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John Staats

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John Staats

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Member Since
November 2012

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Average rating: 4.45 · 638 ratings · 63 reviews · 6 distinct worksSimilar authors
The WoW Diary: A Journal of...

4.45 avg rating — 623 ratings — published 2018 — 3 editions
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The WoW Diary Supplement

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The WoW Diary: A Journal of...

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The WoW Diary: A Journal of...

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Impasse: Based on the Battl...

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The World of Warcraft Diary...

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“By creating so many quests, WoW had accidentally created compelling solo content, which arguably became the game’s strongest ingredient for success with the broad market of casual players.”
John Staats, The World of Warcraft Diary: A Journal of Computer Game Development

“Our guild features were recently implemented by Jeremy Wood, who tested his new code with interior level designers Cameron, Dana, Jose, and Aaron by making them officers and allowing them to invite and promote other players. It was a lackluster test because there wasn’t very much to do other than using guild-chat to chat about the guild-chat feature—which wasn’t a very exciting discussion—but that was the first WoW guild-chat conversation, nevertheless. And what was the first WoW guild christened? “Assmaster.” Jeremy reused the name Assmaster as the first team arena name, too. The moniker foreshadowed the level of sophistication the game would soon enjoy. Whenever fans are given a modicum of creative control in a computer game, they fill it with penises and profanity, and developers aren’t any better.”
John Staats, The World of Warcraft Diary: A Journal of Computer Game Development

“These were the horror stories I’d heard from job candidates coming from other companies. I interviewed veterans who’d worked for eight years in top studios and never shipped a game because of cancellations and changes from marketing. Some publishers didn’t allow their developers to play games, even after-hours (this was especially strange to us, since Blizzard encouraged this, stocking its hallway game cabinets with free copies of games for people to check out on a first-come, first-served basis). Yet some studios considered familiarity with other games bad for morale and prevented their employees from hanging posters from other projects or properties (including movies) because they didn’t reinforce “team spirit.” Many studios were highly structured, politically driven machines where argument was frowned upon and decisions were made by a small number of people. But the most common flaw in the industry at the time was its shortsighted nature—treating employees as temporary or easily replaced assets. Dev teams were often rebooted between projects, wiped before they ever established a rhythm or voice of their own. It was no wonder Blizzard retained its employees longer than other companies.”
John Staats, The World of Warcraft Diary: A Journal of Computer Game Development

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