WOO II An Exploration in Design - July 2012 - By Stoneghost: Dalaran


WOO II - Arenas

Little change is needed in the Arena venue as presented by the current game. A number of good things happen in Arenas:

Arena types and variety

Arena players seem to want to focus more on dueling and not much on strategy. As a result, there does not need to be a lot of variety in the arenas presented, though some change of pace might make for a more interesting season. WOO II's use of releveling let's Arenas occur at various levels, each with its own limitations on gear and skill levels. Game designers could make use of this to increase the variety of Arena encounters.

Another possibility is to let the Game randomly determine some aspects of the arena in which a match will take place. These changes need not, and probably should not, be dramatic ... placing a column here rather than there, putting in a piece of furniture here, adding a slight depression to the floor over there ... these kinds of small adjustments can add interest to the venue, and, since the instance needs to be generated in any case, they would not add much to the cost of production.

Pick-Up Arena Teams

Although arenas are played primarily by standing teams, pick up teams can be created by means of the Queuing system found in every Theme Park. Players who want to lead Arena teams can create them, set up a queue, and invite players who queue to join the group. Once create, such a group will stay in existence until the leader dissolves it.

Pick up teams begin with a rating equal to the average of their members. No attempt is made to match pick up teams to other pick up teams.

Arena Enhancements

The active enhancements awarded for success in Arenas will only work in the Arena venue. They will not work in Battlegrounds or in Theme Parks. The reason for this is two-fold: