Karune:
About the Zerg evolution from StarCraft to StarCraft II in terms of gameplay, how would you say that has gone so far?
Karune:
What elements of the original Zerg did you feel were crucial to maintain for StarCraft II?
Karune:
So with the Queen unit being one of the new units that have been changed significantly from StarCraft one, could you tell us a little bit about where you are going with the Queen and how that has changed?
Karune:
Is that always what you were going for, for the Queen, as far as being the mother of the whole entire hive?
Karune:
So some of the other concepts that have been brought up were about multiple building selection and increased macro management for StarCraft II- How are you dealing with that issue that is coming up on the boards?
Karune:
With the Zerg’s expansionistic strategy that you touched upon before – How is that going to play in StarCraft II and are there new tactics that will be able to contain that type of Zerg expansionistic strategy?
Karune:
So overall, the Zerg compared to the other two sides, what do you think has been the most challenging to design and why do you think that is?
Karune:
Lastly, so, the direction of the Zerg overall – Are you pretty happy with how it’s going right now? Do you still expect a lot of changes before beta happens?
Bornakk:
To start us off, how did raid dungeon design evolve from the original World of Warcraft to The Burning Cruade?
Bornakk:
What are the most important lessons after seeing how The Burning Crusade has played out along with the feedback from the community?
Bornakk:
For Naxxramas, what bosses would you say are going through the most changes from the previous 40 person version that people know?
Bornakk:
Patchwerk won’t be quite so mean anymore?
Bornakk:
The first dungeon many players will explore in Northrend is Utgarde Keep. Can you tell us what players can expect to encounter throughout the various wings of this dungeon and how it will compare to Hellfire Citadel, which is the first dungeon people explored in The Burning Crusade?
The dungeon is filled with them, the first room in Utgarde Keep is this massive forge room where they are forging weapons to go against the Horde and Alliance. They are also these famed dragon riders, if you look at their architecture they have stretched dragonskins over their village huts and that sort of thing. So the second room you come to is this really cool Proto-Dragon stable and the Proto-Dragons were sort of the early version before dragons really evolved into the sentient, beautiful majestic creatures that they are in Warcraft right now; they were these sort of primitive things that the Vrykul really lorded over. So you get to fight a variety of bosses, you also get your first interaction with the Scourge in this dungeon. You’ll find out that there is a Scourge ambassador and that the Vrykul are trying to get in with the Scourge then you’ll fight one of the Warlords and get a bit of lore about who is leading the Vrykul. And when you’re a max level player you can go up to Utgarde Pinnacle which is the max level dungeon that’s at the top of Utgarde Keep. So again, it’s kind of like a two wing dungeon with an entry-level level 70 wing on par with let’s say The Ramparts and then a max level wing that would be like the equivalent of Shattered Halls. So I think it’s a pretty cool place, we try to vary up the architecture from room to room so it feels a little bit different, it looks different, we use different creatures in the different rooms, we try to give various crowd control types, so the dragons can be hibernated, there is humanoids, undead for the different crowd control types all have options in the dungeon and then do some really cool scripted boss fights too.
Bornakk:
One of the most talked about dungeons is the new Caverns of Time instance set during the events of Warcraft III, where players will be fighting alongside Prince Arthas in Stratholme against the Dreadlord Mal’ganis, who was destroying the city with the plague. Has designing this dungeon brought any new unique challenges for you?
Bornakk:
Another thing is in any dungeon regarding the trash mobs, Zul’aman presented relatively few mobs to encounter although they were quite challenging. Karazhan on the other hand had quite a large number but relatively easy ones. Will we continue to see both of these approaches in future dungeons?
Bornakk:
In Zul'Aman and Shattered Halls players were introduced to some timed events. Are there any plans to see this return in WotLK?
Nethaera:
So we’ll move on to the next thing. The Video Department has worked on many great trailers, videos, and commercials for Blizzard. Do you have a favorite project that you ‘ve worked on?
Nethaera:
Well since you mentioned the lore aspect of it, that brings us to the lore in things such as The Black Temple obviously comes into play when planning the trailers, but does it make it easier or harder for you?
Bornakk:
With the ability to do Multiple Building Selection, it will be easy for a Zerg player to build a huge group of reinforcements over a small period of time once you have the Hatcheries setup. Are you increasing macro for the Zerg player to balance this out?
Bornakk:
Up next we have some World of Warcraft questions directly from of our players that Jeff Kaplan will help us out with.
Bornakk:
This next question from the troll priest Wichdocta on the realm Earthen Ring:
Bornakk:
This next question is from Falrinn on the realm Turalyon: