While there has been no shortage of people to talk about the difficulties of developing and running MMORPGs, few have experience with anything as "large-scale" as World of Warcraft and its 11-million-strong subscriber base.The biggest recurring theme of the at-times-technical presentation was "large-scale." Brack began by explaining the studio's layout, emphasizing that Blizzard tries to form its structure around the people, and not the other way around.The team of 51 artists has created 1.5 million unique assets for the game, with a handful of sub-teams dedicated to weapons and armor; environments; animation; props like torches or fence posts; dungeons and large objects like houses; and technical art to polish what everyone else creates. Then there's an entire cinematics department of 123 people that does more than just cutscenes. Pearce said the team acts as reference when merchandising partners want to make replicas, or, say, gaudy 12- foot-tall statues like the one sitting outside Blizzard's headquarters.There's also a QA testing team, which employs 218 wow gold people. That group's job gets tougher as time goes on, Brack said, because the amount of content in the game expands, but the size of the team does not.The original World of Warcraft contained 2,600 quests, with the Burning Crusade expansion adding another 2,700, and Wrath of the Lich King contributing another 2,350 to the game--a total of 7,650 in all. Also adding to the QA team's woes, Brack said, is that Blizzard promotes from within, taking some of the most talented QA testers out of the pool to work on other parts of the game.