Interview Round-Up, February 2013
Here is a link round-up of all the important interviews that have occurred around February 2013.
Flame and Frost interviews...
-MMORPG's Interview with Habib Loew: March's WvW Changes
Culling is essentially a process by which the server chooses to not tell players about certain other players. It was all about limiting the breakdown of resources from a client to server standpoint. The issue with it was that a huge battle would errupt and you would not see other players. It definitely had its drawbacks.
-Anook community interview with Guild Wars 2's Lead Designer: Isaiah Cartwright.
We have a large team working on changes for WvW but they are not coming out in the February build. Some of the changes include a new progression system to make it more rewarding to play in WvW and more things to buy with badges. We’re investigating and evaluating the badge drop rates, improvements to culling, and a number of smaller quality of life improvements in WvW.
-MMORPG.com Interview With Colin Johanson
Much like your favorite TV show, we hope as we expand the scope of living stories as the year goes on, you won’t want to miss each new release to see where the storyline or your favorite characters are headed.
State of the game and updates...
-Interview with GW2 Dungeon Designer Robert Hrouda by Guild Wars Insider
We’re working on dungeons, and coming out with new stuff for them that we hope will be entertaining and challenging. There’s a lot that goes into what we are doing, but suffice to say we are looking at encounters and such and modifying them.
-Fansite Interview with Colin Johanson
We want to insist on the fact that the questions in this interview were not only ours but came from all the other invited fansites too. As the recording was not perfect, we chose to record all the questions again on our own to improve sound's quality.
-Interview with Colin Johanson by CDW
An interview with Colin Johanson.
-Interview with Mike Ferguson on WvW by Jeux Online
The thing I have really wanted to avoid is creating a situation where the discussion around WvW becomes focused on what the limit is set at. Population limits are an unfortunate fact of life with the current wvw design, so I really would like to keep people focused more on the gameplay elements that happen with the limits that are in place, instead of being focused on what the number is and arguing how it should be changed or removed.
-Q&A with Colin Johanson, Part IV
Interesting statistic for you - every condition in the game costs server bandwidth. We have to track how often the condition is running, what the duration of that condition is, and what the stack is at. So the more stacks we allow, the more expensive it gets because we're tracking every additional stack on there. So, we could say that you could have infinite stacks. Number one, that becomes really imbalanced. But number two, it's really expensive for us on a performance basis. That's one of those weird, kind of backend server issues that can help make game design decisions regardless of what you want to do with it.
-Q&A with Colin Johanson, Part III
I think December with Wintersday is a great example of taking a lot of the lessons we learned from the other events and trying to make it more approachable, easier for everybody to play the content. We spread it out over a longer time, you can re-play stuff that you missed. Those are the types of strategies we're going to use for all of the live stuff going forward, it's just making it a lot more inclusive. Certainly we want to avoid 400 people out in the open world until we can deal with culling issues, things like that. It changes the strategy of how we do stuff. It also means that we've really reverted more back to our original philosophy which is "if it's not ready, don't ship it, don't talk about it until it's polished enough that it's ready to go." So things like WvW getting pushed back a month, that's an example of that. I think that right after release we would have put that out whether it was ready or not and I think that instead what we're saying is, you know, "even though we made the mistake of saying that this is the month it's gonna come," and we shouldn't have done that, because it just sets expectations. We'd rather wait and get it right and then we'll put stuff out when it's ready to go and I think we're kind of back to the point where we're comfortable in saying that and we have a better idea of what we want to do.
-Q&A with Colin Johanson, Part II
It's just a win, right. As long as it's fun, that's the tough part. Neverwinter is a great example of that, right. Where it's basically, in the original one, players could build all the content and they had really good stuff. Occassionally some of the player-generated content is fantastic but you had to sift through all the other noise to get down to it. And so it's a careful balance you have to walk. How do you open that up so that everybody can get the right stuff and have a great time without having to pick through all the stuff that doesn't.
-Q&A with Colin Johanson, Part I
That's all stuff we'd like to add. We're not doing it in this one, but in the long run, we need to get all that stuff in for sure. If you look at what features are available in the game, there's a lot of stuff for small groups to do, but there's not a lot of really compelling stuff for larger groups - in particular for guilds other than WvW. We're really trying to head down that list and get a lot more of that stuff in. For building a good community, that's a really key component that we have to add and that's a big focus for us this year - it's just trying to get more of that "what can my guild do together," "how do we interact together," "how do we maintain a strong guild," and "what's the content we can do?"
-Guru's sPvP State of the Game with Jonathan Sharp and Jon Peters
We are now live with our State of the Game stream with Jonathan Sharp and Jon Peters!
-Colin Johanson on Upcoming WvW Changes
I wanted to quickly give an update on where we stand with upcoming releases for WvW to help give a sense of where we’re at, and set expectations for the coming months. We’re in the midst of finalizing our February release, which I know had been discussed as a potentially large month for WvW additions.
-TowerTalk LoreSpecial: The three orders of Tyria
This year's lorespecials of the TowerTalk start with al'Ellisande talking to ArenaNet's lore and continuity designers Ree Soesbee and Jeff Grubb about the three orders of Tyria. they talk about what makes the orders so different, how they were founded and a lot more.
-Kekai Kotaki Q&A
Kotaki began at ArenaNet, seeing to it that amazing visuals became a part of the Guild Wars and Guild Wars 2 legacy. He departed ArenaNet just before the release of Guild Wars 2, which raised an eyebrow or two. But as he explains, it was all just a part of following his dream.
-Guild Wars 2: The past, The present, and the Future
Arenanet's Chris Whiteside appeared on IGN's up at noon webshow to discuss Guild Wars 2, the launch, the current state of it, and the goals for the future.
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