chris-whiteside

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  • Guild Wars 2 requests input on guild halls

    by 
    Bree Royce
    Bree Royce
    10.03.2014

    ArenaNet Design Director Chris Whiteside has given a glimmer of hope to Guild Wars 2 fans hungry for more and better private spaces in the game. Earlier this week, he posed a broad question to the community about how it'd like to see guild halls implemented -- assuming, of course, they are ever to be implemented. ArenaNet has previously stated that it'd like to include guild halls but wasn't actively working on them. Whiteside isn't making any promises either, but it's likely a big hint all the same. Personal housing was rumored prior to 2012's launch but has since been ostensibly supplanted by weakly upgradeable home instances. Guild Wars 2's elder sibling, Guild Wars, featured decadent instanced guild halls with both PvP and PvE accoutrements. Massively's Anatoli Ingram wrote about housing mechanics in the two games earlier this year.

  • Flameseeker Chronicles: What's next for Guild Wars 2?

    by 
    Anatoli Ingram
    Anatoli Ingram
    09.02.2014

    Happy second anniversary, Guild Wars 2! We've heard news on the September feature pack, did a cupcake run for ArenaNet to celebrate (I heard that there were bacon cupcakes, but why would you do that), and got some previews of the profession balance changes we can expect to see soon. As happy as I am about that cleave on Necromancer's mainhand dagger, updated axe animations, and being able to resurrect others while in Death Shroud -- and I think the other professions got some stuff, too -- it's been a rocky few weeks for GW2. We've had the privilege of having an unusually close relationship with the developers behind our favorite game, and unfortunately that can lead to tempers running hotter when things go awry. Nevertheless, I think most of us would like to see that relationship continue to flourish and improve. So what went wrong?

  • What you need to know about Guild Wars 2's second season living story

    by 
    MJ Guthrie
    MJ Guthrie
    07.01.2014

    The wait for Guild Wars 2's Season 2 is finally over! Today, players will dig into the next arc of the living story with the new Gates of Maguuma content (or save the content for later by unlocking it in their story journals). What exactly is in store? If you don't mind a few spoilers, we've got some of those answers for you right now. Back at E3 2014, ArenaNet Associate Game Director Steven Waller and Studio Design Director Chris Whiteside gave us a recap of the first season, but they also gave us a preview of the second. And yes, that next step is through a portal into a whole new zone!

  • E3 2014: Recapping Guild Wars 2's first season

    by 
    MJ Guthrie
    MJ Guthrie
    06.17.2014

    With Season Two of Guild Wars 2's living story starting up on July 1st, players are eager for more information. So far, only snippets and clues have teased fans. To try and glean more details, I sat down with Associate Game Director Steven Waller and Studio Design Director Chris Whiteside at E3 2014. Before moving on to what lies in store, however, the devs wanted to look back at the impact of the first season. Oh, and they offered a new trailer that adds a bit more fuel to the teasing fire!

  • Flameseeker Chronicles: Taking Guild Wars 2 job specialization to a new level

    by 
    Anatoli Ingram
    Anatoli Ingram
    01.14.2014

    Have you been missing something in Guild Wars 2? Do you wish your character had a way to unlock new abilities that was more involved than spending a handful of skill points? Did you ever dream of subclasses? If you've wanted any of that -- or, conversely, if you haven't -- it might interest you to check out the progress of the horizontal progression collaborative development initiative thread on the GW2 official forums. Colin Johanson and Chris Whiteside have both been involved, giving feedback on everything from reward systems to ways in which subclasses might be unlocked and helping direct the discussion. If ArenaNet were to implement anything similar to what's being proposed, it would mean a massive shakeup in how GW2 plays, so let's break down how it could be implemented and why it might be useful for enhancing character progression.

  • Flameseeker Chronicles: We will control Guild Wars 2's horizontal and the vertical

    by 
    Anatoli Ingram
    Anatoli Ingram
    12.17.2013

    While we're all exchanging our ugly knit goods for better presents, the official Guild Wars 2 forums are hard at work on the final collaborative development initiative thread of 2013. The topic revolves around horizontal and vertical progression in GW2, one of the more divisive issues frequently discussed by the playerbase. We're forever debating the merits of both styles of progression and trying to determine which of them has a place in the game. According to ArenaNet's Studio Design Director Chris Whiteside, there's room for both, and he'd like to get us brainstorming about how they can work for us. My brain is pretty stormy at the best of times, so grab an umbrella and let's talk progression.

  • Flameseeker Chronicles: Cultivating positive growth in Guild Wars 2

    by 
    Anatoli Ingram
    Anatoli Ingram
    11.05.2013

    Guild Wars 2's Tower of Nightmares release has been with us for the past week, transforming formerly beautiful (if centaur-populated) Kessex Hills into a toxic wasteland. The source of the devastation is a massive, thistle-topped structure in Viathan Lake, which was built and defended by the Krait and Nightmare Court. A whole lot of mystery is tied up in that thing, from Krait religion to Nightmare ambitions to the involvement of Scarlet Briar, but Marjory Delaqua and her partner Kasmeer Meade are on the case. The Pact has also gotten involved by aiding with research and demolishing the tower plant's offshoots, which are spreading on the wind like dandelions, only I wouldn't recommend adding them to salads, and they're not fluffy. The ArenaNet team responsible for this release has made some praiseworthy improvements over previous releases, which supports the idea that GW2's living world is still a work in progress with lots of room to grow. Combined with some interesting developer responses from the collaborative development initiative, I think it paints a promising picture of where the story is going in the upcoming months.

  • ArenaNet takes its first step toward Guild Wars 2 collaborative development with a call for topics

    by 
    Mike Foster
    Mike Foster
    10.17.2013

    Last week, Guild Wars 2 studio design director Chris Whiteside announced a new community initiative designed to better filter and address player feedback regarding the future and current state of the game. Today, Whiteside followed up by posting the first set of instructions for participating in the process ArenaNet is referring to as "collaborative development." The Guild Wars 2 team is asking players to begin by choosing three priorities from each area of gameplay and listing them in a response to the initial post. For example, a player's PvE priorities might be ascended items, world events, and roleplaying. ArenaNet will then take the top item in each section and start a separate thread in which players and the team will share opinions, brainstorm, and converse. Our own Anatoli Ingram tackled the initial announcement in this week's Flameseeker Chronicles. As for this first round of feedback, players have "a couple" of days to add their thoughts before ArenaNet compiles the list. [Thanks to Mikey Moo for the tip!]

  • Flameseeker Chronicles: How to win friends and influence Guild Wars 2's development

    by 
    Anatoli Ingram
    Anatoli Ingram
    10.15.2013

    By the time this article goes to press, it'll be Halloween in Guild Wars 2. No, not October 31st; a little known fact is that Halloween actually encompasses the entire month of October and is allowed to sneakily take over part of September if you're particularly excited about it or even seep into November if you're having difficulty letting go. Since it's too early to carve pumpkins and expect them to still be around at the end of the month, MMOs are great places to get your scary on without spending a lot of money on perishable gourds or "stocking up early" on bags of candy that will also mysteriously disappear by the 31st (pro tip: blame ghosts). In the meantime, though, I have one more week before this column can officially turn into the Fearspooky Creepicles and it becomes professionally acceptable to devote at least 200 words to candy corn (note to self: double check with lead editors [Editor's note: /approved! -Bree]). So let's discuss something awesome that's happening on the GW2 official forums under the direction of ArenaNet's Studio Design Director, Chris Whiteside. Let's talk about collaborative development.

  • 'Everything in the world is fair game': Chris Whiteside on Guild Wars 2's living world

    by 
    Gavin Townsley
    Gavin Townsley
    07.02.2013

    Someday playing MMOs will be like visiting that virtual-reality club in Minority Report or stepping onto a holodeck that conveniently sits between your fridge and bathroom. Today, however, we're still playing on screens and in worlds that don't quite feel alive. That goat-herding NPC you once helped do his job? Yeah, he's still there doing the same thing he was last week. ArenaNet has tried to push Guild Wars 2 in the right direction with its "living world" philosophy -- the idea that events can come and go, experiences can change year to year, and perhaps players can even change the landscape of Tyria itself. Last week, Chris Whiteside, Studio Design Director at ArenaNet, chatted with us about how this living world, even in its infancy, is already starting to change what it means to be an MMO.

  • Flameseeker Chronicles: Raiding in Guild Wars 2

    by 
    Richie Procopio
    Richie Procopio
    06.18.2013

    Guild Wars 2 has been criticized in the past for not having having much PvE content for guilds and large groups of players. Several months ago, guild missions were added and helped fill that gap, but apparently we have more to look forward to. ArenaNet's Chris Whiteside was chatting with players in the game and was asked whether or not we'd ever see raiding in Guild Wars 2. His reply was, "Our answer to raiding may very well be in the works! It is something I am very excited about and will be unique to GW2." What could this mean for Guild Wars 2 and its players? What kind of unique spin could ArenaNet put on raiding? Let's dive into those questions after the break in a video edition of the Flameseeker Chronicles!

  • Flameseeker Chronicles: Ascended gear in Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    12.04.2012

    It's time to take a look at the new Guild Wars 2 item rarity: the Ascended tier. The first bits of Ascended gear came in with the Lost Shores patch, but we've been a little busy since then, have we not? Anyway, ArenaNet's Chris Whiteside took some time (like, the better part of a workday -- and then he went home and kept on taking time) to do an Ask Me Anything on Reddit, which largely focused on the question of Ascended stuff and what it means for the game. So let's get into it, shall we?

  • Guild Wars 2 staff tackles the ascended gear controversy head-on

    by 
    Justin Olivetti
    Justin Olivetti
    11.26.2012

    It's been a rough couple of weeks for Guild Wars 2, following the news that ArenaNet would be implementing a new tier of gear to the game. Studio Design Director Chris Whiteside and President Mike O'Brien took to Reddit today for an Ask Me Anything (AMA), accepting the brunt of the blame while denying that the team had gone against its stated design manifesto. Whiteside said that the addition of ascended gear was not meant to add a necessary grind to Guild Wars 2, but to fill in a necessary gap in gear that the team identified early on. "It's an exciting problem," he wrote, "but one that has been poorly communicated and handled. And for this I take responsibility and apologize." O'Brien chimed in to address the many comments levied about the design manifesto: "We're left with a balancing act. Some progression is OK, but pushing players onto a gear treadmill isn't OK and isn't what the game is about. I don't think [the ascended gear] invalidates the fundamental concept that GW2 can have gradual stat progression without being a gear treadmill game." The AMA didn't merely dwell on the ascended gear issue; Whiteside fielded questions about the game's approach to future events, a desire to reduce grind across the board, the potential fracturing of the community, and ArenaNet's definition of grind ("Repetitive game play that is not fun," is the official answer, in case you were wondering).

  • ArenaNet responds to Guild Wars 2 Ascended gear gripes

    by 
    Jef Reahard
    Jef Reahard
    11.14.2012

    The Guild Wars 2 natives are restless with respect to Ascended gear and the perception of grind. On the heels of a massive forum thread that's generated nearly 140 pages and 7,000 replies, ArenaNet Studio Design Director Chris Whiteside attempted to talk a few fans off the ledge. "Our goal is not to create a gear treadmill," White wrote. "Our goal is to ensure we have a proper progression for players from exotic up to legendary without a massive jump in reward between the two." He went on to say that PvP will be unaffected, and that the new stuff will be "available in both PvE and WvW over time, and be made available through all sorts of content around the world including existing content." The full statement is available via the GW2 forums. [Thanks to Ring for the tip!]

  • ArenaNet dev says Guild Wars 2's business model will result in a more diverse playerbase

    by 
    Justin Olivetti
    Justin Olivetti
    08.10.2012

    Guild Wars 2 Lead Producer Chris Whiteside has a pretty straight-forward opinion of MMO business models: He says that subscriptions are "a huge barrier to entry." He says that Guild Wars 2's model, which has no subscription but does charge a one-time fee for the client, each campaign, and optional microtransactions, is far more accessible to gamers. Whiteside also thinks that free models have an added benefit for players: "The interesting and ironic thing about it is when you do more free-to-play games, it becomes more competitive, which is even better for the consumer." ArenaNet expects a more diverse playerbase due to its business model, Whiteside said. He also addressed the difficulty of balancing an MMO for both newcomers to the genre and longtime vets: "As an industry, we could all do a better job of teaching the player how to get to the point where these more complex systems are in the game and then having more enjoyment by understanding what they are, rather than kind of feeling like an outsider."

  • 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.

  • Guild Wars 2 gears up for beta weekend with a producer video and WvW article

    by 
    Justin Olivetti
    Justin Olivetti
    06.07.2012

    Guild Wars 2 players, are you ready for this weekend's beta event? That's the question that Marketing Coordinator David Campbell and Lead Producer Chris Whiteside want to help you with, and the duo's put together a three-and-a-half minute video to chat about the creation and hopeful execution of the game's second public beta test. What can we expect from this beta event? "A much more evolved experience which breaks down into roughly two areas," Whiteside said. "One area is the feedback that we've gotten from the community... the second part is the content evolution that includes a new zone and the Mystic Forge." Over on the ArenaNet blog, Systems Designer Mike Ferguson penned a post detailing all of the tweaks, fixes, and changes that the team has made to the world-vs.-world PvP for this weekend. He even posted a chart showing off the wins and losses for each server from the past beta event. The beta weekend event starts tomorrow, June 8th, at 3:00 p.m. EDT. Hit the jump to watch the full producer's video to get ready for it!

  • Pursuit Force designer promises "the whole cow" for meatier PSP sequel

    by 
    Peter vrabel
    Peter vrabel
    07.03.2007

    Designers say the darnest things sometimes. Pursuit Force: Extreme Justice lead designer for Chris Whiteside recently sat down for an interview with IGN and immediately responded to past forum suggestions and direct pleas for more content in the sequel. According to Chris, "many people commented on forums that they wished there was a little more 'meat on the bone', and with Pursuit Force: Extreme Justice you get the whole cow." No kidding. For the second go-round, the team of developers decided to sit down for a fireside chat with Hollywood script writers to encapsulate that "blockbuster-type feel" and from the sounds of it, it worked. The extra content includes Pursuit Force "recruits" that will have "their own behaviors and characteristics" of which to help the player progress. The game will also feature a new "Boss" feature, in which the boss battles seem more of a stage on their own, taking the player "onto huge vehicles and navigating huge hazards to reach your opponent." Lets see. 24 new weapons (including our all-time favorite in just about any game, the flamethrower), assault rifles, rocket launchers, 54 drivable (and more responsive) vehicles, control sentry guns, hovercrafts, 4-player ad hoc wireless, story mode with purchasable content, three difficulty settings and more ... the whole cow, no kidding. Look for more on Pursuit Force: Extreme Justice as we near its September release. %Gallery-3216%