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over the years from a fixed length format like so spell id name effect one effect two 01 aaa damage apply aura 02 bbb damage nothing to something more dynamic like this spell id name 01 aaa 02 bbb id spell id effect 01 01 damage 02 01 apply aura 03 02 damage this removes artificial constraints put on the system by the data design and allowed blizz to be more dynamic and expansive in what individual items spells whatever could do the kicker here is that vanilla wow used the old data structure while somewhere over the past decade plus wow transformed into using the latter data structure blizz believes they can keep the latter data structure in place and simply utilize the old data but after they convert the old structure into the current one from a personal perspective i think it s the smartest way going forward since it fixes artificial limitations and allows wow classic to utilize the current game engine but deliver the vanilla experience additionally blizz won t have to build an entirely new team just to handle the old data structures and the old engine but just have a subteam off of the main infrastructure groups that make sure that any changes don t break the converted environment of wow classic from an hr perspective they keep the personnel costs down while they still remain committed to the additional work and keep a stable interface in place for dev teams as anyone in it can tell you keeping the back end craziness down means more time spent actually developing the game in my own experience that last 1 5 years at the software shop was spent constantly fighting to get a stable development platform which was constantly breaking when people would make a tweak here or there when we had a stable platform the programming teams could actually make significant progress but frequently we had outages where people were breaking code without realizing that their tweaks were causing huge downstream ripples and those ripples had to be constantly beaten into submission blizz is trying to minimize ripples in an ancient by gaming standards environment by utilizing a stable platform and just converting the data to something usable but that conversion is the critical part my first thought was you could build a perl or java script to convert the data into the format you need but i m sure that blizz example is one of the easiest parts of the data conversion process my experience running qa on data set translation code for cad cam tells me that the wow classic team will get a conversion done but then need someone to sift through and manually check all of the freaking data yes by hand that is not going to be a fun task but someone will have to do it and i don t envy that person s task still i m heartened by the work that blizz wow classic team has put into the game especially since they re likely in major crunch time leading up to the next wow expac one thing i do expect is that by the next blizzcon they ll likely have some in game footage of how things are progressing with wow classic and given blizz history i expect them to remain silent on any release date until they get closer to something resembling an late stage alpha but it is happening no doubt of that bioware has had major issues like that with the development of both dragon age inquisition and mass effect andromeda with the frostbyte engine frostbyte wasn t built for what bioware wanted to do with it so they had to create their own interface with frostbyte the problem was that the frostbyte team was constantly breaking the interface whenever they would make changes to the engine yeah i ve been there bioware so been there posted by redbeard at 1 07 pm email this blogthis share to x share to facebook share to pinterest labels blizzard blizzcon wow wow classic no comments post a comment newer post older post home subscribe to post comments atom pages home about parallel context about redbeard contact us azeroth after dark a parallel context companion site mmo podcasts blizzard 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