As a seasoned game developer who’s spent countless hours immersed in the enchanting world of Warcraft, I can confidently say that the future of Warcraft Rumble is nothing short of magical! The fusion of strategy and social aspects, coupled with the limitless content from the Warcraft universe, it be characters, environments, or sieges), is enough to keep even the most dedicated player engaged for years to come.
This year marks the first anniversary for Warcraft Rumble, coinciding with the 30th anniversary celebration across the entire Warcraft franchise. With plans for a PC port and the introduction of the Split Leader system, Warcraft Rumble is gearing up for another action-packed year ahead.
This is a significant moment for fans of the Warcraft universe. Not only does it mark 30 years since the franchise’s inception, but its iconic MMO, World of Warcraft, celebrates its 20th anniversary. Additionally, one of the newer titles, the mobile game Warcraft Rumble, turned a year old in 2024. This game has been integrated into the larger celebration of the IP, with a recent Warcraft Direct stream revealing updates like a new PC port for the game. To delve deeper into the changes coming to Rumble, Game Rant conducted an interview with executive producer Vik Saraf and art director Jeremy Collins. The following conversation has been condensed for conciseness and clarity.
Warcraft Rumble Devs Talk About Bringing The Game To PC
Question: For how long has it been decided that Warcraft’s 30th Anniversary stream would feature a PC version release of the game Rumble?
Saraf: We’ve long discussed bringing the thrilling experience of Rumble to the PC. Many fans of Warcraft and Blizzard initially explored these worlds primarily on their computers. When we embarked on creating this game, our aim was to offer a mobile-centric experience, hoping to introduce the expansive Warcraft universe to players who haven’t yet played World of Warcraft, Hearthstone, or other games within the Warcraft series.
We considered launching it on mobile devices as an effective method to reach a wider audience of gamers, yet we were determined to ensure that when released for PC, it was something we could take pride in. Therefore, we’ve wanted to make this transition for some time, but our main focus has been on developing the mobile version initially.
Essentially, we’re big supporters of mobile games, but our loyalty lies with Blizzard, which essentially means we’re PC enthusiasts at heart. Given this allegiance, it felt natural for us to focus on creating the PC version of the game. To be honest, I find it challenging to decide which one I prefer more because you can use the same account for both the mobile and PC versions. You can play on your phone and then continue on Battle.net when you’re home. The game is designed to provide a smooth transition between devices.
Q: How seamless will that transition between versions of Rumble be?
In simpler terms, if you have a Battle.net account, your Rumble progress will sync across both the PC and mobile versions because our game is primarily run by servers. This means that most of your actions and advancements are saved on the server and linked to your Battle.net ID. If you start playing on the mobile version and log in with your Battle.net ID, when you switch to the PC version using the same Battle.net ID, you’ll pick up exactly where you left off.
In the process of game creation, it’s crucial to optimize for the hardware being used. For mobile devices, this often involves touch screen interaction, whereas for PC games, we needed to modify the art to accommodate hover states since you can’t physically touch a computer monitor. Instead, you use a mouse and keyboard to interact, which requires anticipating your selection on a PC, a concept that isn’t present in mobile gaming, so we incorporated this feature.
Additionally, we implemented hotkeys for PC users, allowing you to press 1-2-3-4 to sequentially select four units displayed in your tray at the bottom. We aimed to tailor the gaming experience to the platform you’ll be using, so we thoughtfully incorporated some unique features specifically for PC gamers.
A: What additional challenges did the team face when transitioning Warcraft Rumble to a PC version? Is it likely that PC gamers will have distinct expectations compared to mobile gamers, and if so, what might those differences be?
In the context of our mobile game, we’re designing it to be played across multiple devices such as Android phones, iPhones, and even newer models like the iPhone 13 and 15. This diversity in devices translates into various screen aspect ratios. Since I’m the art director and prefer a broader view of the artwork, I usually play on an iPad, which is closer to a square shape. An interesting development during the creation of the PC version of our game Rumble was that we already had multiple maps with different aspect ratios based on the device used for mobile viewing.
Due to this setup, we can offer you the broadest view possible for each map on PC. This doesn’t necessarily grant a tactical edge since everyone sees the same amount of the map, but the expanded borders on several maps allow for a more immersive experience. The artwork along the edges of the map emphasizes the environmental narrative that we value at Blizzard, making the spaces feel inhabited by characters. There will be plenty of props and other details outside the map as well, which is one way we cater to PC players’ expectations.
An illustrative scenario could be setting boundaries for texture size. In the context of our mobile game development team, we need to regulate texture sizes according to the RAM capacity of any specific phone at any given moment. Since our game performs well on both mobile devices and personal computers, we opt to uncap all textures. As a result, we maintain 2048×2048 pixel versions for each character, leading to some automatic enhancement of visual details due to the higher resolution textures used on computer monitors compared to mobile screens.
The Art Of Warcraft Rumble And Its Minis
Given that Rumble possesses a distinct atmosphere and style compared to the standard World of Warcraft, was there ever a conversation regarding the potential fusion of these separate universes now that Rumble is being released on PC?
Collins explained that from the beginning, they placed a strong emphasis on establishing a unique art style, mood, and tone for their game, Rumble, before moving into full production. Essentially, they wanted everyone to have the opportunity to play Warcraft, whether it’s retail World of Warcraft, classic World of Warcraft, Hearthstone, or their own game. The goal wasn’t to make the experiences resemble retail or classic versions, but rather to create a distinct corner within the Warcraft universe and attract as many players as possible. This is why they chose a more stylized design for their characters.
The requirements, from an art angle, for World of Warcraft versus a mobile version of Warcraft characters… there’s actually quite a big delta in-between there. If you’re talking purely about just the amount of screen space when you’re playing WoW retail, I have an ultra-wide monitor here so I’m playing at full res, whatever the res of this monitor is. For that experience? Yeah, absolutely, you wanna turn on a way higher level of detail—you wanna turn on more detailed textures and stuff like that. But for a phone screen? For us, you need to be able to look at any unit on the field at any given point and go “Oh, that’s the orc,” or “That’s the footman because I see silver and blue—and I see green and red for the orc.”
We very much take the platform that we’re going to be presenting the game on into consideration when we’re defining those art styles. If we were to move Rumble more towards the WoW art style, I think it would actually suffer a little bit on mobile, because the screen is so small, and it’s not built for that level of detail.
In a smaller mobile screen setting, colors should stand out more and be distinctly different from each other. The initial idea was for this game to be set within its own universe. In the Warcraft Direct video, Jeremy discussed some of the inspirations, mentioning that we aimed to give the miniatures a tactile feel. There’s a sense of collectibility with these units that we wanted to highlight, and I believe this aspect was effectively conveyed through the game’s unique artistic style.
Collins: Absolutely! For me, Warcraft feels like it’s been meticulously crafted. Each element in World of Warcraft, from characters to textures, has been hand-painted by an artist, giving every detail a personal touch. We aimed to preserve that tangible feel within the game while adding our unique twist. This is achieved through a technique called ‘chipping’. Essentially, this method simulates the wear and tear that occurs on miniatures used repeatedly in battle. This patina or worn look was crucial for us as it emphasizes the art style’s tactile nature.
A: The special event highlighted Rumble’s small-scale gameplay and artistic design. Given that Blizzard has previously shared 3D blueprints for these miniatures, is there a possibility that they plan to integrate Rumble with the realm of tabletop war games?
Saraf: This is a question that actually comes up quite a bit inside of Blizzard. We don’t have any official plans on that right now, but I can give you a nice little anecdote of what we’re seeing inside of Blizzard. One of our colleagues that we work with took it upon himself to take the 3D blueprints and print out a bunch of minis, and he went ahead and made a Horde vs. Alliance chessboard! So you’ll see Warsong Grunts as pawns in the Horde, and then you’ll see Footmen soldiers as pawns on the Alliance side of it. It was pretty clever. I think this is something a lot of us have a lot of interest in, but there are no official plans yet.
Absolutely, our enthusiasm for it is quite substantial, to put it plainly. In truth, we’ve been ardent supporters of sharing miniature models as STLs with the public. It’s fascinating to observe, even within Blizzard itself, individuals downloading these STLs, printing them at home, and some of these homemade minis have actually found their way into the museum display we previously viewed.
At Blizzard, our enthusiasm for miniatures runs deep. From Warhammer 40K gaming and intricate miniature painting to various other groups, there’s a rich landscape of creative activities. Recognizing the worth in this community, we’ve had conversations about the possibility of exploring it further – though nothing concrete has been decided yet. The miniatures we’ve seen are truly captivating, but for now, we don’t have any official announcements to make. However, the interest is definitely there, and we’ll keep you posted as things develop.
The Choices Behind Warcraft Rumble’s New Frontier
Q: Back to the port discussion, do you see ports to any other platforms in Rumble’s future?
Saraf: So far, nothing has been decided yet. Our initial plan was to adapt this game for mobile devices and introduce the universe to newcomers who haven’t played before. Moving it to PC felt like returning home because that’s where most Warcraft players are. When considering future platform support, we’ll primarily focus on whether it’s suitable for that platform, given the control mechanics and user experience. However, plans can change at any time, absolutely.
Q: Why has the team decided to go with a beta release for Rumble’s initial PC launch?
Saraf: In earlier conversations, we’ve discussed the lessons we gleaned from the initial release of our game. Since then, the game has significantly transformed, with numerous additions like 15 new minis, various features, and events throughout the year. A significant part of this transformation comes from us actively listening to our community, taking their suggestions on board, and implementing changes that enhance the overall enjoyment of the game, specifically for Rumble.
When considering a mobile game transition, naturally it means moving a PC game to mobile – as was the case with Hearthstone. However, we wanted to ensure that we had ample time to incorporate feedback from our community and develop strategies to enhance the PC gaming experience along with the players. This approach is similar to Rumble’s mobile release strategy. Last year, we first introduced Rumble as a beta version before its global release, allowing us to learn from the community and identify what works for them, as well as areas for improvement in the PC gaming environment.
Absolutely, you got it right. It’s similar to us saying that a game is an ongoing process. We need to continuously enhance it, listen to feedback from the community, and make necessary changes to ensure it becomes better, quicker, and easier to use. That’s essentially why we’re using the ‘beta’ label at this stage – we’re still learning and aiming to give it a perfect finish.
1) Question 1: Are there significant updates to Rumble’s monetization system that we might expect in the future based on the improvements announced in the stream?
Saraf: It seems that what significantly evolves with Rumble is the concept of daily objectives for players. In today’s gaming landscape, where titles function as ongoing services designed to last indefinitely, it’s crucial to ensure that players always have tasks or activities to engage in each time they enter the game.
To provide an illustration, let’s discuss user feedback from the community. Some constructive input we received included statements such as, “I’m at a stage where I’m unsure about my next steps in the game,” or “I’ve completed numerous campaign missions and quests,” and our aim is not merely to add more features without purpose, but rather to ensure that any new additions are meaningful and provide players with engaging content.
Our aim is to ensure that every visit to Rumble offers unique, daily goals for players to strive towards, creating a sense of purposeful progression in their gaming experience. Essentially, we’re trying to offer more ways for players to engage, making each interaction more rewarding and immersive. It could be as simple as saying, “Today, I see an opportunity to enhance this particular mini-game.
Our Events system is the main motivation for you to join the game, as it helps clarify which mini-games are relevant and makes sense within the game context. The primary goal has been to boost player engagement by offering them regular goals.
Collins: Absolutely, the Events system we’ve been focusing on lately is a great illustration of what I mean. I also wanted to draw attention to the fact that each event features large reward trees. While you may find different nodes in each tree, there’s no compulsion to purchase anything. What makes Rumble special is that when we introduce something new, such as multiple events or an additional siege, it benefits both paying and non-paying players equally. This aspect of our game is something we appreciate greatly, even within our own team, we have both free and paid players.
As a gamer, I find it engaging to note how my decision on the reward structure in Rumble significantly correlates with where I envision my gaming journey heading. What I appreciate about it is the variety it offers – not everyone will want to upgrade the same characters. With over 65 playable characters, I believe these diverse events provide numerous paths to focus on the heroes that matter most to me, ensuring they reach their full potential from a collection perspective. To me, this added layer of customization just makes the game even more appealing.
What led to the conception of Split Leaders, and what kind of influence do you expect it will have on the game?
From another point of view, when considering combinatorics, each of our new Split Leaders (such as Sylvanas, Malfurion, Doomhammer, Anub’arak) come from two distinct lineages. Since these leaders fall under two separate family concepts, the potential combinations for their abilities (and other units within their army) becomes significantly larger. Some armies may have a Horde-oriented bonus due to having Horde characters or an Undead advantage due to having Undead entities. This can disrupt your pre-existing army composition, which you might have become accustomed to while playing the game, and require adjustments in how your armies are structured.
So I think, just by default, having a leader that exists in two worlds is going to give us a lot more options for combinations on the game field, as well as just different synergies. If you look at every different leader in our game as a deck architect, that just means the decks are split between two different families—which gives you just so many more options in terms of creating new armies. That’s one of the things I’m most excited about with these Split Leaders, I think people are going to have a real blast trying out a bunch of different combinations that work well with leaders that are in two different families.
As a dedicated fan, I can’t help but share my excitement over this new feature in the game. It’s something we’ve longed to incorporate for quite some time, and it aligns perfectly with our community’s love for strategy games, particularly those inspired by Warcraft. The strategic depth of the gameplay is what truly resonates with our players, as they delight in crafting unique army configurations and discovering the perfect setup to secure victory.
Q: Where do you see Warcraft Rumble in another year’s time?
Saraf: I believe many aspects within the game will keep progressing. We’ve been focusing significantly on our events, aiming to create a richer seasonal experience. Instead of just one mini event per season previously, we are now averaging around 2-3. Additionally, you can anticipate us further developing this aspect and offering a comprehensive lore structure to support the different seasons.
As our PC version progresses, it’s thrilling for us to share this adventure with you, the players. What makes this more significant is that we recognize Warcraft, especially World of Warcraft, as a social experience. Therefore, we aim to foster changes in the social dynamics within the game itself. This aspect will likely be a key area of focus for us in the coming months.
Collins: Here’s something exciting: The universe of Warcraft is almost limitless, and we’ve barely touched the surface with the game’s overall content! For the upcoming year, I’m particularly thrilled about the introduction of new characters, landscapes, sieges, and raids for the game. We have a treasure trove of creative ideas waiting to be implemented, eager to become part of the game. While we all have our personal favorites, we’re collectively excited about expanding the Warcraft content in Rumble, overall.
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2024-11-23 14:25