WoW's secret sauce: tools

This has been my theory since the first hours I've seen WoW's client with my eyes. I was discussing this on the forum today, so I will repeat here the concept, also because I think it's one of the most important aspects that made the game successful and that I've NEVER seen commented.

Outside of Dave Rickey, who wrote in his blog about the importance of tools and how always the worst programmers are put to develop tools, as it is not fun or really gratifying. Can't post the link because it was swallowed by the internet along with the blog.

So look at this sample picture that was posted.

It is nothing crazy, but it explains my idea. See all those tiny hills that make the mountains in the background? Now, do you think that a designer modeled and textured every one, one by one?

So here I repeat my theory.

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I believe that a lot of WoW's beauty comes from ground textures and terrain modeling.

My controversial opinion is that it isn't about good art, but good TECH.

If you notice WoW's terrain is modeled in a way that is easily recognizable and every zone has the same rounded style. What I think is that Blizzard is using an editor that with a few clicks of your mouse creates pretty terrain while also placing textures on the fly, depending on the height and slopes.

Not only it allows them to keep that style consistent, but I also think they can make the terrain very quickly (and a new zone is just a set palette of new textures). Even the grass placeable are probably added by the editor itself.

What I'm saying is that this editor must have some preset brushes that do everything on their own (mostly). You give a general direction, a few mouse clicks and the terrain comes to life with all the textures placed and blended following a precise formula. That ALSO makes all the game, everywhere, look consistent (because they turned textures and modeling conventions into RULES, then applied by the editor itself).

Even *YOU* can make a pretty zone in a very short time, if you had the right tools.

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You can import WoW's textures even in NWN2, so what?

I'm talking about tools that let you manipulate objects. Not the objects themselves. You can let someone make a picture pixel by pixel, or you can give him some broader tools. What you are saying here is that MS Paint is the exact same program of Photoshop.

SURE IS.

But can't you see that doing what Photoshop does into MS Paint would require years of work?

Tools.

So: try to use NWN2 editor to make a small zone with the terrain that look similar to WoW. Even use an existing zone as a model. I'm sure it will pass six months and you are still tweaking things.

And I'm sure it would only take a few hours to make a good looking zone with the editor Blizzard is using and that is giving that consistent look to ALL the terrain in ALL their zones.

You think this is the result of awesomely awesome art direction, or that maybe there's one slave who's doing all the terrain in all WoW. I say it's because a multitude of designers are using the same tools, so producing similar results.

And I know this because I did use tools in various games, and I know that the most difficult thing is to actually make things look DIFFERENT from everything else in the same game and produced by the same tools.

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In short: WoW's designers are using Photoshop-level tools, all other designers doing other MMOs are using MS Paint-level tools.

Generalizing and simplifying a lot, that's why everyone else is behind.

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Follow up here. In the same way Warcraft 3's editor as the "apply cliff" tool, WoW likely has an "apply rounded hill" kind of tool that automatically shapes the terrain AND applies appropriate textures. With no effort at all.

Re: WoW's secret sauce: Polish

Nah, its a good terrain artist, and fantastic level design.

See all those tiny hills that make the mountains in the background? Now, do you think that a designer modeled and textured every one, one by one?

The textures mapping to the crevasses, that can be done and probably is done with a filter, identifying where they are and applying the vegetation to it. Pretty much every current engine has that kind of technology now. Weathering effects that keep going down a hill but not up it, pretty standard.

As for the bumps in the hills, yeah that is the work of a talented terrain artist putting a lot of polish into the game. It is not the only place that blizzard puts a lot of polish/care/love into the game. They do the same thing with little doodads, plants, ambient effects, sounds, and music.

Everything is polished to a mirror shine as far as art direction and level design are concerned.

There is not bumpy-wowstyle-mountainside-button, that would look like crap and would be just plain lazy.

WoW's "secret sauce" is polish, lots and lots of polish.

I believe that a lot of WoW's beauty comes from ground textures and terrain modeling.

Well, yeah, a lot of it comes from ground textures, since that is by far most of the game that you'll see is ground texture. Its everywhere you go.

But take a gander at the complexities of the terrain art in and around the cities, that is just plain old fashioned polish.

Re: WoW's secret sauce: tools

Don't know if you have used the Unreal Engine, but I used to make maps for it all the time.

The way that engine worked is, the same I would assume as the engine WoW designers use.

Everything is in layers, the base terrain layer, which is a base color or design for the terrain. It's normally pretty simple, ranging from plain looking dirt to rocky, and gravel texture designs. With a huge number of variations and combinations. You can even combine multiple terrains for a multilayer look. If you assign everything by layers, you can even remove and reapply just that layer or change just that layer. Makes it very easy to change things even after you have the whole map almost finished.

The way the brushes work, are completely customizable. You can make them apply thick layers of a texture or a spread out thin layers. Over a small or very large area. So making a dirt road with rock and them maybe some pits and a few random patches of grass only takes a few clicks and a couple seconds.

You can do the same with bushes, trees etc.

Not to mention it's extremely easy to import you own textures and apply them to whatever you want.

I always just assumed most editors where made this way, or similar as it's extremely powerful, very flexible, and anyone can use it to make decent looking levels. Get someone with experience and you can make outstanding looking levels, in no time at all.

Re: WoW's secret sauce: tools

Pretty much every editor is capable of doing Wow-like maps with as much or more quality, it just takes extremely talented people to get it right (and that's what happens).

Same way, pretty much every architect (well, the majority), uses autoCAD as a standard tool. But there are good and bad architects, so some projects are awesome and others aren't.

Generalizing the wow phenomena to their tools is wrong, very very wrong.

Re: WoW's secret sauce: tools

Here's the relevant comment, it was something I wrote in 2005 when I was wrestling with the Torque engine:

There's a heirarchy in game programming: Rendering Engine > AI > Game Systems > Architecture > Networking > UI > Tools. Everyone wants to be higher on the ladder, the tools are the absolute least interesting to work on and are generally given to the least experienced programmer, who does everything he can to get moved up to something more interesting. Since everyone else is dodging UI work, usually he winds up there (but he won't want to stay there, either).

So it shouldn't be surprising that no one has bothered to fix blatant bugs in the Torque world-building tools in the last 3 years. Or that the GUI building tool is almost as bad. But it's sure a pain, I'm left with a choice of fixing them myself, extracting the data and building/using other tools, or just do the best I can with them (they are usable, just flaky and unreliable).

That, at least, was easier in ordinary software development. Since none of the work was particularly interesting, you could assign someone a piece of it and expect them to finish it, since the only satisfaction and hope for recognition they had was to do it well. But no-one wants to do a good job on tools or GUI work, because then they might get stuck on it.

WoW's tools do seem to be pretty good. Certainly their world-builder's tweak the output from the algorithms, good procedural tools are not a replacement for world-builders, but a way to create an overall consistancy and improve their efficiency.

--Dave

Re: WoW's secret sauce: tools

I suspect I work at an unusual studio, but here, there is absolutely no doubt that the smartest, most gifted developers work in our tech (tools) dept. Why? Because our tools are so specialised, requiring a lot of very advanced mathematics, and are used to generate huge amounts of procedural content. Many of the tech guys here have multiple degrees (maths, physics, CS, some combination thereof), a large minority have a higher degree of some type.

There probably is something to the assertion that the closer to the 'metal' you get and the deeper in the engine you go, developers must by definition become far more specialised and expert in their particular subfield. It's a generalist-versus specialist thing, and specialism invariably brings financial benefits, hence a lot of people aspire to work on the rendering tech etc.

Obviously studios differ, but again, where I work there's a lot less of a heirarchy. The GUI guys, for instance, are absolutely OBSESSED by design, and I couldn't imagine them wanting to work on anything else.

Re: WoW's secret sauce: tools

You're really off-base here.

WoW has very few dedicated, stand-alone, "tools" as far as creating art assets are concerned. The vast majority of tools they have are a few Maya and 3dsmax plugins to help with import/export into the game engine, setting up animations, setting LoDs, and so on. Modeling, texturing, and refining a map aren't really esoteric, difficult prospects - especially given an existing texture and asset library.

As for the NWN2 challenge - just use a Wacom tablet. Paint in grey-scale height maps, use Mudbox, whatever floats your boat. This is not a difficult process, so long as you stop exclusively using the amateur-focused map tools that ship with the games, and start using actual professional art tools.

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