

Early on, Thrall had to stuff a rock into a sock, which created a makeshift club that could then be used to smash a lock. Like most adventure games of the day, Lord of the Clans asked players to collect items and combine their tools with objects in the world. For example, if a player wanted to look at something, they would pull up the interface and click on an animated eyeball if they wanted to pick up and object, they could click on Thrall’s hand.Ī rare look at an early box art concept for WarCraft Adventures: Lord of the Clans
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Instead of using pre-written verbs, players could click on objects within the environment, which would bring up a graphical interface full of available actions. Over the course of the game, players would follow Thrall as he escaped Blackmoore’s secret fortress, learned about the oppression of his people, and ultimately spearheaded a revolt.īlizzard was heavily inspired by LucasArts’ adventure games, and Lord of the Clan’s interface was even modeled after the visual interface in Full Throttle. A corrupt human lord named Aedelas Blackmoore had educated Thrall, hoping to mold the orcling into a perfect warrior. The team eventually cooked up a new character named Thrall, a young orc who had been captured at birth and raised as a slave inside a human settlement. Meen, Animation Magic developed the much-maligned Link: The Faces of Evil and Zelda: The Wand of Gamelon games for Phillips’ failed CD-i interactive media player.Īs Animation Magic oversaw the production of what would eventually amount to more than 20 minutes of classic 2D-animation, Blizzard dreamed about what it would be like to live in Azeroth. In addition to its work on the well-received educational game I.M. Unfortunately, Animation Magic’s track record was very hit-or-miss. You could actually have a horizon, so you could create things that were super tall in the background and that wouldn’t mess with the characters or gameplay.”įor Lord of the Clan’s animated sequences, Blizzard partnered with a subdivision of Capitol Multimedia called Animation Magic. But with Lord of the Clans we were able to take a third-person view for the first time. You don’t want to step on the gameplay with the environment. “In the RTS world, it’s all top-down and the environments have to be flat and simplistic, because gameplay comes first.

“One of the things we worked with was establishing what the environments look like,” says Blizzard senior art director Samwise Didier. Blizzard prototyped what would become Warcraft Adventures: Lord of The Clans. In the early ’90s, adventure games like Day of the Tentacle, The Secret of Monkey Island, and Myst ate up a significant portion of the PC market, and Blizzard felt developing an adventure game set within the world of Warcraft was a smart move. Then, in late 1996, Blizzard's sister company, Capitol Multimedia, suggested Blizzard adapt the Warcraft franchise into another genre. Players loved Warcraft’s action-packed skirmishes, but its world was irrelevant. However, even though fans had enthusiastically warred their way across the land of Azeroth, Blizzard’s fantasy world felt largely devoid of personality. Blizzard’s second real-time strategy game won several awards and elevated Blizzard as a developer that cared about polish and game mechanics.

Warcraft II: Tides of Darkness was one of the biggest PC releases of the mid-’90s.
