbox.  What do you think, should the company keep the extra hammer in there, or did the correct call get made?  Normally I would be all for new encounter mechanics, but I think such a radical shift would upset the majority of the populace.  Before you scream that they are placating the casuals, the decision is also sound from a design standpoint.  You shouldn't design something based on a feature that isn't available by default.

Click to read more ...