jeff-grub

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  • ArenaNet talks emotional connections in Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    07.31.2012

    ArenaNet has put a lot of emphasis on the story of Guild Wars 2. But what good is a story unless it's compelling enough to pull players in emotionally? Ree Soesbee and Jeff Grubb, the heart of ArenaNet's Guild Wars 2 lore, talk about this challenge in a new blog post. Story involvement, says Soesbee, begins with players' avatars as early as character creation. Grubb talks about the balance between creating characters with depth and characters with enough loose ends for an unexpected story to emerge, which is a fine line to walk. The game is built around the assumption that players are heroic in nature and essentially good. Like in the original Guild Wars, players don't really have the option to be villains or anti-heroes through the storyline. The liveliness of NPCs and the world around characters are also key steps toward drawing players into the game. I think that's what it all boils down to in the long run-you become emotionally invested with the game because you become interested in both your character and the world. And you can do that by making choices and seeing those choices have an effect-and truly matter-within the world. That is one of our goals when we're telling stories in Guild Wars 2. - Jeff Grub

  • New ArenaNet dev diary outlines the making of the Battle of Kyhlo

    by 
    Matt Daniel
    Matt Daniel
    08.18.2011

    ArenaNet's last Guild Wars 2 blog post explained the ins and outs of the Battle of Kyhlo PvP map, which will be playable later this month at PAX Prime. The team is now following up on that with a new blog post that outlines what went into the creation of the capture point-based battlefield. The post notes that "collaboration and iteration are the keys to making good games," so with that in mind, we get to hear from a veritable legion of ArenaNet devs, each reporting on his or her role in the creation of the map. We hear from Jeff Grubb on the lore of the arena, we hear from Egan Hirvela on the process of map design, and Habib Loew tells us how the programmers make it work. Then it's up to designer Nick Mhley and his designers to say things like, "You know what's cool? When you shoot the [trebuchet] and blow stuff up. But you know what would be cooler? Blowing up even more stuff!" Outstanding. Then Peter Fries, Scott McGough, and the rest of GW2's writers whip up some dialogue for the announcer and oversee the recording of the lines. Lastly, it falls to Shen-Ming Spurgeon, Mclaine Diemer, Tirzah Bauer, Chuck Knigge, and the rest of the team's visual and audio artists to bring the area to life with their super-artistic magics, followed by Tyler Bearce and the other folks in QA to make sure it works as intended. Phew, what a crowd! At any rate, for the full, uncensored details on the process involved in bringing a map such as the Battle of Kyhlo to life, head on over to the ArenaNet blog.