PC Gamer

Black Friday isn't here just yet, but as is the tradition these days, Electronic Arts has fired up its Origin Black Friday sale a few days early. Games and DLC both new and old have been marked down by as much as 75 percent from now until the end of the month.

There's a lot of good stuff up for grabs in the sale, including recent releases like The Sims 4 for $40, Battlefield 4 for $15, and Titanfall for $15 instead of $20. (Titanfall is down to $20 already? Wow.) My favorites, though, are the older games: Dead Space, Mirror's Edge, Battlefield 3, Kingdoms of Amalur: Reckoning, Bulletstorm, Tomb Raider, and a bunch of others are all down to $5 each. You can even afford to indulge your morbid curiosity about Medal of Honor: Warfighter, which is going for $2.50 during the sale.

That's not a recommendation, by the way—35/100 review score, remember—but this might be: The Final Hours of Mass Effect 3, a 15,000-word interactive documentary about the making of the Mass Effect trilogy, is on sale for a measly 74 cents. It's been awhile since we all got mad about Mass Effect 3 and it's not like the regular price is all that steep anyway, but a behind-the-scenes look at the creation of such an important and influential RPG franchise seems like a pretty good way to blow a dollar.

Spend your money however you see fit, but do it (fairly) quickly: Origin's Black Friday sale ends at midnight PST on December 1. Want more? Keep an eye on our list of the Best Black Friday Gaming Deals right here.

PC Gamer

Fractal Design has introduced the newest entry in its Define series of PC cases. The new Define R5 comes in two models—one featuring a solid side panel for $110 ( 83) or a windowed side panel at $120 ( 90)—and in three colors: Black, Titanium, and White. Both versions are compatible with ATX, Micro ATX and Mini ITX motherboards, and provides eight 3.5/2.5-inch hard drive bays, two 5.25-inch ODD bays, and two 2.5-inch SSD bays. Seven expansion slots give you plenty of space for components or cooling air flow.

Speaking of airflow, the case features nine "ModuVent" slots, letting PC either install more fans or keep the slots covered for more sound absorption. The front and back slots come equipped with Fractal Dynamic GP14 fans out of the box, and the front and bottom slots sport removable filters. If water cooling is more your speed, the front drive bays can be removed to accommodate a 120 to 360mm cooler, one up to 420mm in the top, or 120 to 240mm in the bottom and 120 to 140mm in the rear.

The case's front panel is a nice clean faux-brushed aluminum. Inside the sound-absorbing front-door panel (which is reversible, by the way) is a three-speed fan controller, the two 5.25 bay covers, and the easy-to-remove fan filter. Up top the case sports four USB ports—two 2.0 and two 3.0—and your standard audio output, reset button, and lights for both Power On and HDD activity.

On the sides, the case features a quick-release system that allows the left side panel to easily open and close. On the inside, there's room for graphics cards measuring up to 310mm, or 440mm if you remove the cage. Velcro straps and 20 to 35mm of space behind the motherboard plate help with cable management, and if that's not enough, pretty much everything can be ripped out and reconfigured to your heart's content. 

The Define R5 looks a whole lot like its predecessor, the R4, but has small tweaks all over the place to make opening the case, building a PC, and keeping it clean a simpler process. Not bad for just more than a hundred bucks.

PC Gamer

Logitech does not just test mice and keyboards. It tortures them. It mashes keys 13 times per second, 24 hours a day, for two months straight. When the company needs to test the range and directionality of a wireless mouse receiver, it builds an anechoic chamber to seal away every errant wireless signal and precisely measure the receiver s radiation pattern. When Logitech s engineers designed the G402 Hyperion Fury gaming mouse to accurately track at speeds of more than 450 inches per second, it built a spring-powered arm to whiplash the mouse so fast it would malfunction.

The arm didn t move fast enough, so they built a bigger one.

Every company that makes PC hardware—peripherals like mice and keyboards, or components like fans and hard drives—does some degree of testing, but it s rare for us to get an inside look at what that testing really looks like, or to talk to the engineers doing the work. When a mouse s switches are supposedly rated for two million clicks, we don t know how rigorously that claim was tested. If a keyboard can survive 60 million keystrokes, will the keys still feel just as good after all that abuse?

Last week, Logitech invited a group of journalists to its headquarters in Lausanne, Switzerland to see its testing facilities firsthand. Though Logitech has offices all over the world, it s in Switzerland, where the company was founded in 1981, that Logitech does its most rigorous testing and designs its most crucial components: mouse sensors.

Unlike most press events, which are organized to promote a specific product, Logitech invited us to Switzerland to observe, learn, and talk to engineers about, more or less, whatever we wanted. They weren t really trying to sell us on their latest hardware, I realized—they were trying to sell us on Logitech Gaming itself. For years, Logitech has been doing what is almost certainly the most rigorous product testing and most advanced sensor design in the world. It just wasn t telling anyone about it.

It s significant that Logitech is showing us its testing now, because in 2014, Logitech has released its best, and most noteworthy, mouse since 2005 s legendary MX518. If you don t care about the history of gaming mice, jump on over to the next page for photos of Logitech s labs and insight into how they develop and test their mice and keyboards. You can also see the same testing equipment in action in the video above.

The rebirth of Logitech Gaming

From 2005, to about 2010, we were focused on a number of different businesses, as well as, and especially, gaming, said Vincent Tucker, the director of Logitech Gaming, in an introductory presentation. However, about 2009, 2010, we lost our focus, lost our way. There were a lot of other opportunities to take advantage of. We got into the tablet market, the Bluetooth speaker market. It s our bad, really, for taking our eye off the ball. But I think you ll find today that our eye is back on the ball.

Though no one at Logitech dwelled on the company s mistakes, I thought this humble admission was important. For years, Logitech was the undisputed king of gaming mice. The MX518 sold 16.4 million units over its lifetime, said Tucker, which makes it one of, if not the, best-selling gaming mice of all time. But from 2009 to 2013, Logitech Gaming did little to innovate. It released the G500, and the G500s, and a number of other models, with only minor changes and improvements.

Meanwhile, Razer attracted loyal fans with the Deathadder. Steelseries made the definitive ambidextrous mouse with the Sensei. Against Razer and Steelseries and Roccat and Mionix and Corsair and Mad Catz and all the rest, Logitech was the old guard, and its mice didn t look much different in 2013 than they did in 2005.

In 2014, that finally changed. Logitech released the G502 Proteus Core in January, with a brand new sensor never used in another gaming mouse (most gaming mice have been using customized versions of the same handful of sensors that are now years old, and are often being pushed beyond their intended limits).

One of my original design briefs to the people who did the actual form [of the G502] was: I want this to feel like the G500s, I want it to feel like I m holding my own friend, but I open my eyes and I m looking at the future instead," said Chris Pate, senior product manager at Logitech Gaming. Pate has worked at Logitech for nearly his entire career. Outside of the engineers actually designing sensors at Logitech, it's probably hard to find anyone who can speak about gaming mice as knowledgeably as Pate. With the G502, Pate said, "the goal was to develop a product that is familiar and consistent with what the gamers who are fans of the existing products like, and hopefully draw new people in with the better features, better responsiveness and nicer design."

Next came the G402 Hyperion Fury, which creatively combines a highly accurate low-speed sensor with an accelerometer to handle the high movement speeds of FPS players. Finally, there s the G302 Daedalus Prime, light and barebones and built with shallow left and right buttons for fast-clicking MOBA players. Logitech also built a new mechanical key switch for the G910 Orion Spark keyboard and wisely dropped its expensive integrated LCD screen, opting instead for a free companion smartphone app. Even the names, silly and garish though they might be, are a nice change from Logitech s typically stolid product numbers.

Logitech didn t suddenly wake up in 2014 and decide to make great gaming mice again, then whip them up inside a year, of course. The G502, G402, and G302 have been the culmination of a couple years of work, a response to that turn-of-the-decade loss of focus Tucker mentioned.

We were already working on the next generation of stuff when we put out the 500s, Pate said. Those were products that we are still proud of. We still believe they were the right thing to do. Logitech used the G500s, 400s etc. to relaunch and rebrand its gaming peripherals under the Logitech G name, explained Pate.  We were trying to improve. We weren t trying to disrupt.

I don t know if Logitech has disrupted the mouse market in terms of sales, but with the G402 s accelerometer Fusion Engine and the G502 s sensor, it s certainly pushing gaming mice technology ahead more than any other company in the field. Logitech s labs in Switzerland are a testament to that fact, because when Logitech builds a new mouse, it often has to build a new piece of equipment to push it to its limits.

I spent a day touring Logitech's headquarters in Lausanne, Switzerland, which are located right next to the campus of EPFL, an internationally renowned engineering school. A couple floors above ground, there's a room packed with keyboards and mice being hammered on, tested for reliability for hours on end. Underground, however, is where the real magic happens—that's where Logitech's labs house sophisticated machines built to test the sensors its engineers design.

Before we saw the second example below, used to test the mice movements of up to 500 inches per second, Maxime Marini, Logitech's senior director of engineering, had this to say about Logitech's lab:

"Today, if you buy your mouse from a competitor, you will see some spec on the box. So, that spec, it will come from where? From the chipmaker. Now, the question is, where is the chipmaker getting that spec? This machine...They really come here to test it, because they can t test it themselves. We are enabling the full industry. We are setting the standard."

Marini's proud, but after touring Logitech's headquarters, it's easy to see why. I haven't been inside the facilities at companies like Razer or Steelseries, or the sensor makers like Pixart, which Logitech works with. They may have some equipment similar to what Logitech has in its Swiss labs. But the machine used to test the G402 below is certainly one-of-a-kind, because no one aside from Logitech has built a gaming mouse that comes close to tracking at 500 inches per second.

Springloaded arm for testing tracking speed

The G402's "Fusion Engine" pairs a sensor accurate at low inch-per-second movement speeds with an accelerometer that's very accurate at high movement speeds.

Said senior engineer Fran ois Morier: "We had to make an arm that was spring operated, because at the beginning of the project we just wanted to have a very basic arm to validate, to be able to break the speed of the optical sensor and to see the transition between optic and accelerometer to make sure that this happens correctly. This is just moving the mouse. The speed here is about 250, 280 ips. It s sufficient to break the speed of the optical sensor, but it is not sufficient to [break the accelerometer]. So we had to create another one. It has been used to validate that the mouse is the fastest in the world."

Air pressure arm for testing tracking speed

Check out the video on the first page (or jump to it on Youtube) to see this one in action.

Here's the second arm Logitech built to test the G402 (and other mice, but mostly the G402's sensor-to-accelerometer hand-off). The screen to the left charts data from the mouse in real-time, and shows the sensor losing accuracy (and then regaining it) as the mouse moves too quickly and then slows down again. In the middle, the accelerometer takes over, with no delay in the hand-off.

"They were kind of disappointed with me when I told them [the first arm] wasn t going fast enough," senior product manager Chris Pate said with a laugh. Where the first arm topped out at around 280 inches per second, this one tested the G402 to about 500 inches per second. The mouse is actually capable of tracking at even faster speeds, according to Logitech; this arm still wasn't enough to overcome its tracking. While the arm can move at faster speeds when it's charged with more air pressure, more pressure causes vibration which throws off the results.

Turntable for surface testing speed, acceleration, and latency

Fran ois Morier: "This setup is a turntable that has been designed and used to validate maximum speed, maximum acceleration, as well as latency. With this machine we can change the disk so we can move different kinds of surfaces. The performance of the sensor is very dependent on the surface. Especially depending on the optical configuration, the angle of illumination, you ll be able to work on shiny surfaces or not. This depends on your optical configuration. With our new designs we try to make the surface calibration, the ability to work on different surfaces, as large as possible." 

The G502 includes a surface tuning feature to fine-tune the sensor for a specific mouse pad or desk. When the mouse is tuned to a particular surface, it won't track as well on another surface, but it will be able to track accurately at higher inches per second and support a lower lift-off distance on your surface of choice.

Mouse acceleration testing

Logitech had a similar turntable machine, which I forgot to grab a photo of, built to test mouse acceleration. The mouse would be quickly swiped in one direction, then slowly returned to its starting position. The machine was hooked up to a system running Counter-Strike; it would fire off a shot, then show that after the fast swipe and slow return, the cursor lined up on the exact same spot.

Acceleration is one of the big no-nos of gaming mice; when a sensor exhibits acceleration, that means that the cursor will move a different distance based on the speed you move the mouse. Swipe fast and the cursor moves further (or not as far) as a slow swipe. That inconsistency can make it hard to judge exactly where your pointer will be. Logitech proudly proclaims the new G502 exhibits absolutely no acceleration.

Chris Pate, referring to the test machine: "This specific mouse was collected from a user who was experiencing what he felt to be inaccuracy or acceleration. So I contacted him, got the mouse back, got him a different one, shipped it off to Fran ois to validate. Because it s not that we re trying to prove that anybody s wrong. We want to make sure that everything we do meets the standards that we ve set. So in the event that there was something wrong with the mouse, we collected it to make sure, and we validated that it actually does perform as we ve specified. We narrowed it down to one of two things. Either the USB port that he was using, or the fact that he was removing the weight door to reduce the weight because he wanted a lighter mouse, and if you remove the weight door it removes one of the feet, and you can actually pick the sensor up a little bit when you re swiping it."

Glass tracking

One of Logitech's non-gaming mice tracking on a glass. Morier and his other engineers spent months developing a sensor to that could track on glass surfaces. It's built for office mice, not gaming mice; it doesn't track at the speeds or DPI levels gamers want, but is a great technology for office workers with glass desks.

Keyboard reliability testing

Logitech s keyboard testing machine presses 13 keys per second to ensure that its new Romer-G switches can stand up to 70 million keypresses. After 70 million presses, says Logitech, the keys must be within a 30% threshold of their original keyfeel. Part of the G910 Orion Spark s reliability comes from a dual contact design. Unlike the Cherry switches that the vast majority of mechanical keyboards use, the Romer-G switches have two metal contacts that register a keypress, not one. If one of those contacts breaks (or is taken out of commission by dirt or soda) the keyboard will continue to function normally.

Anechoic chamber

Logitech built an anechoic chamber to develop its wireless mice. In order to accurately study the radiation patterns of its wireless mice—to ensure that the mouse will remain in contact with its receiver, regardless of its position relative to the computer—they had to cancel out interfering signals from Wi-Fi networks and other radio waves. Mice, laptops with attached receivers, etc. are placed on the light blue platform for analysis.


After touring through Logitech's facilities, I spent about two hours talking to Pate and Morier about all things gaming mice. Look for more coverage from my trip to Logitech, including a deep dive into mouse sensors, in the near future.

PC Gamer

Thimbleweed Park has very quickly become the latest big videogame success on Kickstarter. Just a week after it went live, the collaboration between veteran developers Ron Gilbert and Gary Winnick on a new adventure in the style of the LucasArts classics of the 90s has easily blown past its not-insubstantial goal.

It's really not a surprising outcome. Kickstarters by established developers seeking a return to the days of old have traditionally done well, and that's a paradigm Gilbert and Winnick, whose past credits include Maniac Mansion, Day of the Tentacle, and The Secret of Monkey Island, fit very well. Thimbleweed Park also came out of the gate very strongly, raising more than $71,000 in its very first day.

The upside for backers, aside from the fact that the game will get made, is that it leaves lots of time left to hit stretch goals, which were announced over the weekend: translations into other languages (including a German version by Boris Schneider-Johne, who did the German version of Monkey Island), mobile versions of the game, and full voice acting.

"The support has been overwhelming and it's making us giddy," Gilbert wrote in the latest update. "Before launching this Kickstarter, Gary and I debated endlessly if people would want a game that felt like it was made in 1987. A game made at the beginning of the golden era of point & click adventures. I think we have our answer."

Thimbleweed Park is currently sitting at $403,000 on a goal of $375,000, and there's lots of time left: The Kickstarter doesn't end until December 18.

Overgrowth
Show us your rig

Each week on Show Us Your Rig, we feature the PC game industry's best and brightest as they show us the systems they use to work and play.

David Rosen—founder of Wolfire Games which, in turn, created the Humble Bundle—clearly knows what he likes. He works from three different locations; one in the Double Fine offices, one in the Humble Bundle offices, and one at home, but they all have matching mice, keyboards, mouse pads, and chairs. He's also an incredibly smart guy, as evidenced by a talk he gave at GDC earlier this year about the procedural animation in his latest game, Overgrowth. David was kind enough to take some time and show us not one, but all three of his rigs. 

What's in your PC?

I actually have three different setups! All of them include:

  • Razer Goliathus 2014 Extended CONTROL Soft Gaming Mouse Mat
  • Logitech G500 mouse
  • Microsoft Natural Ergonomic Keyboard 4000
  • Ergotron LX Desk Mount LCD Arm, Tall Pole
  • Steelcase Leap chair
  • F.lux

My setup at Double Fine has:

  • Free GB-BXi7-4770R Brix Pro from Steam Dev Days
  • ViewSonic Monitor VX2252MH 22-Inch LED-Lit LCD Monitor 
Double Fine

At Humble Bundle I use:

  • Dell U2713HM-IPS-LED CVN85 27-Inch Screen LED-lit Monitor
  • A mechanized sit/stand desk, not sure what model

A "CyberPower" PC from 2011:

  • Intel Core i7 X980 @ 3.33 GHz
  • 12 GB RAM
  • AMD Radeon HD 6800 Series
  • 128 GB SSD C300-CTF DDAC MAG SCSI
  • 2 TB HD WDC WD20 02FAEX-007BA0 SCSI

A 15" Macbook Pro from 2011:

  • Intel HD Graphics 3000 384 MB
  • 4 GB 1333 MHz DDR3
  • 2.3 GHz Intel Core i7
Humble Bundle

At home I have:

  • 15" Macbook Pro from 2006
  • GeekDesk Max sit/stand desk
  • Sennheiser PC 360 Headset for Pro Gaming
  • Heated pad for feet when it's cold

A CyberPower PC from 2013:

  • NVIDIA GeForce GTX 660 Ti 2GB 16X PCIe 3.0 Video Card
  • 16GB (4GBx4) DDR3/1600MHz Quad Channel Memory
  • 250 SSD GB SAMSUNG 840 Series SATA-III 6.0Gb/s - 540MB/s Read & 250MB/s
  • 2TB HD (2TBx1) Western Digital Caviar Black SATA-III 6.0Gb/s 64MB Cache 7200RPM
  • Intel(R) Core™ i7-3930K Six-Core 3.20 GHz 12MB Intel Smart Cache LGA2011
  • Dell U2713HM-IPS-LED CVN85 27-Inch Screen LED-lit Monitor
Home office

Travel:

  • Microsoft surface pro 2

What's the most interesting/unique part of your setup?

Probably that I have three of them! I have a home office, and guest desks at Humble Bundle and Double Fine. I work from home on off hours or when I need quiet (like for recording video narration), work from Humble Bundle when I want to hang out with old friends, and work from Double Fine when I want to be near other game developers.

I also budget an equal amount for ergonomics as I do for computer hardware itself, with adjustable chairs, flexible monitor stands, and sit/stand desks. Usually the bottleneck in development is myself more than my computer hardware, so I have to make sure it's comfortable to use for many hours at a time, especially when doing seven-day game jams.

What's always within arm's reach on your desk?

I always have a water bottle, a notebook, and a pen. Sometimes problems are easier to solve on pen and paper than any other way! At Humble I usually go out to get bubble tea with my brother or other friends, so that is usually on my desk in the afternoon. I also always have headphones handy so I can listen to music in the background: often game soundtracks, predictably, but sometimes the different 'mood' playlists on Spotify.

What are you playing right now?

Right now I am playing a whole bunch of different games to help contribute to the first stage of IGF judging, and I also try to play most major releases to stay up to date on what other developers are doing. Most recently, I've been playing Far Cry 4, Walking Dead Season 2, This War of Mine, and Nuclear Throne. The games I keep coming back to are usually the ones I use as excuses to hang out with friends, in person or online. I'm looking forward to my Wii U delivery so I can practice for the Humble Smash Bros tournament!

What's your favorite game and why?

I could go a lot of different ways with this question, from which games were formative to my understanding of the medium, to which ones were most effective at achieving their goals. I keep coming back to Marathon though, Bungie's second FPS game (after Pathways). It still holds up today as a fun game with a solid story, and holds up historically as an underappreciated leap forward in the genre. It was the first FPS with a significant storyline with interacting characters, the first that allowed the player to look up and down, the first with guns with secondary fire, the first with reloading magazines, the first with rocket jumping, and so many other innovations. It had deep modding potential, especially after they released official tools for the sequels, and that was a big part of my introduction to 3D level design.

PC Gamer

Team Ninja's upcoming fighting game Dead or Alive 5 Last Round has already been announced for consoles of both the next and last-gen variety, but the Entertainment Software Rating Board says it's headed to the PC as well.

Dead or Alive 5 Last Round is set to come out on February 17 and is billed as the last instalment in the Dead or Alive 5 series. It will add new content and features to all versions of the game, including "breathtaking enhanced graphics" for the PS4 and Xbox One editions. 

Team Ninja's DOA5 site breaks it all down in detail, but it makes no mention of a PC release; the ESRB does, however, as part of an entertaining rating summary that notes, among other things, that "breasts frequently jiggle" and "players have the ability to zoom in on female fighters' cleavage and/or posterior and take pictures." What a time to be alive.

It's quite possible that the ESRB rating is wrong. It makes no mention of the Xbox 360 or PlayStation 3 versions, although that may be because previous releases of the game have already been rated. We've reached out to publisher Tecmo for confirmation and will update if we receive a reply.

PC Gamer

There's a new trailer for Distance. Watch it, and I won't have to explain how the game is a neon filled, sci-fi arcade racer. Or that it's the follow up to the free Nitronic Rush.

See? You now know that the game features a series of modes—including online and splitscreen multiplayer—and takes place across strange, hazard-filled tracks that must be navigated by your leaping, flipping, gliding vehicle. Any words I choose to relay that information would be completely redundant given the minute-and-a-half of visual stimulus above.

Also pointless would be to tell you that the Kickstarted game will be heading to Steam Early Access next month, on 9 December. That information is in the title of the trailer. Taking time out to explain it would be the most pointless form of repetition.

PC Gamer

Today, as with every other alternate Tuesday, a new Guild Wars 2 trailer has happened. This one comes with the phrase, "to catch a thief, you must become a thief," which, for Thief characters, isn't going to be too much of a stretch.

Previously on Guild Wars 2's Living World: Caithe stole Glint's egg, which was revealed when Ogden's hourglass... look, I'll be honest, we're deep into the game's lore here. Stuff happened; more stuff will happen. Sometimes there's a giant plant-wolf thing.

If you are into the series' story, this Living World season has been liberally exploring past events. The suggestion of the trailer is that players will somehow relive Caithe's past—specifically her relationship with Faolain.

In related news, MMORPG are reporting that, from tomorrow, Guild Wars 2 will be available for 50% off. The sale is running on the game's store page, and will be active until 7 December.

The Seeds of Truth update is out next week, on 2 December.

PC Gamer

Binding of Isaac creator Edmund McMillen has announced a planned expansion for recently released remake Binding of Isaac: Rebirth. Which, if you've committed to collecting every item and secret in the game, is great albeit potentially ruinous news.

"Once the holidays end, the Nicalis gang will be jumping back into the abyss and digging into the very large design doc I have ready for 'em," writes McMillen. "I have big plans for this expansion, I hope to add a very huge chunk of gameplay in the form of a new game mode that will almost double the amount of things you can do, I'm very proud of this new design."

The expansion will feature more enemies, bosses, areas and endings, and will also add a new playable character to the roster. As for new items, McMillen is looking for community submissions. Item descriptions can be submitted and voted on through this Reddit thread. If you've played the game, you probably won't be surprised to find the comment "pls edmund, little poops" places pretty high up the current list.

PC Gamer

Alex Afrasiabi, lead world designer of World of Warcraft, remembers a betting pool forming at Blizzard in the months leading up to the legendary MMO s launch in 2004. The bulk of the office seemed confident they could reach around 350,000 subscribers, while others thought they d be lucky to reach 500,000. Someone had said something like 700,000 and I think everyone laughed that guy out of the office, Afrasiabi says. They were like, You re crazy! That ll never happen! We had no idea.

Afrasiabi, perhaps best known to WoW s millions as Furor, won t reveal the name of the optimistic developer, but it s a safe bet to assume he had the last laugh. Subscriber numbers reached a peak of 12 million upon the Chinese launch of 2010 s Wrath of the Lich King expansion, and they ve chugged along at a healthy number despite a much-publicised dip in the years afterward. After ten years of existence, World of Warcraft has achieved a level of cultural prominence that few games can even hope to reach, and its outlook seems healthy for the decade ahead. And now, on the eve of its fifth expansion, its developers are taking the time to reflect on where they ve been and where we re going.

It s impossible to talk about early World of Warcraft without talking about EverQuest. Sony Online Entertainment s 1999 game showed there was promise in the genre, and that it could lure in people by the thousands if handled properly. Indeed, a number of the early World of Warcraft team suffered from addictions to EverCrack .

Whenever we've tried to shift the audience, it's been a mistake."

Tom Chilton, World of Warcraft game designer, recalls that the eventual WoW team was originally assigned to a post-apocalyptic squadbased game called Nomad, but they always struggled to find the fun.   A lot of people on the team at the time were playing Ultima Online and EverQuest, and we were actually more interested in doing that, he says. And so we said we think we could do a better job of that than what we re doing right now.

And so Nomad died, and World of Warcraft began took its baby steps into development. No one among the 65-odd people involved with the project had worked on an MMO before, and they struggled to fill in the blanks left by EverQuest in an effort to design a game that everyone would want to play. To Afrasiabi, every one of those first steps felt like blazing a trail.

EverQuest really didn t have quests despite its name, he recalls, aside from some hidden objectives that you had to put a lot of effort into for very little reward. In World of Warcraft, however, quests became, in Afrasiabi s words the main driving force of getting players around in the continents. That was but one of the many changes to come.

I remember the first time I saw anything from WoW, Jeff Kaplan was showing me around the office before the closed alpha, and he was showing me a priest doing mind control, says Afrasiabi. Now we go, Yeah, of course they do that. But back then, that was unheard of. That blew my mind, and that kind of opened up the floodgates as to what we could do with the class system.

At the heart of World of Warcraft s early design lay a classically Blizzard imperative to let other people join in on the fun. Afrasiabi remembers the nights when team members would stay up all night raiding in EverQuest, and they wanted other people to be able to enjoy what they were experiencing without the weight of that game s ultra-hardcore mentality. And that leads to the core of what WoW is, right? An accessible fantasy RPG game that you can play with your friends, family, strangers—you name it.

It s an idea that people latched onto quickly; even the popularity of the open beta stunned Blizzard. On its first day, Blizzard sold 240,000 copies, more than any other PC game in the US until then, and The Burning Crusade s 2.4 million copies sold in one day shattered that record. For most of its early history, World of Warcraft s subscription numbers continued to climb to nearunimaginable heights, and prognostications of doom and gloom immediately followed in 2010 when those numbers started falling for the first time. But according to Brian Holinka, World of Warcraft s senior PvP designer, who first came to Blizzard a little over a year ago, Blizzard doesn t worry about such numbers as much as the world outside seems to think.

On a daily basis, nobody s really spending a lot of time paying attention to subscriber numbers, is what Holinka tells me. We re trying to make the best game all the time, and I know that sounds like total PR clich , but I ve never been confronted with a design decision where somebody was like, Yeah, we did that, and everyone stopped subscribing.

The company does worry about the what the community has to say however, although the suggestions from that community haven t always been as helpful as it would like.

Whenever we ve tried to shift the audience or a particular type of content, it s been a mistake, says Ion Hazzikostas, World of Warcraft s lead encounter designer. He particularly remembers the latter months of Wrath of the Lich King, when he and other members of the team started paying special attention to complaints that the dungeons and raids had become too easy. And so after asking themselves if that was true, they brought back a heavy emphasis on crowd control spells and abilities in dungeons and raids for the first few months of the Cataclysm expansion. Hazzikostas didn t call it such, but he clearly thinks the decision was something of a disaster. Some players embraced it and loved the difficulty, he says, but it also alienated many players who were accustomed to being able to succeed in a more casual environment. He and the team took it as a learning experience.

We ve found that the better way to go is to broaden the approach rather than shifting it—to make our umbrella larger so we can accommodate other playstyles, he says. World of Warcraft partially accomplishes that through its multiple difficulty modes in raiding environments, which allow casual players to fight most of the bosses in simplified form or hardcore players to fight under conditions unheard of in the simpler raids of WoW s early days. That s been the case for a while, but Warlords of Draenor will go so far as to allow players to make flexible raids consisting of 10 to 25 players with content that automatically scales according to the number of players involved.

We want to let those who want to experience the content, experience the content; it s important that you get to see the ending of the story, Hazzikostas tells me. So ultimately I think we re just trying to allow as many people to experience the content in the way they want to experience it. And even if that means a little more work for us, it s worth it.

That story is important, likely more so than it is for other MMOs. Part of the flagging interest in World of Warcraft circa 2010 might have originated in the death of the Lich King, a beloved tragic figure whose story had been the driving force behind Blizzard s immensely successful Warcraft III strategy game. The memorable stories behind Warcraft III had helped lure in much of World of Warcraft s early audience—myself included—and with the Lich King s death, some players worried that there were few fights in the Warcraft universe to look forward to.

Blizzard had other strategy games in the series, of course, and it turned to the dragon Deathwing last known from Warcraft II for its Cataclysm expansion. But Deathwing just didn t have the drawing power of the Lich King, whom players had seen transformed from the optimistic, hopeful Prince Arthas Menethil into an evil warlord. It was a very personal story.

 Deathwing was so much larger than life that you didn t really see him or interact with him.

Part of the issue with the relatability of the Cataclysm villain was that Deathwing was so much larger than life that you didn t really see him or interact with him or have a sense of him, says Hazzikostas. He was literally the size of a city. You fought on his back when you finally encountered him.

For the 2012 expansion, Mists of Pandaria, Blizzard took the story in directions unexplored by the strategy games of yesteryear. The new star of the show was the son of Warcraft III s central characters, but his narrative takes place entirely within the context of World of Warcraft. He was discovered in The Burning Crusade expansion, led the Warsong Offensive in Wrath of the Lich King, became the Horde s new warchief in Cataclysm, was a massive jerk in Mists of Pandaria, and now he s at the centre of the time-travelling antics in the upcoming Warlords of Draenor expansion. Within the game itself, World of Warcraft found that personal focus once again.

SIX FAMOUS ITEMS FROM WOW'S PAST

Gorehowl The axe of Grom Hellscream of Warcraft III fame. It's kind of weak despite its importance. Looks cool, though. Arcanite Ripper An homage to the beloved Arcanite Reaper of early WoW, it transforms you into an Undead who wields it as a guitar. Corrupted Ashbringer It talks, it steals from your foes, and it turns friendly factions against you. Puts legendaries to shame. Quel'Serrar An early tanking weapon nonpareil, it needed to be forged in dragonfire. Onyxia's dragonfire, specifically. Shadowstrike Renowned for its uselessness but cool looks, and famed among all early WoW raiders as 'Vendorstrike'. The Stoppable Force Blizzard humour at work. This weak, common-level weapon complements its awesome, 'unstoppable' counterpart.

I think we re happy to be able to rest on the very strong foundation of the strategy games, says Hazzikostas, but at this point, the story of Warcraft is the story of World of Warcraft, and it continues to be told with every new patch and every expansion.

Some players worry that World of Warcraft is rapidly running out of settings for new expansions, and the return to the orcish homeworld of Draenor (altered by time though it may be) does little to quell these fears. But Chilton believes these concerns have little foundation. He tell me that huge sections of the established World of Warcraft lore remain unexplored: settings such as the Emerald Dream associated with the Night Elves; the world of Argus, where the Burning Legion started; even the big ogre continent on Draenor where the ogres originally come from.

People have been eating Tel abim bananas in World of Warcraft for a long time, he says, laughing, but they ve never been to Tel abim.

After a decade of watching World of Warcraft build up so many features and content, Chilton is just as occupied with taking things out of the world. I think the game can only support so much complexity at any given time, he tells me. Even while some features were cool and interesting, we have to find ways to phase features out to make room for new features.

The most recent example of this phasing out was the removal of flying mounts for Warlords of Draenor, as the team had come to believe that they removed too much of the fun of exploration.

In some ways, Chilton says, I wish we had kept some features bound to the expansions they lived in to make room for more innovation without players feeling like we were taking something away. He points to the Archaeology profession introduced in Cataclysm as an example; he wishes they d removed it in time for Mists of Pandaria. It s a practice he intends to follow in the future. The garrisons introduced in the upcoming Warlords of Draenor expansion, for instance, won t carry over to whatever comes next.

And what does come next? The future presents its own challenges, and Chilton in particular is well aware that World of Warcraft owes part of its success to timing. In 2004, he notes, the very idea of getting online and playing with a bunch of people still seemed like the stuff of science fiction. There was a magic about it that s since been lost in this world of constant Facebook and Twitter connectivity.

I remember getting on Ventrilo for the first time with my guild in like December 2004 to do a Blackrock Depths run, and it blew my mind to hear this guy with this deep Texan accent, he says. Some guy was playing from Europe, there were two college kids from the northeast, and we re all sitting there, running a dungeon, and we re all starting to talk. That was the first time I d ever experienced anything like that in my life as a gamer, and I think World of Warcraft was that for so many other people as well. Today, he says, that s just how computers work; that s just how the world works.

In the meantime, World of Warcraft s original fan base has got old. I think the players who have been with us for ten years have certainly changed, Hazzikostas says. I mean, my guildmates as a player were mostly college students when World of Warcraft first came out, and now they have families and careers and a ton of things pulling them in different directions.

The challenge World of Warcraft faces in the future, he says, is to attract high school and college students finding the game for the first time and allowing flexible playtimes for all types of players.

Many members of the new generation are used to what Hazzikostas calls high tutorialisation, and as such, he s worked on improving the starting experiences to attract new players. This carries over into all aspects of the game s design. He s particularly proud of the tutorial system for Warlords of Draenor, which neatly explains such core massively multiplayer essentials as clicking on an NPC, looting a corpse, and similar activities.

Players who have been with us for ten years have certainly changed.

We have to strike a balance between staying true to what we are while still continuing to innovate, says Chilton. The key to that balance lies in evolving. Otherwise you lose your existing audience, he says. At the same time, you can t evolve so quickly and drastically that you also lose your existing audience.  

But Blizzard is keeping pace with the times, he notes, and the team s already started work on the next expansion. Afrasiabi claims he already knows how it will all end, but like Chilton, he believes there s a least ten more years of content to worry about before they reach that point. And it s a journey they all look forward to.

I m sure we ll get somewhere great in the next ten years, says Chilton, but we ll get there one step at a time.

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