Guild Wars 2

Guild Wars 2 Dev Tracker




03 Jul

Comment

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...

Read more

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...

Read more
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.

Comment

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. :-)

Comment

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...

Read more
Comment

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.

Comment

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 :)

Comment

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!"

Comment

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.

Comment

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?

Comment

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.

Comment

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? ;)

Comment

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.

Comment

Originally posted by skarpak

do you tho?

Yes

Comment

Originally posted by Thop207375

I doubt you can probably answer this but is there still three teams associated with Living World?

There are multiple Living World teams that change personnel as needed to address our content plans.

Comment

Originally posted by void2258

It's unfortunate that the nature of the achievement system makes everything single run. We did Caladbolg once per account and can never do it again because the system can't handle per-character segmenting (repetition can only be account wide). It would be nice if there were a way to do these kinds of things multiple times (although of course that would need reward adjustments as well unless you want to give us a free ascended on every character).

You can actually do the Caladbolg sequence on each character and earn their own Caladbolg! The collection-based steps use crafting instead of the collection on subsequent playthroughs, so it won't be quite as generous as the first time.

Comment

Originally posted by JondorHoruku

What was your inspiration for the way roller beetles work, and were there any unforeseen difficulties in implementing the design (esp the ‘momentum’ aspects)?

The incredibly simplified and possibly fabricated history: The original design that was brainstormed before Path of Fire shipped was focused entirely around rolling down hills to gain speed, as inspired by the Guild Wars 1 beetle racing minigame (and other games, but we can pretend that it's all thanks to GW1). From there, we thought that launching off of ramps to gain sweet air like a motocross bike would be a lot of fun. Finally, someone put on some Eurobeat and then suddenly the next day the beetle could drift. Nobody is really sure how it happened.

Since you asked about difficulties, probably the two gnarliest bits were the terrain orientation of the collision body and the drift physics emulation. Regarding the latter, game physics is frequently lies built upon more lies, and the drift is certainly no exception. Getting the drift to feel more or less correct took a whole lot of fiddling with numbers and countless hours of drifting in circles and around various corn...

Read more
Comment

Originally posted by Chiorydax

That makes me curious, by the way! Who did the motion capture for Joko? I remember people praising his/her flair even in the trailer for this update. Whoever it is, they're a ton of fun!

We had Richard Sloniker come in, but we've also used a few different people from within the studio (including Ben on the cinematics team).

Comment

Originally posted by questhere

There's a lot of speculation over if Joko is truly dead and whether we'll ever see him again. But it seems no one's asking the obvious questions.

Do dragons poop? and how regular are they?

depends on their fiber intake