collaborative-development

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  • 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?

  • 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: How Guild Wars 2 can step up its roleplaying game

    by 
    Anatoli Ingram
    Anatoli Ingram
    11.12.2013

    I'm a roleplayer at heart. My characters have backstories and relationships and hobbies and favorite foods. They have careers beyond "Necromancer" or "Guardian." They have homes and responsibilities. All of them have their own little places as supporting characters in the much larger story of Tyria. Sadly, I've never found Guild Wars 2 to be the most welcoming MMO for RP, mostly because none of the above can really be expressed well through gameplay. There's a lot of emphasis on epic stories and your character influencing the world and being a hero, but because GW2 is such a combat-focused game, it's hard not to feel as though my characters are too busy being epic to have lives outside of tireless badassery. That confuses me because so much of what ArenaNet wants to do ostensibly revolves around making the game world seem more alive, and I can't think of a better way to accomplish that than by giving players the tools to help create that feeling for ourselves.

  • 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 asks for your feedback on Guild Wars 2 balance changes

    by 
    Jef Reahard
    Jef Reahard
    11.03.2013

    If you've got ideas regarding Guild Wars 2's upcoming trait and skill balance changes, ArenaNet wants to hear about them. Provided you can communicate them in constructive fashion, of course. Game design lead Jon Peters has crafted a forum thread highlighting the proposed December 10th balance changes, and in it he solicits fan feedback on everything from PvE to WvW. There's a lot to digest in Peters' thread, and that's before you get to the 23 pages of responses. See for yourself by clicking through the links below. [Thanks Siphaed!]

  • 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!]

  • GDC09: How HeroEngine revolutionizes MMORPG game design

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.31.2009

    Let's be frank, MMOs are a pain in the rear to design. You have large teams working collaboratively to build huge expanses of terrain, hundreds upon thousands of objects in the world that players can interact with, server architecture to worry about, and even more in-depth things that the standard player may not even notice or consider.But if you've been on the site recently and have been checking out our coverage of the GDC, then you may have heard us and developers talking excitedly about HeroEngine, the new MMO developing tool from Simutronics. HeroEngine is powering games like The World of Gatheryn and this funny Star Wars game from those BioWare people, as well as other companies that haven't announced their new projects as of yet.So why is HeroEngine so amazing? Well, we got the inside scoop straight from Simutronics as we visited their booth at the GDC.