Chilton's criticism of the game he played didn't end there. The designer claimed WoTLK Gold that the initial, "vanilla" WOW did not flow well and that individual members of the design team merely creating amazing ideas for quests, without any thought of how to make them flow. The result was that players were scattered around the world, sometimes being unable to complete quests within one area and needing to find others. Chilton said that storytelling was not great The team was often telling stories in old texts rather than presenting it to players.
The Cataclysm revamped strategy It was then to begin by deciding the areas they wanted to play with. Chilton explained that Blizzard was well aware that a drastic change could slow the release of Cataclysm. However the team was determined to preserve the spirit of the original zones while improving the gameplay and mechanics of the game, and also improving the overall story.
Chilton was then focusing on the area of Desolace as a case study. The first Desolace was in essence it was a deserted landscape however, it was plagued by problems due to it was boring and oppressive, as well as the quests that could be found within it weren't properly designed (the centaur war in which players could participate in was too limited, Chilton said, while the presence of legion within the area was more irritating than threat). It also had poor cheap WoTLK Classic Gold flow, travel, and hubbing which forced players to travel through the entire area to complete any quest due to the location of the hubs.