Forgot password
Enter the email address you used when you joined and we'll send you instructions to reset your password.
If you used Apple or Google to create your account, this process will create a password for your existing account.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Reset password instructions sent. If you have an account with us, you will receive an email within a few minutes.
Something went wrong. Try again or contact support if the problem persists.
Escapist logo header image

Blizzard: Intuition More Important to a Dev Than Numbers

This article is over 14 years old and may contain outdated information
image

Metrics and numbers can be a good tool for developers, says Blizzard VP Rob Pardo, but one should never rely on them alone.

On some level, games like World of Warcraft are all about numbers – this new weapon increases my damage-per-second by 2.1%, bro! – and Blizzard certainly has a lot of numbers at its fingertips. However, when asked by Edge about one number in particular – the mere 30% of WoW trial players that ever get past level 10 – Blizzard Executive VP of Game Design Rob Pardo said that he didn’t believe in designing a game on numbers.

“I don’t ever pay attention to numbers like that. Sure, that sounds great, but I’m not very metrics driven,” said Pardo. “I guess a better way of looking at it is to ask why people quit the game.”

This isn’t to say that numbers and metrics are an inherently bad thing, though. “I think metrics are an awesome tool and in some ways I do wish we used them more, but I don’t think it should be the thing that drives your creative decisions. Games that are driven entirely by metrics might have some success, but all you’re really doing with that is giving players what they want now. Metrics never predict what players want tomorrow.”

Pardo took the opportunity to compare his studio to one of the other major players in a (decidedly different) online space, FarmVille developer Zynga. “[Zynga] would always take the perspective of looking at that number and how they can inch it up a few percent by implementing changes; then they’d look back at the number.”

“We don’t really measure ourselves like that … Our design is driven by what we think is going to be fun. Then we put it to the company and out to the public, and whether we feel that we’ve been successful. We look at larger numbers like how many players are playing.”

In other words, it’s good to have the numbers and data for when you need it, but it’s not something that should drive your game design. I can’t really argue with that at all. Game balance, on the other hand, should be a numbers game.

The full interview with Rob Pardo is here, and it’s a great read for WoW players eagerly anticipating Cataclysm or for people interested in picking the mind of one of the men helming one of the most popular game studios around.

Recommended Videos

The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission.Ā Learn more about our Affiliate Policy