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  • Flameseeker Chronicles: The game at the end of Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    07.17.2012

    Let's hear it for information! Last week ArenaNet developers Eric Flannum and Colin Johanson streamed a "TAD talk" (that apparently stands for The ArenaNet Developers, but I prefer to think it's something along the lines of Truthy And Designerrific or The Answer Dump) about endgame in Guild Wars 2. There was some pretty neat stuff. This, as a necessity, pretty much all relates to PvE. Sure, you could argue that PvP is endgame, as in it's something-to-when-you-are-level-80, but when you consider the way that PvP works in Guild Wars 2, it's actually something you do anytime you like. That might be all the time; that might be none of the time. So PvP and WvW will always be waiting there with open arms for you when you need to spice up your in-game life. They are constant. You don't fight your way up to level 80 and then think, "Gee, I'm competitive in PvP now!" That's part of ArenaNet's design philosophy. The team has a stated goal of not wanting to change the game drastically for endgame. If you're at the point in time that's marked "endgame," you've ostensibly enjoyed the game for the last 80 levels (otherwise, why on earth would you not quit?), so what ArenaNet doesn't want to do is suddenly give you something completely different to fill your days. That leaves some people feeling like there is no endgame because the endgame in Guild Wars 2 is strikingly similar to the rest of the game.

  • ArenaNet devs talk legendary weapons, endgame, and more

    by 
    Elisabeth
    Elisabeth
    07.12.2012

    Have you always wanted to wield a unicorn bow and shoot trails of rainbows? (We know you have; don't lie to us.) If you have, ArenaNet developers Eric Flannum and Colin Johanson have confirmed today that Guild Wars 2 is the game for you. The two devs took to Guild Wars 2's Twitch page today to talk about late- and endgame content and progression for the game. To begin with, they talked about Orr, the erstwhile city of the gods, which has recently been turned into the abode of the dragon Zhaitan and his reanimated minions. Orr has no renown hearts, the quest-like activities that have been known to litter the lower-level areas, "because there are generally very few friendly NPCs in Orr." Instead, players' focus in Orr will be on huge events. There are roughly twice as many dynamic events in the Orrian areas as in other explorable zones; many of these are tied together as nets, rather than simple chains. Events tend to have farther-reaching effects than we've seen so far in lower-level areas, putting emphasis more on holistic zone control and cooperation than in the early game. Johanson suggested that players will need to recapture the fallen temples of the old gods and then keep control of those while also pushing deeper into the zone and fighting baddies at the frontlines.

  • Flameseeker Chronicles: Slow news week for Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    07.03.2012

    I've had it up to here, ArenaNet. We, your community, are dying for some real information. You can't keep putting out flimflam posts and expect us to be happy. We've given you our money, for goodness' sake, we deserve a -- Release date, you say? August 28th, you say? Well then.

  • Eric Flannum talks Guild Wars 2 mechanics

    by 
    Elisabeth
    Elisabeth
    06.28.2012

    We know you Guild Wars 2 fans are over the moon about the recently announced release date, but the news doesn't stop there! Eric Flannum, the game's lead designer, has just tackled some questions from Guild Wars 2 Junkies. The interview took a good hard look at World vs World. To begin with, Flannum addresses concerns about people not being able to play WvW on busy servers during peak hours, saying that there's a queue for the center WvW map that players can enter while playing PvE or any of the Borderlands home maps. Additionally, for a short while around the game's launch, players will be able to transfer servers at a reduced fee, which will hopefully aid in the even spread of players across servers and help people find the WvW server that suits their style. He states that the current looting system for WvW is under review, with the goal of keeping WvW looting similar to that in PvE. In response to concerns about the travel time around WvW maps, Flannum points out that captured keeps can be upgraded with waypoints for quicker travel. He also highlights WvW-specific armor, achievements, and titles as character advancement options for WvW players. A few other aspects of the game were covered as well. The question of allowing players to choose their starting weapons in character creation was brought up; Flannum says that's actually a part of the game at one point, but it was discarded once it was clear it gave newer players a disadvantage. He explains that some of the animation issues players complained about are due to bugs that will be fixed, while others are due to the fact that while transition animations are in place for switching directions, characters actually start moving immediately in the new direction as opposed to transitioning from one movement to another. For all the little details, be sure to catch the full interview, complete with a teasing non-answer about whether or not we'll see the Sylvari or Asura in the last beta weekend.

  • Massively Exclusive: Eric Flannum talks Guild Wars 2 beta changes

    by 
    Elisabeth
    Elisabeth
    06.05.2012

    There's no doubt that the folks over at ArenaNet have been busy with preparations for the upcoming Guild Wars 2 beta weekend event. The team has doubled the number of servers available for the beta and instituted a number of changes to the beta content itself, as detailed in a recent blog post. Despite the bustle, Lead Game Designer Eric Flannum took the time to answer a few of our questions regarding changes in the upcoming beta.

  • Guild Wars 2 wants you to play with your friends no matter what

    by 
    Justin Olivetti
    Justin Olivetti
    05.08.2012

    "Whenever we design a new feature we always ask ourselves how it impacts our players' ability to play with their friends," ArenaNet's Eric Flannum stated about Guild Wars 2. In an interview focused on connecting players together, Flannum made it clear that the team was looking for every possible opportunity to pave the way for social hookups. Flannum addressed the specifics of how Guild Wars 2's servers work in relation to transfers. While there is a traditional paid transfer service (which can be used only every seven days), all players will have the ability to hop over to friends' servers as a guest. Player team-ups are further made possible by the dynamic level-adjusting system that scales players down to the zone they're occupying. This process is made easier by ArenaNet's decision to make friend lists and guilds account-wide instead of specific to a server. So while each guild has a home server, other chapters can exist elsewhere. Flannum also said that the team is carefully structuring its PvP system so that it will be free from potential abuse by server guesting.

  • The Game Archaeologist looks at Guild Wars Utopia

    by 
    Justin Olivetti
    Justin Olivetti
    05.08.2012

    Aztecs. Chronomancers. Mounts. Halberds. Golems. Dual wielding. These are all but a hint of what a fourth Guild Wars campaign could have been, a campaign that was under development in the mid-2000s but was scrapped by 2007. Replacing it was the expansion Guild Wars Eye of the North and the workings of a super-secret sequel to the game (which you've probably never heard of). It was the forgotten campaign, swept under a rug while it was still under the rug. But what if, in some alternative timeline, ArenaNet had gone ahead with this campaign? What if it became an established part of the Guild Wars legacy, as familiar to us today as Nightfall and Factions? What if Guild Wars Utopia had lived?

  • Flameseeker Chronicles: Line of succession

    by 
    Elisabeth
    Elisabeth
    04.10.2012

    Sequels are tricky business. The more fans swarm around a game or franchise, the thicker the air gets with opinions regarding what the heart and soul of that game is all about. With that in mind, I don't envy sequel game designers the task of figuring out the balance of enough of a nod to the original to maintain the emotional connection that longstanding fans have without making newcomers feel locked out of something. One of the most frequent questions that pops up in the discussion of Guild Wars 2 anticipation is whether or not it's worth it for incoming players to take a spin through the original campaigns and expansion to pass the time. This is mostly tied in with discussion about the Hall of Monuments account rewards. In my opinion, the HoM rewards should be the least compelling reason to start a play-through, although it's still a good reason; even some members of our staff are haphazardly trying to find time to wade back through the stories before release. But considering everything in ArenaNet's design philosophy, we know the HoM rewards are unlikely to offer a statistical advantage, so they should be little more than a perk. Moreover, most of their value, it seems to me, should be from what they represent, which is both time spent in-game (forging that emotional connection) actually earning the reward points and the references some of them make to the original game. I still remember my first Stygian Reaver in GW, and that is why I'm looking forward to wielding one in Guild Wars 2.

  • ArenaNet blog update details changes to Guild Wars 2's boons and conditions

    by 
    Jef Reahard
    Jef Reahard
    02.21.2012

    ArenaNet has just released a new blog post to follow up its first Guild Wars 2 press beta weekend. Lead designer Eric Flannum says that the preview event went off without a hitch, and he also indicates that the dev team has a lot on its plate as it gears up to bring the game to a wider audience. He starts things off with a look at Guild Wars 2's unique "downed" mode, which is basically a pre-death state wherein you have a limited selection of abilities to rally and potentially save yourself. The blog goes on to detail changes to the game's compass, tweaks to its meta-events, and an extensive look at the updates to boons and conditions. Head to the official ArenaNet website for all the details.

  • Flameseeker Chronicles: ArenaNet talks PvE vs. PvP

    by 
    Rubi Bayer
    Rubi Bayer
    01.09.2012

    "I don't care for PvP, so Guild Wars 2 doesn't really interest me." This is something that I've heard with some regularity over the past year or two, and every time I sort of shake my head in confusion. How could anyone perceive Guild Wars 2 as a PvP-only game? Really, just take a look at what we've seen from the development team and how PvE-centric it is and it seems that you'd get the impression that if anything, there's more of a PvE focus. Of course, I can see where this perception comes from -- Guild Wars 1 holds the same perception for a lot of people, so it carries over. As a huge fan of both games and a pure PvE player, I thought it would be fun to take this week and clear things up. Eric Flannum and John Stumme were kind enough to help, stepping in to answer a few questions about the balance of things both past and present. Curious about what they have to say? Click past the cut and take a look!

  • Flameseeker Chronicles: High achievers

    by 
    Rubi Bayer
    Rubi Bayer
    12.26.2011

    Well, ArenaNet certainly didn't let 2011 go out on a quiet note. The team had a few last tricks up its sleeve before closing down shop until the new year. We chatted with Eric Flannum about the Guild Wars 2 Mesmer, and the newest ArenaNet blog post contained some exciting talk of combat, achievements, and some tweaking to the Thief class. I loved hearing about the updates to the Thief and to combat because the fact that the developers are talking about fine-tuning says good things to me about the development process. However, it was the talk of achievements that really caught my attention because it's such a sweeping, game-wide system. Follow along after the jump and let's take a closer look!

  • Guild Wars 2 dev blog talks achievements, Thief tweaks

    by 
    Jef Reahard
    Jef Reahard
    12.20.2011

    It's been a trying year for impatient Guild Wars 2 fans, but 2011 is closing on something of a high note due to recent beta rumblings as well as an increase in the ArenaNet information trickle. The latest blurb is a year-end development update courtesy of Eric Flannum and Jon Peters, and Flannum kicks things off with a fairly detailed look at the game's achievement system. As it turns out, GW2's achievements come in three flavors, and they comprise long-term goals, dailies, and monthly tasks that "encourage a variety of play and reward you with gold and experience." Peters details recent changes to Thief class gameplay, and he pays particular attention to the steal and backstab abilities. He also spends a bit of time talking about improvements to combat timing and animations. "Making these improvements has been really interesting and fun because it has shown us how our game can feel appropriately action-oriented without taking away the familiarity of the MMO genre," Peters explains.

  • Massively talks Mesmer: Our exclusive interview with Guild Wars 2 designer Eric Flannum

    by 
    Rubi Bayer
    Rubi Bayer
    12.19.2011

    It's been days since we got the official Guild Wars 2 Mesmer reveal, but the excitement is still running strong through the fan community. Here at Massively, we're just as excited about it, so we took some time to sit down with game designer Eric Flannum and chat about some of the background and design details of the eighth and final Guild Wars 2 class. Follow along after the jump to see what he had to say!

  • New Guild Wars 2 demo build brings changes to UI, character creation, and more

    by 
    Rubi Bayer
    Rubi Bayer
    11.10.2011

    ArenaNet has had an exciting week -- the developer is in attendance at G-Star in Korea to show off the demo of Guild Wars 2. As with any game in development, GW2 is in a constant state of change as the team continues testing and improving. G-Star attendees were treated to the very latest build, and some of the ArenaNet developers put together some information about that build for those unable to attend the convention. Eric Flannum, joined by Character Artist Team Lead Aaron Coberly and UI Artist Vicki Ebberts, ran down the changes in the newest ArenaNet blog entry. Character customization and creation got some improvements, and Aaron provides a detailed video to show them off. Vicki talked over the new "big beefy UI" as a response to feedback the team has received, and Eric wrapped up with some exciting details about changes to skill acquisition. Weapon skills will continue to be unlocked by using the weapon, but healing, utility, and elite skills will now be unlocked with skill points. "Skill points can be acquired by undertaking what we call a skill challenge. There are 200 skill challenges in the game, and they range from defeating tough opponents, to answering riddles, to drinking a particularly potent drink." There are many more details -- and the promise of more to come tomorrow -- at the ArenaNet blog, so head there for the full blog entry!

  • Guild Wars 2 is at G-Star with new items but no beta

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.08.2011

    With Guild Wars 2 appearing this weekend at the G-Star convention, there's been a lot of speculation about two potential pieces of news -- a date for the beta or the eighth profession reveal. Unfortunately for the speculators, the latest updates from Eric Flannum have put those rumors to rest. Flannum confirms that while there will be news coming out on the 11th, it will not include either of those updates, which are still on track for a later date. That being said, there's still some news to be found, including the preview of some high-level armor sets that are exclusive for the Korean demo. Flannum stated that there will be other elements unique to this demo, although he declined to elaborate beyond the armor. Guild Wars 2 fans will have to keep their eyes peeled for what comes out of the convention... and wait just a wee bit longer to find out when the beta will begin, or what the last profession will be.

  • Guild Wars 2 to provide private server functionality? [Updated]

    by 
    Jef Reahard
    Jef Reahard
    08.29.2011

    One of the more interesting reveals to come out of the post-PAX news glut is a blurb about player-created PvP servers in Guild Wars 2. Yeah, we did a double-take as well, and the post over on MMORPG.com is pretty light on the actual details while promising more info later in the week. Apparently, ArenaNet's Colin Johanson and Eric Flannum let slip that GW2 will allow players to "create and host their own servers or games with specific rule-sets as well." The thread title mentions PvP servers, but the "specific rule-sets" bit above seems to indicate that the mechanic could cater to roleplayers, PvEers, or any number of other specialized groups who desire a customizable play experience apart from the meddling masses. Is Guild Wars 2 following the trail that Neverwinter Nights blazed a decade ago? Is it all a misunderstanding? It looks like we'll find out later this week. [Update: ANet has clarified this topic by posting the following: "In the interview {Eric} mentioned that we are considering allowing players to 'create' their own PvP servers, it is not for certain. And we never mentioned anything about 'private PvE server' -- that is something we will definitely not do."]

  • Guild Wars 2's Eric Flannum on promises, pets and purpose [Updated]

    by 
    Justin Olivetti
    Justin Olivetti
    06.10.2011

    "Think of the personal story in Guild Wars 2 as you would the 'main' storyline of a great single player RPG," ArenaNet's Eric Flannum said in an interview with GamerZine. Instead of rote MMO quests, this storyline will be full of significant, one-time choices that will have a huge impact on your character. This is just one of the many promises that ArenaNet has made in regard to Guild Wars 2 as the studio strives to differentiate it from the rest of the fantasy pack. The interview covers the main features list of the game: the event system, the personal storyline, and the emphasis on exploration. When pressed about in-game events and holidays, Flannum said that many Guild Wars holidays will be returning: "We haven't planned out exactly what we're doing yet, but we certainly plan to support all of our usual holiday events in Guild Wars 2. Since our event system is very robust I imagine we'll be able to do a lot more things than we were able to do in the first game." He also said that the team is striving to "push the fun and collectability" of the mini-pets system over Guild Wars 2's predecessor. You can read the full interview at GamerZine. [Update: Tap Repeatedly also has a whopper of a GW2 interview up today, this one with Jon Peters and Jonathan Sharp!]

  • Massively Exclusive: Eric Flannum on GW2's Engineer

    by 
    Jef Reahard
    Jef Reahard
    05.25.2011

    Unless you've been spelunking near the center of the earth for the past few days, you're likely aware that ArenaNet recently unveiled Guild Wars 2's seventh class. Chances are high that you're also aware of said class's affinity for turrets, guns, and various contraptions meant to rain death down upon any unfortunate enemies that cross its path. Today, Massively presents a new interview with Guild Wars 2 lead designer Eric Flannum. Naturally, the guest of honor at this Tyrian banquet of exclusivity is the Engineer, and Flannum (along with several other ANet dignitaries) provides us with a few tasty mechanical appetizers before getting down to the lore-centric main course. Bon appetit after the cut.

  • World PvP, dungeon experiences, and quality of life in Guild Wars 2

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.16.2011

    Guild Wars 2 is a game that seemingly everyone is anticipating, helped along by the fact that very few people have gotten to play it and even fewer have played it extensively. So it's understandable that incGamers' recent interview with Eric Flannum and John Peters covers a lot of ground, ranging from dungeons to PvP to environmental interactions. While some of the questions posed by the interviewers aren't answered, there's a great deal of information for fans, starting with the clarification that dungeons do not have a specific "story mode." There's a series of events the player experiences with important world NPCs followed by the option to explore the dungeon. PvP is discussed a bit, with the free admission that while players in competitive arenas will be evenly matched, it's possible to be simply outgunned in open combat. The role of guards and other NPCs in the open combats is also clarified; NPCs act essentially as speedbumps rather than serious targets for player consideration. Guild Wars 2 fans should read through both pages of the interview to get a better idea of what's coming in the game as well as another confirmation that a closed beta is due before the end of the year.

  • Guild Wars 2 is skill-based, says lead designer

    by 
    Larry Everett
    Larry Everett
    05.06.2011

    Although Guild Wars 2 has had many reveals lately, much of the game is still shrouded in mystery, and ArenaNet has generally remained tight-lipped about specific game information. However, in a recent interview with Guild-Hall.cz, Lead Designer Eric Flannum did let fans in on a few tidbits. A concern for a lot of players is skill vs. level. Flannum revealed that skill will play a significant role in Guild Wars 2 and clarified it by saying, "For really large level spreads of say 10 or more levels, then the gear and raw power of the character is going to be a huge factor. When you are talking about smaller level differences then skill plays a very large role." Given the more action-based combat mechanics of the game, we think this makes a lot of sense. In a related question, Flannum was asked about the quality of dropped gear vs. crafted gear. "It will be possible to craft items that are comparable in power to the best items available through drops and other rewards," he assured readers. For the whole interview with Flannum and designers Jon Peters, Jeff Grubb, Colin Johanson, and Ree Soesbee, hop to Guild-Hall.cz.