| Interview étape avec ArenaNet |
| Écrit par Sylvain | ||||||||||||||||||
| Vendredi, 21 Mai 2010 18:06 | ||||||||||||||||||
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General: Eric Flannum – Lead Game Designer: A player will be able to link a Guild Wars account to their Guild Wars 2 account. If they do this —and they have access to the Hall of Monuments in the Eye of the North— then they will get access to the Hall of Monuments in Guild Wars 2. From the Hall of Monuments they can claim the rewards they earned in Guild Wars. These rewards will be completely unique to the Hall of Monuments and only obtainable by a player who has earned them playing the original Guild Wars.
Eric Flannum: We’d really like to do both. Whenever you make a sequel to a game, one of your primary goals should be to expand your player base while appealing to a broader audience. Making games is after all a business, and you won’t survive long if you allow your game audience to stagnate. At the same time, you always want to retain your current audience, the people who made your game popular in the first place— something we feel strongly about here at ArenaNet. When we were a startup company releasing our first product, our fans did a phenomenal job spreading the word about Guild Wars and supporting us. We understand the spirit of what attracted them to the Guild Wars franchise, and we wouldn’t have named the game Guild Wars 2 if we didn’t plan on exceeding their expectations. Guild Wars 2 does things a bit differently than the first game, but it still features deep character builds, engaging storylines, robust PvP, skillful play, lack of grind, and of course—no monthly fees.
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Eric Flannum: Much like the first game, Guild Wars 2 will feature a system of levels and experience. Although early in the development process we played around with some alternate ideas, we felt that experience points and levels were the way to go. Given all of the other areas in which we are taking players out of their “MMO comfort zone,” we thought it best to go with something that was familiar and easy to understand. Even with the standard experience and levels system, progression in Guild Wars 2 is still much faster than other MMOs, even though we’ve raised the level cap substantially. We still don’t regard reaching maximum level as the end of the game, and we’ll be providing players with a lot of things to do once they hit the level cap. Eric Flannum: Skills are purchased from a trainer or can be handed out as content rewards, much like they were in Guild Wars. We won’t see a return of the signet of capture system in Guild Wars 2, as not all monsters use player skills. We made this choice for many reasons. The primary reason was that it placed an undue burden on our creature spawning team to have to spawn creatures according to a skill progression chart instead of placing them where they would logically fit into the world. We also have a lot fewer skills in Guild Wars 2, many of which are very specific to certain profession mechanics. We didn’t want every monster to have to fit into a profession archetype. With our new creature system we have a lot more freedom to give each monster a unique and fun mechanic with abilities that really fit their character.
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Curtis Johnson – Game Designer: Guild Wars 2 includes a full Marketplace for players, which will differ from the usual MMO auction house in a number of ways. The biggest and most important difference is GW2’s Marketplace supports postings from both buyers and sellers. You might put your sword up for sale, then offer 100 gold for the specific axe you’re looking for without having to find any specific seller. The market can display the history of average value and trends for an item, making it easy to determine a fair value for your goods. It might be worth waiting to sell your item, depending if the price is rising or falling. Items you put up for sale may sell while you’re offline, and the funds will be deposited in your account bank. You must be in game to put a new item up for sale, but you will be able to browse the market, bid from your account bank, or cancel your own auctions and offers while logged in to a web browser without running the game. Eric Flannum: Our crafting system is still under development so we aren’t quite ready to talk about it yet. The mines we’ve mentioned in WvW are a mechanic that is specific to WvW. Each fortress can receive supplies from a mine and/or lumber mill. These resources will allow defenders to rebuild walls, build new siege engines, and generally defend their fortress.
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John Hargrove – Game Designer: Yes, there will be a full progression of armor and weapons in the game to match the larger level range of Guild Wars 2, and as such there will be some swords which are simply more powerful than others. It’s important to note that regardless of how powerful they are, all swords allow the player to use the same set of skills. So while one sword may simply have better statistical bonuses on it than the other, it won’t fundamentally change what you can do with a sword. As to whether or not you will have to do repetitive actions to obtain the more powerful equipment, well, I guess that depends on how you define the term “repetitive actions.” If, for example, you define a repetitive action as mercilessly slaughtering foe after foe with your own personal brand of judgment until all that is left in your wake is a general path of mangled mayhem and destruction, then yes, you may have to do that from time to time. If, however, you define a repetitive action as running the same dungeon a hundred times over to try to get a particular piece of armor from a set that you really like, but the gloves from the set just won’t drop, then no, you will not have to do that. Our ideology is that all players should be rewarded individually and at regular increments so that they can’t get so unlucky that they have to spend a lifetime in a single area trying to get those darn gloves to drop. We make it a point to make our meatiest dungeon rewards obtainable via an incremental reward system where we’ll be able to ensure that no one has to play in the same location for an eternity.
John Hargrove: Yes, every kind of armor and weapon in the game will be upgradeable. Down the line we will be releasing a full article on how it all works on our website, so stay tuned for that!
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Eric Flannum: Guilds and guild structure are very important to us in Guild Wars 2. We’re still working out the details on some of the issues you mentioned and will release more substantial information in the future.
Eric Flannum: This is very true. Guild Wars 2 doesn’t feature a traditional MMO quest system. Instead, we have our event system, which we’ve begun talking about, and our personal storyline system, which we should be talking about in detail very soon. It is also true that while we do use icons over some NPCs to communicate what they do to players (merchants, trainers, collectors, etc.) there will be no exclamation marks or questions marks hovering over any NPCs head. Eric Flannum: There are actually several forms of content that fulfill the functionality missions had in Guild Wars. First, the personal storyline is designed to convey story and a sense of purpose to the player. This story often takes the player into instances, where their choices can have a real effect on the world. The personal storyline is tailored to each player by a series of biography questions they answer during character creation, so it is geared for the single player more than cooperative play (although players can definitely play it cooperatively if they desire). For the ultimate cooperative content, we have both the events in the persistent world as well as instanced dungeons. We’ve spoken extensively about events, and we’ll cover dungeons sometime in the coming months.
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PvP: - LA : We would like to learn more about the PvP mode which will replace competitive GvG, what shape does it take and what are the aims on the maps (death match, take the flag ...?). ArenaNet stated that, in order to make this competitive game mode a real e-sports, eight players was too great a number. Since I cannot imagine an effective competitive PvP with four players (and I cannot think about odd numbers) must we infer that the groups will be six players?
Jon Peters – Game Designer: Competitive PvP in Guild Wars 2 will take a few forms. There will be hot-joinable pick up play that will allow larger team sizes, as well as tournaments that have fixed sizes and times. We aren’t currently revealing the game formats, but there are a number of shared goals that we want our PvP game types to have. They should all be easy to join in the middle of play and scale well to different team sizes. They should be equally fun for casual and competitive play, with dynamic team-based objectives. They should be observer friendly and avoid stalemate situations. Most importantly, they should be FUN. Many competitive sports and e-sports do use an odd or varying number of players. Soccer is played with 11 players per side, unless it is indoors and then it is played with six. Counterstrike uses five person teams for competitive play. We believe that in order to build a more cohesive user base for competitive PvP the team size for tournaments should be smaller than eight (to make it easier to form teams), and should remain consistent between all game types and tournaments ( to avoid fragmenting the user base). We are not yet revealing the actual team size, but it will be greater than four and less than six.
Jon Peters: World v World is indeed going to feature massive battles where hundreds of players will clash over a number of zones and many objectives. Each side in World v World will be represented by a Guild Wars 2 world (known in most games as a server). For any given week, each world will be matched up against two other worlds fighting over these objectives. There are a variety of objectives catering to varying player population size. A single player might intercept a resource cart to a lumber mill. A group of players might assault the mill and take control of it for their own side. An army of players might assault a massive castle, breaching the walls, gates, and towers with powerful siege equipment and capturing it for their world. We believe this will spread the players out and avoid lagging problems in many cases. But when all the players converge in an epic clash at that big center castle, World v World uses the same persistent technology that the rest of the game uses. We are also doing some things across the game to handle large gatherings of players. In many ways, our event system is similar to WvW in that it also encourages large groups of players to gather against large groups of monsters, so this is a problem that we need to handle in both cases.
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Curtis Johnson: Guild Wars 2’s world servers will host many thousands of people at a time. Your account will primarily belong to one world; however we recognize that friendships often cross worlds. We want to maintain the inclusive friendly play we had in Guild Wars, so we plan to make it very easy to visit other worlds to play with your friends without restarting new characters or paying large transfer fees. We haven’t finalized all the details of this yet, but we’ll let you know when we do.
Eric Flannum: There is no districting in Guild Wars 2. In place of districting, we have divided our player base into various worlds (what other games might refer to as servers or shards). Each map within a world does have a player limit, but it is high enough that we expect it to be rarely if ever reached. Configuration: Chris Lye – Marketing Guy: We’re developing Guild Wars 2 for Windows and that’s our clear priority. We get requests all the time to support other platforms, but it’s important for us to stay focused. Chris Lye – We haven’t finalized the specs yet, but what we can say is that our goal is to run on a wide-range of gaming PCs – similar to what we did with Guild Wars.
Thanks to: Eric Flannum, Curtis Johnson, John Hargrove, Jon Peters, Chris Lye and Stephane Lo Presti for this interview.
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