How Blizzard Is Updating Warcraft III’s Fiction For Reforged

about X hours ago from
How Blizzard Is Updating Warcraft III’s Fiction For Reforged

Thanks to the most popular MMO on the planet, WarCraft III’s lore has experienced a great deal of iteration and expansion. With Warcraft III: Reforged, Blizzard returns to the classic RTS that launched Word of Warcraft, but this remake gives the developer the opportunity to smooth over some of its rough story beats and ensure the lore remains up to date. While visiting Blizzard’s campus for our month of coverage, we sat down to talk with senior writer Christie Golden and editor Justin Groot about how they’re taking a red pen to Warcraft III’s original script.

How are you adding to or changing Warcraft III: Reforged’s story in light of what’s happened with World of Warcraft? Is there going to be any revision? Golden: I would say it’s more like augmentation. There’ll be some revision. I wrote Arthas: Rise of the Lich King in 2009 and that was essentially a novelization of his arc through Warcraft III. Within novelizations you’re able to give a lot more backstory and take a scene and expand it. So when I was invited to participate in this remake, I said, “Hey I got this. What do you think about going back through the book and adding a few key lines?” So we went through it, and sometimes we would pick just a few key lines that would add this whole new layer of context.

How Blizzard Is Updating Warcraft III’s Fiction For Reforged

about X hours ago from
How Blizzard Is Updating Warcraft III’s Fiction For Reforged

Thanks to the most popular MMO on the planet, WarCraft III’s lore has experienced a great deal of iteration and expansion. With Warcraft III: Reforged, Blizzard returns to the classic RTS that launched Word of Warcraft, but this remake gives the developer the opportunity to smooth over some of its rough story beats and ensure the lore remains up to date. While visiting Blizzard’s campus for our month of coverage, we sat down to talk with senior writer Christie Golden and editor Justin Groot about how they’re taking a red pen to Warcraft III’s original script.

How are you adding to or changing Warcraft III: Reforged’s story in light of what’s happened with World of Warcraft? Is there going to be any revision? Golden: I would say it’s more like augmentation. There’ll be some revision. I wrote Arthas: Rise of the Lich King in 2009 and that was essentially a novelization of his arc through Warcraft III. Within novelizations you’re able to give a lot more backstory and take a scene and expand it. So when I was invited to participate in this remake, I said, “Hey I got this. What do you think about going back through the book and adding a few key lines?” So we went through it, and sometimes we would pick just a few key lines that would add this whole new layer of context.

Blizzard Has Multiple New Projects That Have Been In The Works For Some Time

about X hours ago from
Blizzard Has Multiple New Projects That Have Been In The Works For Some Time

Chatting with Blizzard co-founder and executive producer Allen Adham at BlizzCon 2018, he told us about several unannounced projects that are being headed up by Tom Chilton and Dustin Browder, respectively, along with a sense of how Blizzard is allocating their wealth of talent.

Adham explains: If you think about Blizzard, Blizzard is fairly unique in our industry. There’s one or two other companies that have been around for almost three decades now. And it took us a long time to go from one team to two teams. And the reason we were able to do that is because we had so many people on that first team that knew how we did things. And then as that team scaled, and as everyone on that team became bonafide long-term Blizzard developers – that lets you carve off a chunk of those people and start the next thing. Then you have two teams, and then another decade passes and those two teams have been around for 10 years with lots of very experienced seniors, you can carve off some of them and then start another two teams. And that’s a gross oversimplification, but you can look at our teams now. We have five public-facing teams: Overwatch, Hearthstone, Heroes of the Storm, Diablo, and World of Warcraft.

Blizzard Has Multiple New Projects That Have Been In The Works For Some Time

about X hours ago from
Blizzard Has Multiple New Projects That Have Been In The Works For Some Time

Chatting with Blizzard co-founder and executive producer Allen Adham at BlizzCon 2018, he told us about several unannounced projects that are being headed up by Tom Chilton and Dustin Browder, respectively, along with a sense of how Blizzard is allocating their wealth of talent.

Adham explains: If you think about Blizzard, Blizzard is fairly unique in our industry. There’s one or two other companies that have been around for almost three decades now. And it took us a long time to go from one team to two teams. And the reason we were able to do that is because we had so many people on that first team that knew how we did things. And then as that team scaled, and as everyone on that team became bonafide long-term Blizzard developers – that lets you carve off a chunk of those people and start the next thing. Then you have two teams, and then another decade passes and those two teams have been around for 10 years with lots of very experienced seniors, you can carve off some of them and then start another two teams. And that’s a gross oversimplification, but you can look at our teams now. We have five public-facing teams: Overwatch, Hearthstone, Heroes of the Storm, Diablo, and World of Warcraft.

Blizzard Has Multiple New Projects That Have Been In The Works For Some Time

about X hours ago from
Blizzard Has Multiple New Projects That Have Been In The Works For Some Time

Chatting with Blizzard co-founder and executive producer Allen Adham at BlizzCon 2018, he told us about several unannounced projects that are being headed up by Tom Chilton and Dustin Browder, respectively, along with a sense of how Blizzard is allocating their wealth of talent.

Adham explains: If you think about Blizzard, Blizzard is fairly unique in our industry. There’s one or two other companies that have been around for almost three decades now. And it took us a long time to go from one team to two teams. And the reason we were able to do that is because we had so many people on that first team that knew how we did things. And then as that team scaled, and as everyone on that team became bonafide long-term Blizzard developers – that lets you carve off a chunk of those people and start the next thing. Then you have two teams, and then another decade passes and those two teams have been around for 10 years with lots of very experienced seniors, you can carve off some of them and then start another two teams. And that’s a gross oversimplification, but you can look at our teams now. We have five public-facing teams: Overwatch, Hearthstone, Heroes of the Storm, Diablo, and World of Warcraft.

Blizzard Has Multiple New Projects That Have Been In The Works For Some Time

about X hours ago from
Blizzard Has Multiple New Projects That Have Been In The Works For Some Time

Chatting with Blizzard co-founder and executive producer Allen Adham at BlizzCon 2018, he told us about several unannounced projects that are being headed up by Tom Chilton and Dustin Browder, respectively, along with a sense of how Blizzard is allocating their wealth of talent.

Adham explains: If you think about Blizzard, Blizzard is fairly unique in our industry. There’s one or two other companies that have been around for almost three decades now. And it took us a long time to go from one team to two teams. And the reason we were able to do that is because we had so many people on that first team that knew how we did things. And then as that team scaled, and as everyone on that team became bonafide long-term Blizzard developers – that lets you carve off a chunk of those people and start the next thing. Then you have two teams, and then another decade passes and those two teams have been around for 10 years with lots of very experienced seniors, you can carve off some of them and then start another two teams. And that’s a gross oversimplification, but you can look at our teams now. We have five public-facing teams: Overwatch, Hearthstone, Heroes of the Storm, Diablo, and World of Warcraft.

The Making Of Game Informer’s Warcraft III: Reforged Cover

about X hours ago from
The Making Of Game Informer’s Warcraft III: Reforged Cover

We often get asked about how the art on our covers come together. The truth is that it’s always a little different, but the creation of our Warcraft III: Reforged cover is a good example of how we collaborate with game studios to design a bold image for the front of the magazine. Here’s an inside look at the process behind how a cover comes together.

Most of the time, the art on Game Informer’s covers are created by the designers who work on the game. After we negotiated with Blizzard to put Warcraft III: Reforged on our December cover, the studio began dreaming about what it wanted to feature on the cover. Their first step was to go to our cover archive and look through all the art we’ve ever featured on the cover of the magazine. The team noted overall themes, compositions, and styles.

The Making Of Game Informer’s Warcraft III: Reforged Cover

about X hours ago from
The Making Of Game Informer’s Warcraft III: Reforged Cover

We often get asked about how the art on our covers come together. The truth is that it’s always a little different, but the creation of our Warcraft III: Reforged cover is a good example of how we collaborate with game studios to design a bold image for the front of the magazine. Here’s an inside look at the process behind how a cover comes together.

Most of the time, the art on Game Informer’s covers are created by the designers who work on the game. After we negotiated with Blizzard to put Warcraft III: Reforged on our December cover, the studio began dreaming about what it wanted to feature on the cover. Their first step was to go to our cover archive and look through all the art we’ve ever featured on the cover of the magazine. The team noted overall themes, compositions, and styles.

The Untapped Potential Of Our Favorite Open Worlds

about X hours ago from
The Untapped Potential Of Our Favorite Open Worlds

I loved Red Dead Redemption II. Arthur Morgan’s story was beautifully told, and I felt a great sense of accomplishment for finishing his journey. As the credits rolled, I wondered what the game would hold for me next. Would there be additional missions, more side activities to dive into, or perhaps a New Game Plus mode? When I reappeared in the world, I brought up the map to see if anything was added. As I scanned it, my eye was taken by a different revelation: Even after being in this world for 80 hours, I still hadn’t seen all of it. Large sections of it were still undiscovered.

If I had to guess, Rockstar probably used the interesting places for the campaign missions – like cities and farms and whatnot – but for there to still be that much of the world to be untouched blew my mind. I knew the game was big, but a lot of it wasn’t used for Arthur’s story. From a game-making standpoint, I would assume most creators would want people to see everything they worked on. For a game like Red Dead Redemption II, however, part of what makes it so compelling is player freedom and giving them areas off the beaten path to explore.

The Untapped Potential Of Our Favorite Open Worlds

about X hours ago from
The Untapped Potential Of Our Favorite Open Worlds

I loved Red Dead Redemption II. Arthur Morgan’s story was beautifully told, and I felt a great sense of accomplishment for finishing his journey. As the credits rolled, I wondered what the game would hold for me next. Would there be additional missions, more side activities to dive into, or perhaps a New Game Plus mode? When I reappeared in the world, I brought up the map to see if anything was added. As I scanned it, my eye was taken by a different revelation: Even after being in this world for 80 hours, I still hadn’t seen all of it. Large sections of it were still undiscovered.

If I had to guess, Rockstar probably used the interesting places for the campaign missions – like cities and farms and whatnot – but for there to still be that much of the world to be untouched blew my mind. I knew the game was big, but a lot of it wasn’t used for Arthur’s story. From a game-making standpoint, I would assume most creators would want people to see everything they worked on. For a game like Red Dead Redemption II, however, part of what makes it so compelling is player freedom and giving them areas off the beaten path to explore.