Guild Wars 2's data and design in detail

ArenaNet goes into detail about data and design
MMO player and writer Ravious over at Kill Ten Rats knows how to ask the hard questions. Questions that other journalists are afraid to ask. Questions like, "If you were omniscient with regard to all corollary Guild Wars 2 data (including player emotion, all chat including voice chat, current snacks eaten, etc.), what crazy thing would you most like to know?"

Happily for the Guild Wars 2 fanbase, he also asks much more practical questions, and he directed some of those questions at ArenaNet's Izzy Cartwright. He even got some answers! Cartwright talked about how ArenaNet's ability to track players led to the implementation of certain dynamic events, meant to split up the player population in a map, which would trigger when there were too many players in an area. Another benefit of the team's data gathering is the ability to see where players are dying most often in order to adjust content difficulty as necessary. The economy is especially dependent on player activity, and Cartwright says that the team keeps a very close eye on item fluctuations to be sure that a relatively healthy stat is maintained.

Read the full interview over at KTR. If data, design, and programming really get your gears turning, consider checking out ArenaNet programmer Cameron Dunn's GDC talk on that subject.

This article was originally published on Massively.