

So then we thought maybe you kill the eggs, and then you get Razorgore back as the enemy, kind of like the fight in World of Warcraft.Įventually, Brode and team moved away from this setup, which he called too "designer-y." He explains: "It's where a fight does the things we want it to do, but it doesn't feel elegant. "But it felt a little weird that Razorgore was winning. "You mind-controlled Razorgore, and you filled his side with eggs, and you have to kill the eggs, and then you win as Razorgore," Brode says. Brode recalls an early version of the fight where the player's regular hero power was removed and replaced with a power called "Orb of Domination" that allowed players to take over as Razorgore. Initial designs for Razoregore in Hearthstone tried to get this across. For me, Razorgore is about you getting to play as the boss." "Usually when I'm translating a fight from my World of Warcraft memories to Hearthstone, I try to find the essence of the fight. "This was the hardest fight to design in all of Blackrock Mountain," he says.
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Razorgore proved to be a wall for Brode as well.
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Rather than simply defeating the boss, players had to use an orb to mind control Razorgore and then use him to destroy a room full of dragon eggs before they hatched. "We felt like what we did is what most people had in their mind when they think of Blackrock Spire," he says.Īs the very first boss of the Blackwing Lair raid in World of Warcraft, Razorgore the Untamed was an immediate wake-up call to uncoordinated teams.

So I asked them what was going on with that and if there was anything cool we could use from that update."Įventually, Brode and the Hearthstone team decided to stick to the classic Blackrock Mountain that players would reminisce about. "I heard around the water cooler that we were updating Blackrock Spire for the Warlords of Draenor expansion. "I did e-mail the World of Warcraft team," Brode says. Meanwhile, the art team would lag behind, taking screenshots of each location to try to come up with unique ideas for a new game board. We even did the one part of Blackrock that's not in the Hearthstone version, which is Blackrock Caverns."Īs the overleveled team blew through this old content, Brode explained how the mechanics had worked back in the day from memory, urging everyone to try to zero in on what was cool and memorable about each individual fight. We did Blackwing Lair and Blackwing Descent. We raided Molten Core together as a huge group. "We split up into five-man groups and did Blackrock Depths and Blackrock Spire. "The whole team got into a raid together in World of Warcraft and went through the whole mountain," Brode says. If you haven't played it yet and want to stay surprised, bookmark this and come back to read it later!Īfter settling on Blackrock Mountain as a setting for Hearthstone's latest adventure, the next step for the team was to actually play through that old content together. SPOILER WARNING: The following feature contains full details of the mechanics and, yes, even a big plot twist in this week's wing of Blackrock Mountain. We spoke with Hearthstone's senior game designer, Ben Brode, about how each boss in this wing was chosen and how the team shaped those encounters across multiple attempts. Today, the current Hearthstone adventure add-on, Blackrock Mountain, opens its fourth wing, Blackwing Lair. How does the developer create encounters that simultaneously fit the needs and balance of a card game and the necessities of lore and nostalgia? This led us to wonder about Blizzard's approach to these complex fights. But on top of functioning within this card game, they also work as clever throwbacks to raid and dungeon encounters from World of Warcraft, the MMO that Hearthstone is based on. What's special about Hearthstone's bosses is not only that they're challenging encounters that force players to rethink strategies and often build completely new decks. Ever since they were first introduced in last summer's Curse of Naxxramas add-on, we've been impressed by the single-player boss encounters in Hearthstone, a traditionally competitive multiplayer-focused game.
