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WoW: How is a boss fight created? Developer shows funny raid boss notes

Everyone has certainly experienced it in WoW: You fight against a boss, internalize mechanics and at some point the question comes up: What were the designers actually thinking? Either because you're really frustrated or because you're just curious. On Twitter, Kenneth Huang, a game designer responsible for boss fights, posted his notes on a raid boss.

Ursoc the cursed bear god - this is what the developer had in mind

Huang made his rough draft of the fight against the bear god in the Emerald Nightmare in Legion available to emphasize how much can change between the first "paper design" and the finished version in the game.

Got permission to post this, so here we go!

Wanted

to do an encounter designer version of the art start vs end and give people an idea of how the fight changed through testing and implementation sooo.....

Paper design vs released raid fight of Ursoc . pic.twitter.com/U8V2V4NMNu-

Kenneth Huang (@kenandstuff) March 13, 2020

One thing in particular becomes clear: Huang is quite the joker, as he has already incorporated plenty of English puns into his notes. Besides "Right to BEAR Arms", "Almost UnBEARable" and "Breaking the Sound BEARier", we also find "GRIZZLY Damage" (besides being used in Grizzly Bear, grizzly is also a term for "ghoulish" in English).

In the

notes, we also directly see the thought processes that should lead to player activities

.

For example, two groups are supposed to take turns to intercept the bleeding of "Grizzly Damage". Or his roar is there to keep players moving.

Why isn't there something like this more often?

In the thread to his Twitter post, Huang explains that he only shared these notes because they are among the reasonably short ones - some are even said to be 8,000-word documents. Moreover, he doesn't think much of releasing such glimpses of bosses whose expansion is still in progress - so maybe there will be glimpses of BfA bosses designed by Huang during Shadowlands!

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