Gamescom 2013: Blizzard Reveals Design Mishaps with Dailies, Questing & Secondary Professions

Blizzard is an incredibly secretive company. Wait, let me rephrase that. Blizzard is an incredibly secretive company about upcoming revelations. Not only does it hide specifics to the absolute last minute, a recent example being the in-game microtransaction store, but it manages to keep massive secrets well. Looking back into the annuls of history is a completely different story.

No matter the location, if you manage to snag a moment of a dev’s time the chances are they’d be willing to talk and engage with you. About anything they or the company has done. Good or bad. Gamescom 2013 and PCGamesN’s interview with Tom Chilton is a perfect example. The latest interview covers the topic of removing daily quest limits (bad), training people to look for that golden ? (removed exploration) and the highly-successful Pokemon implementation.

It’s a candid look at the good and bad of the near-decade title’s struggle to retain our interest. Sure, it’s a short look, but the design elements discussed run the entirety of the game’s life. Oh, and what the future holds for at least one of these topics.