Zarhym:
Speaking of new cool stuff, the starting experience for Worgen and Goblins is pretty much unlike that of any of our other races. How did the feel of each starting area really develop for these two races and what makes creating a character of either race special to the player?
Zarhym:
Kind of speaking on that, one thing we see from players a lot of time is when Draenei and Blood Elves came out, people were stoked on them and they kind of felt like once you got past your initial zones you see a little bit of them in Outland, but essentially they're kind of cut out of the storyline in other areas. Obviously, redesigning the old world kind of makes that easier to incorporate new races, but what did you guys learn from adding the Draenei and Blood Elves going into creating Goblins and Worgen and making them feel like a part of the Horde and Alliance?
Zarhym:
I can't wait to see how it plays out. Speaking more personally, what zones (including the revamped zones), dungeons, questlines, raids. What are you guys really excited about in Cataclysm, personally?
*plays excerpt from "Cold Mountain"*
Nethaera:
So I wanted to move on to the sound design because you had mentioned having to kind of layer things in and what I wanted to find out a little bit more about is how the sound design fit in the with the music and vice versa because it could be very easy for one to overtake the other and I know that, if that underlying sound beyond just the music, if that goes away you very much notice that it's not there. And one of the things that I noticed even within the beta is that it seems richer to me than anything we've done before so how do you marry those together?
Lylirra:
Hello everyone, this is community manager Lylirra, and I'm joined today by a very special guest, Casting and Voice-Over Director Andrea Toyias, to discuss the incredible voice acting our players will get to experience in World of Warcraft: Cataclysm. Hey Andrea!
Lylirra:
Speaking of our players, currently there is a perception that, as World of Warcraft continues to evolve, classes and characters are becoming more and more simple both in terms of gameplay and character customization. The community frequently credits this to our desire to make the certain aspects of the game more accessible. How would you combat this perception and are there any upcoming changes that might help address this concern, changes that players may not be already fully aware of?
Lylirra:
So, we've answered variations of this question before and in a number of different mediums, but it keeps coming up. How do you decide what needs to be changed, whether or not it can be changed, and how and when it will change? Is there some sort of secret formula or a plan that players aren't privy to?
Lylirra:
Now after game launch is this sort of feedback just as important or perhaps more important?