WoW News

Midnight: Housing and World Design Developer Interview with SoulSoBreezy

Following the Midnight Deep Dive, SoulSoBreezy interviewed Principal Game Designer Jesse Kurlancheek and Lead World Artist Kristy Moret, touching on topics of player housing, zone design in Midnight, and more!

You can check out the full interview below.

Interview Summary
The interview touched on the design philosophy of the revamped Silvermoon City, what to expect from Player Housing neighborhoods, and so much more. Here's a short summary of their discussion:

Revamping Silvermoon City

The revamped Silvermoon City having "high verticality" (tall pillars, floating platforms, etc.) was designed with Skyriding in mind. Developers want players to be able to use Skyriding to help explore new parts of the city.

Having a Horde-exclusive area was not designed to give one faction a leg up over the other, but to rather bring out more flavor and history on the past experiences between the Horde and the Alliance.

Developers are becoming increasingly aware of the lore enthusiasts / RP players of WoW and want to give these niche groups more elements to indulge in.

Player Housing

Guild neighborhoods are built in "layers" which are instance-based. As certain "layers" get filled by guild members, new layers will become available to allow players to essentially choose the exact plot of land they want in the neighborhood.

Developers do not want player houses to replicate capital cities in terms of functionality. While certain aspects like mailboxes, Barbershops, etc. could be included with housing, they want certain services to remain exclusive to Capital cities.

The goal is to allow housing to host larger group events (dance parties, guild meetings, etc.). While there are no exact numbers at this time, the goal is to allow housing to host a great number of players at once.

Eversong Woods

Combining Eversong and Ghostlands into one zone allowed developers to add extra features like Delves, Dungeons, and even small lore pieces and collectibles.

Developers are developing these zones with the idea of keeping things integrated. They don't want zones to feel massively isolated from one another.

Miscellaneous

A few dungeons were built with as a collaboration project between the Dungeon Develop Team and the World Art Teams. This allowed for certain dungeons to have thorough lore and visuals, while also having fun and natural gameplay mixed in between.

As new players progress through the starting tutorials of the game, there will be opportunities for them to take a break from gameplay and instead focus on learning about Player Housing.

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