Welp, from then to now, nothing really changed with regards to games journalism.Wait, actually something changed. They were "fooled" back then. They don't even pretend they are not being served fat wads of cash by dirty devs now.
Hi John!Most of your dungeons (all?) have some vertical stacking, where one play area is directly above another play area. In what way do you believe such design contributes to making a great dungeon map?Thanks!
What game was that?Albert Einstein?
>and yet, behind closed doors, they talked two big-name gaming websites (at the time) into giving them the Most Anticipated MMO AwardWhat game is he referencing?
Hey, John- If you look back on a lot of dungeons in vanilla WoW, such as BFD, Mara, DM, Strat, BRD, etc., you see that the common design norm is to have long lists of bosses - many of which are optional - scattered around the dungeon, as opposed to the modern design "meta" of having 4-5 bosses, all of which are required and fought in a specific order (with the exception of so-called "mega dungeons" like Mechagon or RtK, which are more reminiscent oc the older design). Why do you think that the way dungeons are designed have changed over the years, from your infamous sprawling multi-level dungeons, focused on heavy exploration, quests, and optional content, to the now more linear format we're familiar with today? Is it just modern time constraints, or a reflection of the MMO market as a whole? I'm curious to hear your thoughts on this.