Gaming: Wow Dev Was Surprised That Players 'like Being Jumped' By The...

Gaming: Wow Dev Was Surprised That Players 'like Being Jumped' By The...

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One of the features of World of Warcraft: Midnight I'm the most excited for is Prey. In case you're unfamiliar, Prey is a system (that you have to sign up for) which will ambush you with a specific boss enemy you're hunting while you're out in the open world, eventually leading to a 1v1 when you take the bugger down.

It's an ingenious way to handle a spectre that's haunted MMOs for years: Open world difficulty. See, world quests, dailies, and the like are a core part of the modern MMO ecosystem—you've gotta do all your little tasks. But if you like a challenge, said tasks often start to feel like chores.

In a recent interview I had with senior game designer Kim Flak, I was told I was indeed bang on the money with this assumption: "I think that kind of gets to the core of a lot of the different goals we had with Prey. So it is a little bit 'tackling the idea of difficulty', but I think it's less straight-up difficulty. It's not like just clicking on a hard mode. It's more increasing moment-to-moment gameplay challenges, and giving players opportunities for skill expression in the outdoor world.

Source: PC Gamer