Guild Wars 2

Guild Wars 2 Dev Tracker




03 Jul

Comment

Originally posted by Charrikayu

Man, the response I could make to this would exceed the reddit character limit.

I guess the long short of it would be, do you find yourselves treating the narrative as a means to an end, or merely as an end itself? I'm someone who tends to think of narratives in terms of their social, cultural, and economic implications which is why I really loved the myth-fantasy of the first game and have a huge soft spot for simple things like saving Ronjok from the Kournan army, and think dystopian-Vabbi is the best idea the game has had since launch. Exploring the magitechnical implications of science fantasy in a world that relies on nature magic and has mid-industrial races seems more like an exercise in "cool stuff" than an attempt at worldbuilding, which probably explains why I've found myself at ends with most of GW2's narrative. If your primary concern is trying to do cool things and the emphasis on societies is second, it definitely changes the perspective/approach I have towar...

Worldbuilding is the very least part of narrative. That's not to say that no thought goes into our fantasy franchise's cultures and environments, but that stuff is very much tertiary to our team's primary concern, which is to try to tell evocative stories using compelling characters. This living world season is about people dealing with grief and loss, about accepting responsibility for mistakes made and trying to course correct. Hopefully those are relatable human themes that resonate with players.

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Originally posted by Shinasti

I would like to note a tiny thing regarding this - the focus on the asura and science fantasy is, at least in my opinion, making the other races and more classical fantasy feel a bit out of place. In this episode, when Canach and the commander used seeds to create the twine walls I actually caught myself wondering why we weren't just using asura barriers or whatever phlebotinum they have this week. I had a somewhat similar experience replaying a few of the older story missions, but I can sort of put that away as times changing in Tyria.

I just want to point out that personally I too really miss the less explained, more mythical aspects of magic we used to have in vanilla and maybe they'll lose their place in this story if we don't spend a bit more time on them.

Your concern is noted.

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Originally posted by [deleted]

These sorts of silly answers make me laugh and brighten my day. Thanks for being you Peter. It's always fun to see you on guild chat because I know amongst the serious answers you won't pass up a chance to be light-hearted & have fun.

I mean, we make games here…

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Originally posted by Tostitokid

Didn't you say the same thing about Bubbles?

Did I? Ooh, I hope I did.

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Originally posted by Gorden121

Does that mean there is absolutely no connection between the magic used to create risen and the magic used to create awakened? And if so doesn't that imply that the magic spectrum of the Elder Dragons is fully separate from the magic humans can use, potentially because of their connection to the human gods?

Does that mean there are at least two separate non-coupled magic systems in Tyria, one with connection to ley-line energy and one without?

Maybe? I have no idea, honestly.

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Originally posted by Varorson

But just taking humans as an example, you have 3 background choices, 3 "regrets" choices, and 6 gods you can worship. That's 54 variants. (I don't remember how many variants there are for non-humans, but I'll assume for the moment that human is average.)

You misunderstood me!

I meant a variance focusing on per race/gender. So you'd still have only 10 recordings, but each recording would be a different line (or every other, where race matters and gender doesn't), rather than 10 recordings of the same line.

I understand full well that account for biography options, order, greatest fear, etc. would only expand the variances well beyond the initial setting. Though having more lines for such would be wonderful (for example, in Siezed instance, Faren talks about how there should be a "Krytan" present... why doesn't human Commanders - especially human nobles who've known Faren for ages - react to such / get a different reaction from Faren...

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Sometimes we need a line to be exactly the way it's written--every word.

When we don't need that, we do race variants. (I don't think we've ever been in situation where we felt it would add anything to have a female norn say something differently from a male norn.)

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Originally posted by StepW

Thanks for the awesome reply :).

Although I'm also wondering from the perspective of actually choosing how the commander reacts to things. This is a bit of a tough question to phrase. Given that there are so many different possible characters playing the role of commander, does all of that customisation perhaps inhibit the writing team from giving the commander character too much... character?

To give an example from the latest story episode (minor spoilers ahead!), Joko goes on the whole "you're the villain" monologue. Hypothetically, this might have hit a soft spot or resonated significantly with the commander. Sufficiently portraying such emotions might be difficult, since different personalities or different races might respond differently to such a claim.

Like, say, a Blood Legion Charr with the "ferocity" background chosen might act aggressively towards such a claim, but a dawn-born Sylvari with the "charm" personality chosen might have let those words...

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We don't try to make the Commander a compelling character. And it's not just because of the different options.

Players have different expectations for when they're playing a single-player game with a pre-designed character (Jack in Bioshock, or Corvo in Dishonored) versus when it's a character that they have built themselves. They're more forgiving if the PC does or says something they wouldn't do or say, or don't agree with, in the former. In the latter, they often get furious at the disconnect.

So--and bear with me through this analogy, because it may sound strange at first--basically the Commander has to be a character like Bella Swan in Twilight.

I don't think Twilight was good writing. In fact, I think it's very BAD writing. Bella's not a character. She's a blank space.

Which was genius from a marketing perspective, because what the Twilight books offer their readers isn't the love story of Bella and Edward--it's the experience of being lov...

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Comment

Originally posted by Skelegro93

Was it intentional that the reality of Aurene growing up didn't immediately dawn on the commander and his friends? As everyone entered Joko's chamber they only commented on what Aurene was doing and not what it could mean. I think Braham and the commander did say something along the lines of "well she IS a dragon." I also really liked how Joko's magic just blasted out of him in a "he's done" sort of way.

Yeah, the Commander's not sure what it means for a dragon to be growing up, and they've also had a ton of other stuff on their mind for the last several episodes.

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Originally posted by glowinggoo

There must be a lot of stress coming from the story team rehaul, but I'd like to tell you that it really works. My friend and I LOVE LS4 and how it handles everybody's arcs (especially the Commander, it's perfect), so whatever team rehaul happened, you guys are doing great.

We were just talking about how LS4-3's story has so many things that we've wanted to see since HoT and that playing it felt like opening up your Christmas presents. Lots of 'did they really go there?' 'holy shit' and 'wow did they really say that'. We've been pretty invested in the Commander for sometime, and this just made them our favourite protagonist.

Which, you know, isn't really a thing I expected to be saying about GW2's MC back in early 2017, even if we've always liked the general arc they have.

(That said, I'll miss Joko. Oh well. As of this moment, I'll trust that whatever you've got in mind to replace him is going to be more engaging than he was.....which is a pretty t...

That's great to hear! Thank you. :-)

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Originally posted by Varorson

Out of curiosity, how much harder is it to alter JUST the PC's voiced lines? Since you need different voice actors anyways, it would seem like such is easier than for altering NPCs to reflect the PC (and their choices), but how much more/less difficult would you say it is?

Very. Not necessarily hard, but expensive, both in terms of writer time and in terms of VO.

Right now we have to have each PC line recorded 10 times, but it's 10 different actors, so it's 1 variant per actor.

But just taking humans as an example, you have 3 background choices, 3 "regrets" choices, and 6 gods you can worship. That's 54 variants. (I don't remember how many variants there are for non-humans, but I'll assume for the moment that human is average.)

So now instead just 10 racial/gender variants of a line, you have 540 variants. And that's not trying to take character class/profession into account.

And yes, I know that not every line would require different variants for a female street rat with a lost sister who worships Lyssa versus a male noble with unknown parents who worships Dwayna, but we don't have time to sort through that complexity when we're writing. Even determining when to do it versus when not to is a complex...

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Originally posted by -Wonder-Bread-

It really was excellent and Nolan North's voice acting truly sold it. He has been by far my favorite voice actor ever since his work in Spec Ops: The Line. The man has incredible range.

Side question to you: How does one get hired on as a game writer? It is something I have always wanted to do and it doesn't seem like just being a writer is enough.

We usually hire people with film/tv screenwriting experience, but given that the job's different at every company, the requirements tend to be, too. I know that's not a terribly helpful answer, but the best advice I can give you is get experience in other mediums.

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Originally posted by TehOwn

Is Crystal Reid still around? I loved her enthusiasm in earlier videos.

Edit: Also, I think people worry that "one team" means fewer people.

Crystal is a design manager now, so she doesn't do much implementation any more. However, she is one of the folks that sign off on design pitches and content gates, along with Z and myself. She's still involved, just not as directly :)

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Originally posted by Rainpumpkin7266

Sry, forgot to add the ""

What I meant was that it was highly criticized because it didn't show many new content, which then led to people suggestions of how a good trailer could be (I tried to find the reddit threads about this, but didn't have sucess), which then led to a very high praised episode 2 trailer with the only thing being criticized being the fact it didn't say the name of the map)

Ah, got it. We've definitely been reading and listening to the player comments regarding what they'd like to see in a LW trailer and I'm glad it shows. As /u/anethogm is fond of saying, "Keep the feedback coming!"

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Originally posted by Kaneyren

Raids and Fractals are the same team working on two different products.

This seems pretty bad for two of the most important things keeping people playing in between Living World releases.

I disagree! I'm also way past AMA time, but I wanted to answer this.

The teams merged well over a year ago, and in that time it has allowed us to create more cohesive designs as there are more designers to bounce ideas off of. Siloing is essentially gone. We also have some pretty neat design processes that each of the raids and fractals, and their respective events, go through to facilitate rapid iteration.

To clarify further, while the teams may have merged, the designers are still dedicated to their respective products. For example, Eli is still the primary fractal designer, while Anthony and myself are dedicated to raid encounters. Ben is unique in that he floats between the two teams because of his unique skillset, but his heart is with fractals. He benefits everyone by creating new tech and quickly putting together complicated skill/scripts, but most of his time is spent creating the next cool fractal with Eli.

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Originally posted by -Wonder-Bread-

Fair enough. I hope you are settling into your new position well. Joko's writing in particular was some of the best ever in the entire game. So major props to whoever wrote that.

Pretty much the entire narrative team. We handled it like a sitcom writers' room, and pretty much every line was the result of multiple people's riffing. :-)

Comment

Originally posted by greiton

have you ever seen another dev make something and just go how did they do that?

Pretty much a daily occurrence for me.


02 Jul

Comment

Originally posted by Rainpumpkin7266

ah ok. Got to say, after the trailer "disaster" of Episode 1, trailers have been way better, with episode 3 trailer being an improvement to episode 2

The Ep. 1 trailer was a disaster?

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Originally posted by JessicaLPrice777

Guys, you're reading WAY too much into "I can't talk about what we're doing next." There's no secret code underlying these answers, just, literally, I can't talk about what we're doing next.

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Originally posted by DeimosXid

Are any of these future unknown features still in the works, or has development on guild-related content completely stopped?

Wouldn't that make them future known features? ;)

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Originally posted by Korruna

The Roller Beettle mount is awesome! I had a question though... I'm not sure if it's latency or not, but the penalty for the Big Air tricks seems to hit me even when I'm not hitting the button, or when I'm just trying to do a normal jump. Are there any plans to look at how this penalty works? It feels like it's too sensitive right now. I say this since the Roller Beetle already has many other penalties and the Big Air one currently makes the mount a lot less fun for me with how it currently works.

I personally haven't seen the trick functionality misfire, but I'll keep an eye out for any anomalies. Tricks have a minimum duration of 800 ms even if you let off of spacebar, so it's possible that you're overestimating how much air time you're getting, though this sounds like something different. It could also be that you're trying to jump when your beetle is already in the air but you think it's on the ground, which as an example can happen if you're trying to maximize air time by jumping off the top of a ramp but mistime it.