Hello! I would like to know if Vanilla dungeons or other places of WoW are inspired by specific places in the world. I would also like to know how you and others decided the route or layout of the dungeons and raids, did you do it on the fly, based on some distance or shape parameter, or did someone else told you how it should be?thank you for your answer and congratulations for your work.
What were some important lessons you learned in the earliest days of dungeon designing that impacted how you designed dungeons later on?What was your favorite dungeon to design and why?Your least favorite dungeon?What were some of the biggest challenges you faced designing the dungeons?Anything you wish players appreciated more that may go unnoticed or taken for granted?
How do you feel about the original Scarlet Monastery being one big full instance that connected all the wings together? I always feel like that zone with it being one big instance was really awesome feeling.
If you went back in time, and had to remake all the Vanilla dungeons again from scratch, but with the knowledge and expertise you have today, would you change any dungeons, and if so, which dungeon would you make the most changes to, and why?
haha, nice story! I can imagine working on WoW at Blizzard was a lot of fun back then
I really enjoy the book and got the boxed set after I got my initial copy. I'll try to come up with some good questions soon!
So the devs were corpse campers.lol :D
Are there any classes you especially like or dislike due to any interactions in dungeons?(example: Shroud of Concealment for skips)or any classes you feel an extra special vibe with?
Why was the linux client made by Linux Game Publishing scrapped?
Given the success of WoW:Classic what lessons learned regarding player-wants, behaviors, and abandoned-designs do you think Blizzard Entertainment might harvest, perhaps even sprinkle into the mainline / future versions of WoW?