Hello again, we return for another Game Design Exercise post. As promised, we are done with Farahlon (unless I decide to make a proper art map for it one day) and we are moving on to our next topic. You probably already know what to expect from the title and my previous GDE post, but hey, when an expansion announcement at BlizzCon comes we usually know the trademark and the obvious implication of what comes from the trademarked title. So let me put on my best impression of Chris Metzen and “announce” this thing.
Ever since World of Warcraft began, it had a deep, expansive mythology. Although we started with just Kalimdor and the Eastern Kingdoms, we always knew there was so much more out there. And we always wanted to bring all of that rich universe to life in the game. Since before the game came out, we had plans for how we would implement various elements of this universe. And as time went by we slowly implemented those realms into World of Warcraft. We visited Outland and defeated Illidan. We went back to Azeroth to go to Northrend and finally deal with the Lich King once and for all. In Cataclysm, we visited the Elemental Planes. And we always knew Pandaria was out there, and Mists of Pandaria we finally got to see it. We even went to Draenor before it was destroyed.
But there’s one element that we haven’t visited yet. One element that we always knew was out there. A special, magical realm underlying all of Azeroth. And we always struggled how to properly represent it, given its vast size and all the lore behind it. But we thought, it’s time to finally get it done. To finally let the heroes of Azeroth into this mystical realm… realm of dreams… and nightmares. A realm that was once again comes under attack by nefarious forces and needs our help. Because if we no longer can find safe haven even in our dreams… how can we ever feel safe?
Ladies and Gentlemen… Dream of Creation!
And we return again to designing Farahlon, for the last time. But fear not, this is not the end of me trying to pretend I’m designing World of Warcraft. Because I still have too much time on my hands, I will return in about a week with a new project – Emerald Dream expansion! Yes, it’s a potentially much bigger project, which is also why we will probably go into less detail with specific design parts, or with every small storyline present in the expansion. But until that happens, let’s return to Farahlon and see what the Horde is doing while Alliance is busy being all heroic saving the draenei towns and protecting monasteries from ravenous looters.
We’re back in our Farahlon Game Design Exercise! After taking a foray into designing dungeons, which is probably closer to actual hard design, we’re returning into a more lore-like environment. I have alluded previously to the larger Alliance and Horde storylines taking place in Farahlon, but other than small glimpses of it, we didn’t know exactly who and how acts in this new environment. Well, as we’re drawing closer to the end of this particular exercise, we’re going to finally finish those storylines – though we mostly know the very end (Uraga’s demise in the Bladewind Fort instance). But this will be like watching Revenge of the Sith – we know how it ends, but it’s the journey that matters!
I cannot pretend I understand what’s going on between my uncle and that ogre, Lunk. Apparently the ogre is popular in some circles for some zany adventures he goes on and the unusual for his race pacifism. In my timeline I never heard of him so I assume he was dead. It’s a brutal world out there and someone who refuses to kill likely did not survive for long. Well, this version of Lunk survives and even thrives, to a certain degree. I even saw two alter egos he donned – the eloquent “Professor Lunk” and “Fel-Breaker Lunk” who was still the same but with special powers. And despite all of that, he likes to constantly try his luck and dare even more ridiculous things every day. One of his obsessions is about going to the White Lady (to which he refers very eloquently as “the moon”), and for that purpose, he recently went off-world to Darfell.
Look, I told them to make a pose. It’s not my fault what pose they did.
Name: Gornn (and Ling)
Race: Gronn (and Gronnling)
Gender: male (male)
Age: About 150 years (About 10 years)
Class: Not applicable
Professions: None (None)
Religion: None (None)
Alignment (per D&D): True neutral (True neutral)
Traits (per CK2): strong, slow, patient, honest, proud, brave, content (strong, slow, wroth)
Greetings again. This time we really did return before whole patches managed to release and you might have noticed, our concept map of Farahlon changed a bit. Mostly, you can find new names for some of the previously unnamed areas, but two new locations have been added as well – Mok’nathal Village on Ara’s island and a raid icon for the Sky City of the Apexis. Today’s post will delve into the three dungeons that are added with my imaginary Farahlon patch, and mostly concentrates on the story featured in those dungeons, with a general idea of boss abilities. The raid will be the subject of a whole other post, as it’s meant to represent a whole large tier – with about 12 bosses total. So let’s delve into the three dungeons and what they have in store.
It’s been a while, hasn’t it? I told you more than once that I wasn’t abandoning the project – just delaying it until further notice. Of course, that notice took a bit longer than expected, but we’re back. The thing that propelled me to come back the most was constant hits I’m receiving on the Farahlon articles, as well as my other ideas that I want to develop in these posts. So stay tuned. Meanwhile, Farahlon!
Izzik in the Swan’s lab
Name: Izzik Shienor
Gender: prefers not to specify ((female))
Class: Shaman (elemental)
Professions: herbalism, alchemy, fishing, cooking
Religion: Holy Light
Alignment (per D&D): Neutral Good
Traits (per CK2): diligent, charitable, kind, patient, gregarious, poet
Name: Orkan Krasha
Class: Warlock (demonology)
Professions: Cooking, leatherworking, minor alchemy
Alignment (per D&D): True Neutral
Traits (per CK2): Quick, weak, cynical, diligent, patient, honest
Name: Verroak Krasha
Race: High Arakkoa
Gender: Prefers not to specify ((male))
Professions: engineering, jewelcrafting
Religion: New Dawn (a restoration of the old Apexis religion)
Alignment (per D&D): Neutral Good
Traits (per CK2): Quick, weak, scholar, mystic, diligent, proud, deceitful, shy, ambitious, kind