Cataclysm Post Mortem -- Quest Design with Dave "Fargo" Kosak

To kick-off our World of Warcraft: Cataclysm post mortem series, we sat down with World of Warcraft Lead Quest Designer Dave “Fargo” Kosak to discuss his thoughts on questing in Cataclysm.
Q: What were your main goals going into Cataclysm?
Certainly from a quest design standpoint our primary goal with Cataclysm was to remake the old world, specifically the 1-60 questing experience. World of Warcraft was released in 2004, and we've learned so much in the years since about what constitutes good MMO gameplay. We wanted to make sure that the game was relevant to new players coming in, and walking up and down the length of the Barrens on foot over and over just didn’t do it for us anymore.
Remaking the entire old world -- 46 zones! -- was ambitious. Actually, it was ludicrous. It was like re-releasing a whole game in the course of an expansion cycle. Then we added a couple new races and their starting zones on top of that. I’m not sure how we convinced ourselves we could make it happen, but somehow we pulled it together.
Q: Are you happy with how the old world re-vamp turned out?
I am. Leveling up a new character to 60 nowadays is a great deal of fun. Every zone has stories to play out, with interesting nooks and crannies and plenty of hidden gems or references for players who remember the pre-Cataclysm world. Zones like Ashenvale now live up to their premise (intense Horde-vs.-Alliance combat), and previously empty zones now have a lot of character (see: Azshara). The content just flows. It's still World of Warcraft, but the quests have a modern feel, with lots of action and storytelling.
Q: But what didn't work out so well?
We really spread ourselves thin and taxed the team. The original plan was to totally re-do a handful of high-priority zones, but to leave a lot of the zones that worked mostly alone. We categorized them into "red," "yellow," and "green" zones. The idea behind the green zones (for example, Loch Modan) was just to tweak the quest flow to be a little smoother, but not to make any major changes.
The reality is that even the green zones really needed a lot of love. Once we got in there, it was all or nothing: we ended up completely re-doing a lot of green zones so that they met our new quest design standards. We came up with a nickname: "watermelon" zones. They were green on the outside, until you got in there and started poking around. . . .
Where that hurt us was when it came time to do the max-level content, the 80-85 zones. The content there turned out well, but the experience is inconsistent across the board -- Uldum feels totally different from Hyjal, which in turn feels different from Vashj'ir. The design decisions and efforts we made didn't always yield the desired results.
Q: Tell us more about the level 80-85 zones -- what worked and didn’t?
We were aiming for a really global feel with Cataclysm, so we set the max-level zones in varied environments all over the world (underwater, across deserts, in the elemental plane of earth, etc). However, as a result, they ended up not feeling as connected as we'd like. You get widely different experiences in zones that aren’t geographically related to one another. That's something important that we're keeping in mind moving forward – World of Warcraft works best when there's a sense of place. A connected world to explore.
We feel the storytelling in Cataclysm was strong. Whether assembling the ancients in Hyjal, rescuing your drowned crew in Vashj'ir, or reassembling the world pillar in Deepholm, there’s a strong sense of plot in every zone. Players participated in stirring stories, like bringing the Dragonmaw into the Horde via a violent coup or reuniting the Wildhammer Dwarves with a crazy wedding. These were memorable moments and shared experiences.
The downside to creating these stories is that the zones on the whole ended up being way too linear. For example, because we wanted to show your character re-growing the burning devastation of Mount Hyjal, there was really only one way to play that zone: you started at point A, and you worked your way through to point Z. Pretty glorious the first time, but frustrating on your second or third character because there's only one way to do it, and no way to skip around. That's a lesson we’re going to carry forward for sure. We want big sweeping stories, but we want to give players the freedom to explore those stories on their own terms.
Q: Places like Hyjal also used a lot of phasing to show the world changing.
We have a massive phase shift halfway through the story that changes the terrain for nearly a third of the zone. It's epic, right? But it can be a real pain for players when so much of the world changes like that. Phasing is like a story sledgehammer: it gets the job done, but at best it splits up players and at worst it totally confuses them.
We're going to be a lot more careful going forward. The Firelands dailies in patch 4.2 gives you a much better idea of our future direction. There were sweeping visual changes to the world as you progressed, but there’s very little actual phasing. For the most part, everyone is playing together on the same map. That’s important to us. Looking ahead, we’re going to be a lot smarter about how we show changes to the world, and we’re going to do everything we can to avoid splitting players up.
Q: Talk more about the 4.2 patch. Were the Firelands dailies a hint of what’s to come?
Definitely. With those dailies we were able to engage a lot of players, myself included. (I was the first quest designer on the team to get the mount and all the achievements on the live servers -- suck it up, slackers!) Previously, "doing dailies" meant hitting the same quest givers for the same three quests, usually in a static place. Here we were able to deliver a sense of progression and a story that unfurled over the course of a few weeks, all as you did a constantly changing set of quest objectives in a dynamic environment. We think that worked out well.
Moving forward, we're going to look for more opportunities like this -- ways to keep people engaged and cool things to do solo with your max-level character. We've got ambitious plans.
Q: Patch 4.2 also had the Aggra and Thrall questline, "Elemental Bonds." Did that meet your expectations? How do you feel about Thrall's character development?
That's a tricky one -- we’ve got mixed feelings. The essential story is a good one, and we really wanted to portray all the inner struggles Thrall is going through. Here’s a guy that stepped down as Warchief and had to rediscover himself as a shaman in order to save the world. And he's haunted by his decisions: he’s afraid of what’s to come, paralyzed by doubt, angry at what Garrosh did to Cairne . . . the guy's a mess. We figured out a way to show all that internal tension, and we wrapped it up in a story that demonstrates how his mate, Aggra, will literally go to the ends of the world to pull him through this. It's a powerful love story, and a story about finding one’s inner focus.
But we had to do a lot of things to make it work in the game. We needed to make a quest that 500 people could do simultaneously without getting in each other's way. We wanted a quest that players could do solo, no matter what their skill level. We didn’t know if the player was decked out in raid gear or level 85 greens, so we had to keep it simple. We somehow made all of it work under those restrictions, and we filled the screen with some killer imagery (I love the vision of Thrall immersed in the Abyssal Maw). But ultimately the quests themselves ended up not being as compelling from a gameplay perspective as we would have liked. Many players blew through them once and never looked back.
I really think we can do better. Cataclysm was in many ways Thrall’s story, but it was hard for players to follow his development over the course of the expansion. Going forward we want to convey a clearer narrative, delivered in the context of solid gameplay. We have some ideas on how to do that, and we’re also going to keep experimenting. This is important to us -- we talk about ways to tackle this problem all the time.
Q: The Cataclysm patches also saw the debut of some legendary weapons: Dragonwrath and the Fangs of the Father. Will future legendaries be this, uh, legendary?
Good question. We love class-specific content, but quest lines like those are very resource-intensive. Each sequence involves weeks of development focus that takes content away from dungeons, dailies, or outdoor zones.
The feedback from players (and from our own team) has been overwhelmingly positive. Dragonwrath proved to be extremely popular, and allowed caster classes to get a front-row seat for major lore moments otherwise reserved only for dragons. Meanwhile, Fangs of the Father was pure rogue, from the theme to the mechanics. It was super-targeted and extremely fun -- it proved to us the value of focusing in on a specific class and tailoring the content to their abilities. Given that the audience for these weapons consists of badass raiders, we didn’t hold back on the difficulty either, so these quests were great for people who wanted a real challenge.
The short answer is yes, we'll definitely continue doing these moving forward. Most likely future legendary quest lines will be built similar to the rogue experience: a couple key story moments, a lot of flavor, and some very specific challenges. But I wouldn't expect very many quest lines like these. Like legendary weapons themselves, they're going to be rare and special.
Q: We haven't even talked about goblins and worgen yet. What lessons did you take away from the new racial starting zones?
In both cases, the starting areas really sold the character and tone of the new races. The worgen area is so marvelously gothic, and Kezan is unmistakably unique and gobliny. The art and the quests all work together to establish a racial character. So that’s a big win.
As for the mechanics themselves, I’m glad we were so experimental, but our general feeling now that all is said and done is that we went a little too ‘gimmicky’ with the player’s initial experiences. Everyone can agree that the goblin experience gets pretty wild in places.
That's a big lesson we're carrying away from the expansion as a whole.
Q: Can you elaborate?
Overwhelmingly, players have told us that they want more quests where you have to flap a giant bird around a cave while targeting creatures in a 3D space.
Q: Seriously?
Maybe not . . . But moving forward, we're re-focusing on core gameplay mechanics. World of Warcraft works best when you’ve got your boots on the ground and you get to play your class. To that end, we’re concentrating on giving players lots of fun combat challenges in continually changing environments, wrapped up in a terrific story that’s propelled forward by the quests. Whenever we do special mechanics, we want them to feel special, and they’ll never tear you away from combat for very long. Our goal is to load up the world with lots of interactive spaces, cool encounters, great characters, and neat spaces to explore. That’s part of the reason we’re keeping you grounded (literally) in Pandaria, and why we’re focusing on a single continent. But I’m getting ahead of myself. We’ll talk more about Pandaria soon enough.
Q: Looking forward to it. Thanks for your time!
Not a problem!

Dalaran
for who? i miss some of the older quests that no longer exist 80 to 85 was a blast but leveling a new toon some people just crank that crap out with boas and what not i find there just nt that fun to play new characters from the begining
Caelestrasz
Ravencrest
And yes, most of us blew right thru the quest chains, with no plans of repeating the progression on an alt, just enough to level and get to 85.
All the zones did feel and play VERY differently, great quest chains in some places (Uldum), others felt disjointed (Deepholme).
The Worgen start zone was a blast and had a real feel of urgency and that great Gothic art work.
Kazan was fun, but overly repetitious for multiple alts and Goblins should get a "Thug" just like a hunters pet, only not as smart.
Wyrmrest Accord
Wyrmrest Accord
Wyrmrest Accord
You should gone slower.
A lot of the new material is positively inspired, and for that I thank you. But a lot more of it, especially at the lowest levels, is garbage. As a general rule of thumb, if the quest material does not stand on its own legs, don't bother. A new wisecrack at an old familiar face? Go for it. Every race must experience flight within the first 3 levels? Waste of the player's time. Those are just the first two counterexamples that came to mind.
For my taste, you did well with the Dwarven and Worgen beginner areas. Most of the rest are ok, but still a showcase of just how thin you let yourselves get spread. The worst is probably Human, which is regrettable, considering that race is the initial vantage-point from which the Human player sees the game. Potty humor is all very well and fine, but does not carry a zone by itself. Orcs could also see some major improvement, but I don't play them much, so no comment.
Shadowmoon
Vashj
Saurfang
1: homogenization of the healing classes. In one fell swoop you effectively killed all enjoyment of playing a healer (especially a druid).
2: The tendency to completely change how paladins function every expansion. While some were good (seal and judgement system of vanilla was pretty bad tbh) this newest iteration leaves much to be desired.
3: I'm sure many people may disagree with this point, but many others will agree also. Threat. Tanking has seen many revamps over the life of the game from the absurdly easy WotLK to the much more difficult Cata. I do not mind threat being its own little mini game, but when I'm having to watch for procs, which abilities are coming off of cooldown, resource monitoring, ect., I have almost no time to actually see what is happening on the screen. Pick one, Absurdly intricate tanking mechanics, or the threat minigame. Having both makes all but the most "elite" and "hardcore" not even want to bother.
Things that pleased me with Cata.
1: Anything else. Really. I loved the old world revamp and rolled at least four alts this expansion to play through a lot of it. I always quit playing them when I got to the BC content though.
This whole expansion was great, I'm not going to say otherwise. There were some points I felt could have been better, (see homogenization and threat above) but I understand why they did it. Sadly, I sat almost this entire expansion out. Due to the complete revamp of how my main character played...again...(a paladin since vanilla, not a WotLK baby good sir) and the over the top threat mechanics I had little interest in playing him. My secondary character (resto druid) was probably my most favorite but the homogenization completely killed all the joy there was to have. My last bastion of hope was my mage, but the absurdly long dungeon queues and general lack of stuff to do at lvl 85 saw me unsub before the first major content patch (just re-subbed again last week).
All that being said, I have very high hopes for pandaria because it seems that this expansion will be going back more to the vanilla roots of the game, which is the game I fell in love with oh so many years ago.
Uldaman
Uldaman
Lightbringer
Blizzard, you cannot have it both ways. Either design good games and quests, and leave the storytelling to fanfic, or design good stories. You are faltering badly at the former, and you have sucked since day one at the latter.
Garona
I would love to see, more rare pets with "unique" looks (there is no point in camping a rare spawn pet that has a recycled skin), and just more reasons for me to get out and explore the old stuff. WoW's greatest draw for me was that it was a social game and all of the people I interact with in the game are people I encountered while exploring the world of Azeroth. Needless to say I haven't made many new friends in cross realm bgs or dungeons, and these have become the staple of the game for those of us who don't have the time to commit to raiding guilds.
Trollbane
Thunderhorn
Azgalor
Though this may sound unusual, most MMRPG players tend to do the same.
So my main request/comment is make it so that after you are done with getting to level cap. Create a giant chess game in the raids. Make teamwork, discipline and the ability to listen a necessity to down a "BOSS", and i mean "BOSS!!!!" not "boss".
Allow those that have the ability to think show off there mental capacity with the rewards of downing a "BOSS!!!!". It will create a sense of ownership and make those that can play want to show off there character. Hence more played hours.
I played in Vanilla and remember the week long quest of getting Benediction. I remember showing off that thing like i had a 2 foot long johnson. I started playing again in Cata's release. All i can say is i lasted until 4.1 was over and now just log on for heroic raids. The game lost that prize feeling of getting that piece of equipment, which was hard and took special ability and equipment to get. AKA stacking fire resist for Rag vanilla. There is no pride or the need to think in this game anymore. That is what i miss.
Shu'halo
I was talking to a GM about something, and he suggested I post here. There are lots of things from this post I'd like to comment on, but I don't want this to be too long. (Note: I failed, but it could have been longer!) My biggest issue with the Cata changes, and changes to WoW in specific that I can detect, as a player coming in just after WotLK came out, is that a lot of quests have been removed, or made ridiculously easy. The ones I notice removed are the class specific ones: not just the removal of class-specific quests to get patterns (the blacksmithing patterns in particular is what caused me to comment to the GM), but the shaman quests for elemental lore/totems. I see the NPCs still there (notably in the draenei district) but they do nothing... but leave me with a sense of loss of content, of a way to be nifty. I've been given to understand that "well, they had to make it faster to level so people didn't get bored on their way to ever-higher-level-cap" but there *are* those of us who enjoy the journey; my highest level toon just hit 60, I'm greatly annoyed with the VERY sudden decimation of exp. (L54 quest-to-kill mobs in Winterspring went from giving 100+ exp when I was L59 to 10 when I was L60. That's *extremely* aggravating, and I damned near abandoned everything. I didn't, and got to the end of Mazthoril stuff, but still. And *that* felt like something was missing, also, but that was perhaps because I never got there before Cata.)
Things I liked: the pop-up for turning in quests that have you ranging all over. I can imagine that doing the various 'run all over Northern Stranglethorn killing things and then run back here' was a pain, and I anticipated that, but the pop-ups were very welcome there. I liked Tobias Mistmantle showing up in Duskwood, especially as I didn't find him till after I'd made a worgen, and had fun imagining that I had some backstory knowledge, there. I will say I missed having to run off to Moonbrook to find things out - the running off was a pain, but in retrospect the finding out seemed reasonable.
I both liked and disliked the linear nature of the worgen and goblin starting zones. For me, it worked better for the worgen than the goblin; among the differences on my end was that I was completely open to what was new for the worgen, but I was attempting to have a goblin as a bank alt, and while the content was emphatically cute (in a good way, and I *hate* cute), I really wanted to just take off to Orgrimmar. The end-content of that line was absolutely epic, tho, and I enjoyed that very much.
I like the fact that there are *more* flightpoints. I both like and dislike the fact that you don't have to search them out. I dislike the fact that more flightpoints means you get to skip everything in between.
And apparently I missed all the dragon content, and just get to look at these pretty green swirly things with dragonkin around them that I have no clue what they do or why they're there. :/
And, looking back through my posts on WoWHead to find which quests I thought would be fun but were removed, I noticed that it took 10 days for my L49 tauren hunter to become L60 - and it's very much NOT my main toon, I was doing a LOT of stuff on another server entirely with my family guild. That's too easy.
Ok, wall of text for the win.
Wyrmrest Accord
I very strongly agree with your opening point. Keep players logging hours (and therefore resubscribing) by making the road fun, regardless where it ends up. My favorite example of class specific pure good fun is the old Warlock Imp quest - you had to work a little and use a little intelligence to get your first pet, granted not much but the ingredient was there in the recipe. And if a friend helped you out, you could essentially start the game with an imp. Some early cheeseball advantage that after 5 more levels made no difference at all. Shenanigans. Hijinks. Compare that to sitting through a cinematic that is required before leaving a zone. Which is the greater entertainment value?
Gilneas
Crushridge
Aggramar
Aggramar
Thunderhorn
Wyrmrest Accord
What I want is better solo content at lower levels. Replay value even. Vanilla and BC both had that. Cata mostly does not.
Wyrmrest Accord
Stormreaver
Mok'Nathal
Draenor
Bloodscalp
Illidan
Stormrage
Wyrmrest Accord
Only thing off the top of my head is the old Alexston farmstead where the quick way to finish the quest was to die behind the house and then res inside. Except that conflicts with Iron man. But that's the right general idea.
Dalaran
I don't understand this common theme I keep hearing from the devs about the portals and flight making the world seem smaller. That isn't a problem in my book. It is still a pain in the neck to get to Undercity from Org if you dont want to wait for the Zep.
Why the need to make us waste time moving from one place to another? I'd rather be doing something like killing stuff, questing, or crafting than spending time running around.
Andorhal
Grizzly Hills
Arygos
Wyrmrest Accord
No, I don't see any of the current Horde leaders leading the Horde for long. Garrosh will do his thing - that won't be hard to pull off - then we'll all be following either an outsider or some obscure underling. All in all, not a bad deal imo.
The other option I see is to completely revamp the faction system, which won't happen.
Stonemaul
-- Can we expect legendary quests for 'badass pvp-ers', or are we going to have to keep paying 2,000 gold for a raid invite to start the quest chains in order to experience content that we've already paid good money for?
Grizzly Hills
Ravencrest