I think that approach honors the game as well. This is the real world to our characters, so even if the premise and dialogue are humorous, our characters are dead serious. But we also had an amazing collaboration with Blizzard, and we collaborated to get the details right. I've played a lot of World of Warcraft and love fantasy in general, so I had a sense of the tone from the start. We worked with craftspeople to create props and wardrobe that were faithful to the game without necessarily being exact replicas. Well, you do a great job of conveying WoW's atmosphere. We tried different ways of comparing the game to real life, but it all sort of clicked when we turned it around and let the game reflect on our world instead. We were trying to find ways to tackle some of their barriers to entry. We're talking to gamers who've heard of WoW but haven't played it yet. You're targeting newbies, casual fans or the hardcore crowd? There's also something interesting in focusing on peripheral personalities who are just trying to live their lives in Azeroth. Philip Frendberg: They are not specific characters since we wanted to create our own story.
They'd probably have a blast with Arclight Rumble if someone taught them how to play."īelow, Frendberg explains how he approached the brief and discusses the attention to detail and abundant Easter eggs in "The Tavern." Muse: The warrior and priest are generic WoW types, not playable personalities, yes? "WoW is definitely more fun than scrolling.
"We tried to find humor by reflecting on our world through the eyes of computer game characters, so it was fun to make them a bit boomer-ish regarding phones," Frendberg says. Thankfully, Blizzard recently released a free-to-play mobile game, Arclight Rumble, so those portals won't seem quite so empty anymore.
Warrior: "The only items of wonder in this world are tiny dark portals they carry with them everywhere.Priest: "Do they fly on the backs of dragons?.The satire hits home, no pricey effects required, with pleasantly understated performances by Ade Dimberline and Judita DaSilva as the warrior and priest. Props to INGO copywriter writer Philip Frendberg and Bacon director Bart Timmer for creating an immersive, wholly satisfying 90 seconds that vividly encapsulate the WoW proposition through sharp conversation (with a dash of swordplay unsheathed at the end).