World of Warcraft: Cataclysm Post-mortem Q&A

A second in-house, post-mortem Q&A for Cataclysm has hit the official World of Warcraft website, and this time it's lead systems designer Greg Street answering the questions.  A bit of what to expect:
Q. What do you think worked best in Cataclysm?

A. We're really happy with the 1-60 revamp. Each zone looks amazing, we improved their quest flow, and they all have a story that has a (hopefully) meaningful climax, often with a blue item reward. Zones that didn't have much going on before have an actual plot now, many of which are related to Deathwing's return. We also did a better job of integrating the dungeons in a zone into the questing experience for that zone, so you feel like you have a good reason to explore them.

We really like how having players choose a spec at level 10 worked out. I'd say nearly every single design decision we make ends up being at least somewhat controversial in that some players agree with them and some players disagree with them -- that's just the reality of having such a large and diverse player base. But choosing a spec at level 10 was as close to universally acclaimed by players as anything we've ever done. It just works. You get a meaningful choice early on, and powerful, useful, and fun abilities to go along with it. It leads to each spec having a stronger sense of identity, even at higher level.

We're pretty happy with the level 80-85 content that we offered. The zones looked great and the stories were good. We offered several new dungeons, raids, and Battlegrounds. Late in the cycle of Cataclysm, we introduced Raid Finder, which provided a new type of content to players who historically weren't raiders. We're at the part of the lifespan of the game where some original features no longer have the cachet they used to -- you can only roll up so many alts, and by this point you might very well be done with achievements or convinced yourself that that type of gameplay isn't for you. When we can offer a whole new way to play the game -- in this case provide raids to non-raiders -- it's a big win.

Transmogrification is another one of those features -- it opened up an entirely new avenue of gameplay. One of the great things it's done, aside from giving players more tools to personalize their characters of course, is make a lot of old content relevant again. Now players are doing old raids and dungeons looking for Transmogrification pieces, and that's really cool.

I could name a few smaller features we thought worked out as well. The Justice / Honor badge system in Cataclysm cleaned up the crazy system from Lich King. All things considered, we're happy with the healing model. We encountered issues with mana being in short supply at lower gear levels and conversely too abundant at the higher levels, eliminating much of the challenge for healers when the content is supposed to be the most difficult, but overall the model did what we wanted, and we'll be refining it in Mists.