"What do you think about line of sight having such a big role in arenas, as opposed to it being a non-factor in most other aspects of the game?
Tom Chilton: I think that line of sight is very important. Originally when we concepted arenas, the thought crossed our minds to make an arena without line of sight. But we found that the fights were very stagnant. There was very little movement dynamic by comparison. The fights felt really bland. What we found was that we wanted line of sight blocking, but the question became how much. It's a matter of how many tools do we give players to overcome line of sight when they need to.
So, I don't think that at this point we'll do an arena without line of sight. In our testing it's not all that interesting by comparison, but we can always give players better tools to handle those situations.
I'd like to ask about the relationships between the design team and the player base. The raid designers have a very well-documented and public relationship with some of the world's top raiding guilds. Is there a similar segment of the player base that are involved with the arena and class designers, or that you keep tabs on? Arena Junkies, for example?
Tom Chilton: Yeah, I'd absolutely say that that's true. I always get feedback from different players that are pretty well respected in the arena community. One of our class designers is the guild leader of probably one of the most well-known PvP guilds in the world. I'll still keep him anonymous, though. So we definitely have those kinds of links in the community and we get feedback all the time. We definitely use that as a point of evaluation for all of our changes. "
Tom Chilton: I think that line of sight is very important. Originally when we concepted arenas, the thought crossed our minds to make an arena without line of sight. But we found that the fights were very stagnant. There was very little movement dynamic by comparison. The fights felt really bland. What we found was that we wanted line of sight blocking, but the question became how much. It's a matter of how many tools do we give players to overcome line of sight when they need to.
So, I don't think that at this point we'll do an arena without line of sight. In our testing it's not all that interesting by comparison, but we can always give players better tools to handle those situations.
I'd like to ask about the relationships between the design team and the player base. The raid designers have a very well-documented and public relationship with some of the world's top raiding guilds. Is there a similar segment of the player base that are involved with the arena and class designers, or that you keep tabs on? Arena Junkies, for example?
Tom Chilton: Yeah, I'd absolutely say that that's true. I always get feedback from different players that are pretty well respected in the arena community. One of our class designers is the guild leader of probably one of the most well-known PvP guilds in the world. I'll still keep him anonymous, though. So we definitely have those kinds of links in the community and we get feedback all the time. We definitely use that as a point of evaluation for all of our changes. "
The full interview can be read over here.



















gogo :D
whooo?!
ot: WoW arena is cool yeh, but a real esport? nah.
Also the fact that Chilton is trying to make WoW an esport and integrating PvE and PvP at the same time is sad, because it's doomed to failure.