Blizzard Entertainment – Chris Kaleiki leaves Blizzard and explains it

After 13 years, Chris Kaleiki is leaving Blizzard. If the game designer has no resentment against the studio, he no longer recognizes himself in the evolution of World of Warcraft. According to him, the MMORPG forgets the players in favor of a linear story.

In a few days, Blizzard will launch Shadowlands and according to the developer, the next expansion of World of Warcraft is already a commercial success. However, historical players express doubts about the direction of the” title=”


Acronym of the English expression “Massively Multiplayer Online Role Playing Games”, meaning “massively multiplayer online role-playing games”. MMORPGs follow the same principles as MMOGs (see this term), including a notion of “role playing”. In an MMORPG, the player is expected to play a character with a personality and take on the role of the character in the virtual world. See also: MMOG, MMOFPS, UMMORPG

“>MMORPG and obviously, the studio has been undergoing a change in recent years – for some, due to the impetus of its parent company Activision.
Several high-profile Blizzard executives have left the studio in recent months and in this context, Chris Kaleiki in turn announces his departure from Blizzard after 13 years of activity within the studio – as a designer where he worked in particular on World of Warcraft classes (the monk of Mists of Pandaria or more recently the overhaul of the Shadow Priest of Shadowlands). And he explains his motivations in a video.

We note first that he does not express any resentment against Blizzard and even less towards his former colleagues. Chris Kaleiki has long been a die-hard fan of Blizzard games and a massive gamer in” title=”


Perennial association of players united by a common interest under the same banner. Guilds can have a commercial, military, political, social or other purpose depending on the MMOG. In addition to the natural mutual aid between guild members, membership in a guild can provide various bonuses or advantages (resource sharing, guild bonuses in the event of victory in combat, etc.).

“> guild – to the point of having been approached by Blizzard in 2007, following his remarks on the game design of World of Warcraft (he had notably published a false note of” title=”


Updating a program, correcting any bugs. As part of an MMOG, patches are broadcast very regularly using a “patcher” not only to correct game malfunctions, but also to modify certain aspects of the gameplay or add content.

“>patch containing what he had to modify in the MMORPG and several of his ideas had been taken up by the developer).

But if he is leaving Blizzard today, it is obviously because he no longer recognizes himself in the evolutions of the MMORPG – and he has especially realized this with the launch of Classic. According to Chris Kaleiki, in the original version of World of Warcraft, “the community of gamers was the content”. In other words, the game design was designed so that players play together, form guilds (it was more or less impossible to access the end-game without playing in a guild) and more generally to encourage player cohesion.
The current version of WoW differs drastically from this historical approach: today, still according to Chris Kaleiki, the game design of the MMORPG is more focused on the systems of progression of the players and on the narration – in particular on the history of the emblematic characters of the license (of the” title=”


“non-player character”. These are the characters controlled by the server.

“> NPC), where the” title=”

Game designer

English expression that can be literally translated as “Game designer”. As part of the development of an MMOG, the game designer is notably responsible for thinking and designing the gameplay. Game designers can be specialized (responsible for class balance, combat system, crafting, etc.). The lead game designer (main designer of the game) is responsible for coordinating the activity of all game designers working on a game.

“>game designer considers that in an MMO, “the players should be the story” with their interactions, their confrontations, and even their dramas

In other words, Chris Kaleiki regrets that World of Warcraft is no longer “a virtual world” today, to make way for a game that is a bit linear – and his speech is perhaps not quite innocent either, since he says he wants to work in the future on real virtual worlds. We will also remember his conviction: if online gaming is today more and more dominated by Battle Royale and mobile games, he remains convinced that there is still a public eager for real virtual worlds in which players would have the opportunity to escape – especially now, at a time when reality is rather gloomy.


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