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over 5 years ago - /u/barefootmatthew - Direct link

Originally posted by DiogoALS

That could possibly work. Especially because the most interesting and creative world-building was in act 2 (Tarir, Novus).

That the first act spends so much time (relatively to others) towards that not-very-important frog tribe is what messed up the pace and some of the player's expectations. It (wrongly) established that HoT's story pace was not in a rush, that it as not afraid to start slow and simple before transitioning onto the bigger things... and then, suddenly, when the bigger things came to light, they happened so fast, that it makes me wonder why we spent so much time with frogs at the beginning.

I also think there was some disparity between what HoT's story wanted to be (a fast-paced climatic rush towards the finale) and what the ending of season 2's story promised it to be (especially the focus to nightmare court, which was weirdly absent, and to the focus to sylvari's corruption, which was told well in ambient map storytelling, but not that developed inside story instances).

Regardless, PoF's storytelling handled all this much better.

I appreciate you saying Path of Fire handled it better, as I completely agree that we gleaned a LOT from our experience of crafting the HoT story. I think we continued to get better with every release, and I'm confident and hopeful for the team to continue raising that bar of excellence.

over 5 years ago - /u/barefootmatthew - Direct link

Originally posted by [deleted]

[deleted]

Aww, thanks for the support. I didn't see this as that kind of post (or I wouldn't have responded to it) - I actually think it's important to have discussions surrounding the nature of healthy communication and how to interact with one another when we don't agree, or when there isn't an easy solution to a difficult and thorny problem at hand.

over 5 years ago - /u/barefootmatthew - Direct link

Originally posted by DiogoALS

Yes, definitely! The team did raise the bar of excellence. All or Nothing's final instance was one of the most impactful story moments I've ever experienced in any video game, ever. A few years ago, I would have never dreamt that the community as a whole would be crying or left in a state of shock, coupled with youtube reaction videos and internet articles being written about it.

(And now I'm afraid the lay-offs may affect what's to follow in ep6 and lw5.)

I know that there is still more awesomeness to come from the Guild Wars 2 team; I wouldn't count them out because of all this.

over 5 years ago - /u/barefootmatthew - Direct link

Originally posted by Asks_For_Sources

Well let's take three examples: WoW, EvE and Runescape. in runescape, you cast a spell to heal someone. In WoW, you cast a spell to heal someone. In eve, you run repair cycles to repair someone.

In gw2 if you're a water elementalist, you have 0 direct heals basically, and most of your healing capability is either very light or on cooldown. It's got some similarities with Dota2. If you're a druid, you have to have an enemy involved to use your basic heal usable, you can't just beam the ally directly.

In WoW and EvE, stealth is a thing you do, it's permanent. in GW2, it's more of an in-combat thing (by the way, I'm not complaining about this)

The ranger's first unlock with sword (aside from 1) is hornet sting, which is actually a gtfo button.

Point is, a lot of tactics in gw2 are very indirect and are seemingly designed for combination tactics, and I don't think that appeals to people immediately. I think the spirit utilities for ranger are the best examples of this.

You see what I mean? I dunno, I had a really hard time getting a mindset for gw2 and I still find ranger utilities to be kinda meh. The outcome though, is a fantastically dynamic and complex game that is very fun to play. It's just hard to get a mindset for it for me.

Ah, that makes a lot more sense now. I can understand that, yes - there are certainly some mechanics and skills in the game which are not straightforward or simple. I know there are some classes I still can't play, with any frequency, because like you described I haven't been able to get the "feel" of it (lookin' at you, Revenant). I think that there are definitely many choices to adjust each to your particular playstyle however (unless you're looking for direct 1-to-1 healing since that was a deliberate design choice we avoided, in favor of having everyone have some ability to heal themselves).

Hopefully, if you play more, you'll find the stat/weapon/gear/skill combination that best suits your playstyle. If you're still struggling, I can definitely vouch for our community being SUPER helpful at pointing you to a set build that probably does what you're interested in doing.

over 5 years ago - /u/barefootmatthew - Direct link

Originally posted by Taiaho

When people were talking about the festival and it coming back in my guild chat, I thought they were playing a trick on someone. I "played along" for a while - then I saw the news on the website.

I couldn't believe my eyes. The festival was one of my /all time favorite GW2 memories/ and I was feeling so happy and nostalgic when strolling around the cliffs and gathering crystals again. I don't think I knew that you were involved - thank you!

Man, I totally feel you on the nostalgia and happiness of running around in that map - I logged in almost every day of the entire two weeks of the festival last year! Seeing people relax and unwind, play events and compete in races together, explore high and low and just embrace that joy and freedom of movement and exploration...it is such an amazing feeling knowing that people love something you had a hand in building.

over 5 years ago - /u/barefootmatthew - Direct link

Originally posted by nosolovro

btw the cutscene in hot were amazing to watch

I agree! Our cinematics team is rock solid, and they continued to get better and better with every release!

over 5 years ago - /u/barefootmatthew - Direct link

Originally posted by Landylachs

Having joined in 2014 (I believe after the festival had already concluded - or I was too new and clueless to realize it was going on, haha), I was completely blown away by the quality of 2018's Festival of the Four Winds. It was by far one of my favorite pieces of content I've experience in the game - beautifully designed environments with fun, engaging map mechanics. Loved all the little touches scattered around the map for us to discover - I always spent longer than I meant to wandering around the map, and kept uncovering new, fun little tidbits added in here and there. With each little feature I kept stumbling upon, I remember thinking many times how the map truly felt like a labor of love by the people who worked on it.

It reminded me of the first time I played in 2014, with the festival map evoking that feeling of wonder and exploration. Thank you for your work on it (and everything else!), and for reviving it for everyone to enjoy!

This is wonderful to read, and thank you for playing! The Festival in particular was indeed a labor of love, and also for me at least, one of healing.

In May of 2017, I lost my father to a long bout of health issues stemming from with complications after surgery in 2016, and our family had already lost my mom in 2004. So in the wake of that loss, when it came to reviving the Festival of the Four Winds, in ways both conscious and subconscious, I explored the grief and loss I was enduring.

As a team, we knew we wanted the theme for the festival's return to be about people coming together, and the Zephyrites were suffering losses of their own, and this provided a nice springboard for me to attempt to answer difficult questions I was grappling with surrounding mortality, recovery and healing. I tried to keep that exploration below the surface (since this IS a festival, and it needed to be FUN) but in many ways, the NPC's, the execution of the theme, and even just the environment itself, were ways that I found to express what I was going through.

So I'm honored that you found the festival to be so memorable - it's definitely something I poured much of myself into, and that helped me personally in ways that are impossible to measure. Thank you again. :-)

over 5 years ago - /u/barefootmatthew - Direct link

Originally posted by Landylachs

As Malyck was one of my favorite story bits from GW2, I always greatly appreciated you taking the time to chat about his storyline here, especially post-HoT. While it would have been beyond amazing to learn what you had in mind for him, I'm also glad you shared that his potential story was thought about and exists somewhere, even if it might not be told.

(Though, I think you might inspire endless fervent speculation on what might possibly be contained in your 4-page outline and powerpoint pitch, haha.) (Not a bad thing at all, as far as I'm concerned! :) )

Thanks for your time and very best wishes to you and everyone affected! I'm sure everyone here is looking forward to what you do next. :)

Thank you as well for your passion and interest - I really hope that we haven't heard the last word on Malyck myself. Exploring that story is one of the things I'm personally disappointed I was not able to make happen before my departure.

over 5 years ago - /u/barefootmatthew - Direct link

Originally posted by glowinggoo

Oh my god. I am so late for this. I hope you can still see this reply, Matthew!

I can't describe how much I love GW2. It's a game I keep coming back too after everything else---I'd play some other game for a while and feel like 'I miss GW2, why isn't this as fun as GW2' and just come back, run around in a few maps helping other players, and it'd feel almost as new as it was back in 2013 all over again. There's so much that is fun and addictive in it, and unlike much of the vocal playerbase, I really, really love the story. To say that I legitimately enjoyed it more than Bioware's offerings since DA:O and ME1 would not be an exaggeration.

I love how many things the story are not laid out in front of you or dramatized for super clear emotional impact like most other games, but are things that you have to soak in the world for a bit and let them sit for a while before they sting. I'm one of those weirdos who gain no emotional response from characters breaking down and crying in front of you while talking about their story, but things like that grave pillaging event in the Elon Riverlands or that village in Kourna hits me in the guts. I love the little nuances about the character development, how Rytlock is really more of a clingy, emotionally starved guy more at odds with his Charr exterior than you'd realize. I love the contrast between Logan's honorable side trying to do the right thing and him being a total dweeb (sorry, Logan). I love Taimi's growth from a girl who didn't trust anyone and saw the protagonist as only a tool to....doing everything she could for everyone to the point of near death and nearly breaking down when she thought she ruined everything and they might be mad at her. Hell, I love Braham's trip to angstland and what caused that in the first place, his feelings that his priorities were put on the wayside. I loved Trahearne's quiet dignity and tragedy, and his not-so-quiet admiration of the Commander (really, Trahearne). And most of all I love the Commander, in all their various idiosyncrasies. As far as my perception is concerned, they're one of the most multifaceted main characters I know in games. And yes, I know you guys said it's all supposed to be smokes and mirrors (which made me legitimately sad), but whenever I look back at their dialogues and all their flaws and positives-----their hubris, their hilarious RAGE at being conned out of 50 coppers (coppers!), their inability to realize why town guards in PoF might be afraid to do the same things they do, their seeming failure to get how their death has affected their comrades, their TOTALLY DONE WITH THIS dialogue while helping nobles at Vabbi clean out chamber pots, their enthusiasm in collecting small animals, their sheer nonchalance at swearing a death oath, the whole THING with the hero seeing the world slip the more they try to save it, yet continues to try anyway----I see a nuanced character there that I truly love. Perhaps it's all a coincidence, a happenstance of writing by so many writers chasing deadlines and different writing goals, a trick of my own imagination---but in my mind, you guys have succeeded in creating a flawed, ruthless, unforgiving yet relentlessly kind and quietly despairing hero that I'll remember for years to come.

(Which is not to say that there aren't spots that I didn't like in the story, but suffice to say that I enjoyed most things.)

Thank you so much for all your work, and hope you continue to find great things in your future. I sort of wish you'd also tell us where you'd be going next when it happens, so that I could keep track of your future works.

(This also goes to other members of the team, obviously. But hey, you're the one who's here.)

Wow, that is high praise indeed, and I'm truly humbled by your words! :">

As for the "smoke and mirrors" bit - I don't know where that idea came from, but even if writers might feel/see it that way, I think they might not be giving themselves enough credit. The truth is, the Commander is a character - we have to be careful in how we handle that character, because we want the player behind the keyboard to have a vessel that they want to inhabit while they're playing, but they still have an arc during every episode (and the most important one overall, IMO). So while all game development is "smoke and mirrors" to some extent, I think it's maybe an overstatement to think that this means that we aren't plotting out the Commander's journey or that their dialog just happens to come together by happenstance.

I'm extremely pleased to read that their personality has left such a mark with you (I feel very much the same about my main human mesmer, played by the amazing April Stewart) and I'm sure I speak for the whole team in thanking you for continuing to find appreciation of the world and it's characters.

I will definitely make any future developments in my career public once I am able - keep an eye on my Twitter (@barefootmatthew) for any news. Thanks again - see you in-game I hope! :-)

over 5 years ago - /u/barefootmatthew - Direct link

Originally posted by Malyszeq

First, I want to thank you for all of your contribution in creating of this magnificent piece of art that is Guild Wars 2. It changed lives of many people and probably will continue to do so in foreseeable future.

I hope I'm not too late for this thread but I've got a question, that I think does not require any NDA breach and I would really hope to hear your opinion.

Do you think that it is technically possible and feasible for ArenaNet to create a well crafted encounter with an Elder Dragon in-game, (either open world or instanced) that would actually showcase its whole body model without frying the Player's machines or the servers? The only attempt at it was with Zhaitan and I'm pretty sure you are aware that opinions on it are... mixed. Not to mention that Zhaitan's size in comparison to Kralkatorrik's head or snout of Primordus is quite small. I would be happy to hear what you think about this.

(btw. Kralkatorrik encounter in All or Nothing was nothing short of amazing, regardless of him being a head on a stick)

Your question is one that our teams have certainly set out to answer since 2012. I can't divulge anything I know about future story content obviously, but I wanted to take the opportunity to call out that the amazing encounter in "All or Nothing" was the result of tremendous collaboration by many team members, and was helmed by the incredible content designer Cameron Rich.