ravious

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  • Flameseeker Chronicles: War stories in Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    01.08.2013

    I'm really big on the moments in games that turn into memories, whether that's in Guild Wars 2, your pen and paper variety of choice, or any other game. I mean, you probably remember a lot of your time in-game (unless you play a lot while really tired or otherwise impaired), but there's a difference between, say, recalling some of the quests you had to complete in order to fill a renown heart and recounting that seriously epic time that you and that other Guardian (whom you haven't seen since) totally took on that Champion Jungle Troll all on your own and stomped his face, man, even though you were both underleveled -- you just swapped to scepter/focus and kited him around while the other dude was whalin' on him with the great sword and it was just so cool. (We were really proud of ourselves, OK?) Similarly, there's a difference between walking up to an NPC-defended tower and laying siege to a player-defended one. Sure, you'll probably remember both of them, but one is going to make the sort of experience that sticks with you.

  • Guild Wars 2's data and design in detail

    by 
    Elisabeth
    Elisabeth
    12.05.2012

    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.

  • Flameseeker Chronicles: My Guild Wars 2 wishlist

    by 
    Elisabeth
    Elisabeth
    10.02.2012

    Having hit level 80 on one character, finished the personal storyline, delved into dungeons, been handed my backside in PvP, conquered keeps in WvW, and run around like a chipmunk on crack with multiple alts, I feel that I am totally in a position to pass absolute judgment on Guild Wars 2. Well, I've at least had enough time to draw some firm opinions about the game. There are a lot of things I like, but there are also things I wish were different. This is by no means a conclusive list of those things. What are they? You'll never know unless you skip below the jump. Go on. You know you want to.

  • Flameseeker Chronicles: Waiting for Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    08.14.2012

    There are two weeks left until the official launch of Guild Wars 2. That's a little nutso because a significant portion of my (and a great deal many other folks') energy in last few years has been dedicated to anticipating the game. Seeing it live will be something of an adjustment. I keep wanting to talk about memories of development and standing in lines at PAX and meeting devs and other fans as a way of describing my involvement with this game up 'til this point. I sometimes feel that that's odd, saying that the most exciting part of following Guild Wars 2's development has been the people I've met rather than the game that we're all congregating around. ArenaNet seems to agree with my take on things, though, if global brand manager Chris Lye can be trusted. He says of ArenaNet, "We're not a video game company; we're a community building company. We just happen to have one of the coolest ways to build a community, which is through a video game." Be it trite or not, I find that that kind of statement aligns nicely with the reason I, someone who plays MMOs largely for the sense of shared experience, have enjoyed Guild Wars 2 and its community so much.

  • Flameseeker Chronicles: Quest education

    by 
    Elisabeth
    Elisabeth
    03.13.2012

    Looking around the Guild Warsy corners of the internet, I've found some confusion about quests and dynamic events. Having this handy platform to stand on, I thought I'd try to clarify things for those who aren't really sure what standard XP-gain looks like in Guild Wars 2. If this is old news to some of you, I apologize, but please remember that not everybody's been leaping on news scraps like a ravenous puppy for the last two or three years. With the pretty aggressive abandonment of traditional questing in Guild Wars 2's PvE, there seems to be some misinformation about what directed content will look like. It's relatively accurate to say that there are three main types: personal story quests, renown hearts, and dynamic events. Dungeons, another type of PvE content, are kind of a world unto themselves; they're approached by way of the personal storyline but evidently aren't actually necessary for progress along that line (in an effort to not force people to team up in an MMO unless they jolly well feel like it). They contain events but also static objectives. However, since they're cordoned off by way of instances, it seems pretty safe to leave them out of this conversation. Let's dig in, shall we?

  • ArenaNet team discusses elite skills and PvP in Guild Wars 2

    by 
    Rubi Bayer
    Rubi Bayer
    11.30.2010

    Yesterday's interview with ArenaNet at Kill Ten Rats ended on a promising note: "to be continued." That promise was fulfilled today when Ravious posted part two of the interview. While much of yesterday's discussion revolved around energy usage and potions, today's focused more on skill usage -- particularly elite skills. Elites in Guild Wars 2 will be quite a bit different from what we're used to in Guild Wars. Ravious described them as "ace-up-your-sleeve" skills used to turn the tide of battle when they're most needed. Martin, Regina, Jon, and especially Isaiah had plenty to say about elites and how they work, including a few specific examples. The team also addressed weapon skills and PvP, two subjects of great interest to the community. Head over to Kill Ten Rats to check out the full interview!

  • ArenaNet talks energy and group dynamics in Guild Wars 2

    by 
    Rubi Bayer
    Rubi Bayer
    11.29.2010

    After the recent Guild Wars 2 news drought, new information is certainly welcome. Ravious over at Kill Ten Rats provides just that today with a new interview with several members of the ArenaNet team. Ravious chatted with community managers Martin Kerstein and Regina Buenaobra as well as developers Jon Peters and Isaiah Cartwright for some fascinating discussion on part of the development process. The group discussed energy use in Guild Wars 2, and gave us some interesting news on how your gameplay style will affect it. They also covered some ground on group dynamics and how you can best work with your teammates in Guild Wars 2. The best part of this interview is that it ends with "to be continued." Head on over to Kill Ten Rats to see the interview for yourself, then join us in anxiously awaiting the next installment! If you are looking forward to GW2 but aren't a current Guild Wars player, you might want to check out the great deal on the Guild Wars Trilogy at Best Buy. What better way to pass the time while you wait for more GW2 news?

  • The Daily Grind: Where is your uncanny social valley?

    by 
    Rubi Bayer
    Rubi Bayer
    04.08.2010

    Ravious at Kill Ten Rats took an amusing look at the scale of social interaction in MMOs the other day, outlining the type of interaction vs. the level of fun in a game, and it made us wonder. The type of gameplay preferred varies from person to person, of course. What one person views as the most fun type of play can sound completely boring or annoying to another person, and the same goes for interacting with those in the MMO world around you. So where do you stand? Are you one of those players who leaps headfirst into any PUG, excited at the prospect of meeting new people? Do you prefer your circle of friends, those known elements that won't surprise you, be it good or bad? Or do you eschew company as a rule, preferring to treat the game as a single player game? Click the handy comment link below and let us know what you think!

  • Ah yes, more sprinkles of Guild Wars 2 news

    by 
    Shawn Schuster
    Shawn Schuster
    07.23.2009

    Our friend Ravious at Kill Ten Rats is at it again with some pretty impressive detective work on the current state of Guild Wars 2. To be fair, Ravious is simply gathering the info he finds on the various Guild Wars forums from others who are doing the actual detective work, but it still makes our jobs a whole lot easier. Some of this was already known, some of it is new, but it's all interesting.In his most recent GW2 post, we get word of a forum member named 4thVariety who has been following the trademark licensing and domain registration habits of ArenaNet's trademark lawyer, Mr. Peter J. Willsey. When GW2 was first announced, Mr. Willsey trademarked BlightedEmpires.com, and has since renewed the domain on March 12th of this year. Speculation, of course, centers around the fact that this may or may not be the name of the highly successful game's sequel.

  • Guild Wars 2 concept art spotted

    by 
    James Egan
    James Egan
    06.08.2009

    Guild Wars has some fantastic concept art. We've mentioned this in the past, particularly in the context of the work of ArenaNet art director Daniel Dociu and concept art lead Kekai Kotaki as seen at Spectrum Fantastic Art. In fact, the last thing we asked was, "Does this give some hints as to what we'll be seeing in Guild Wars 2?" It turns out, it does. In fact, Guild Wars 2 concept art is now appearing in other places as well. Ravious at Kill Ten Rats hunted down more GW2 art by Dociu and Kotaki, as confirmed by ArenaNet's Regina Buenaobra. Check out the post on GW2 concept art by Ravious over at Kill Ten Rats, which features some examples of what he's found along with some background on what they may show of the next game's setting, "250 years after the original Guild Wars."

  • Economic shifts, new business models bring more options for MMO gamers

    by 
    James Egan
    James Egan
    01.25.2009

    Tough economic times generally lead to shifts in perspective, and that's exactly the case with the MMO industry given much of the commentary we're seeing lately. In response to these changes in the economy, more companies -- and gamers -- are starting to rethink the alternative business models that have thrived in Asia, and which are increasingly making their way into the western MMO industry. And is that so surprising? Many gamers would like to be able to play more than one or two titles in a given month, but simply aren't able to due to the monthly subscription price (time concerns aside, of course).Ravious from Kill Ten Rats observes that while MMOs typically demand more of players than standard PC games (at least in terms of time), the wide variety of gaming options that Steam users have come to appreciate could certainly be applicable to MMOs, if other business models beyond monthly subscriptions become viable in the West. Ravious writes, "Whether it is from a Steam-driven library of games, an aging MMO population, an economic recession, or plenty of different business models coming in to the MMO world, I believe that the subscription model of today is nearly done being 'the way'."

  • Grinding: The world's newest hobby?

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.13.2009

    Kill Ten Rats just put up an interesting, if not verging on controversial, take on some of the more repetitive and mundane parts of our MMO experiences. The main point of the article looks at MMOs not from the standpoint of a game, but rather that of a hobby.Ravious, the article's author, defines a hobby element of an MMO as something we may do in our gameplay that's not fun, but aids you having fun in future gameplay. Things like grinding to get that awesome new sword, all the looting you do to make potions for that next big raid, or perhaps just sitting in battlegrounds and getting all the honor points you can take.Ravious makes one important part at the end of the article -- too much "hobby element" in your game just makes for a sour game. He uses salt for his metaphor in this context. Salt makes food taste better, but too much salt or salting the wrong thing leads to ghastly consequences.

  • Lame scams still profitable in Guild Wars, over 1000 bans every week

    by 
    James Egan
    James Egan
    01.06.2009

    Would you fall for this? (Please say 'no'...): A complete stranger approaches you on the sidewalk outside of your bank and shows you a rare coin he says is worth twenty thousand dollars. "I want to just give this coin to you," he says, "but I don't want anyone to know we did this... tax issues, you see." The stranger suggests putting it in your safe deposit box, but because he's so concerned about privacy, he wants access to your safe deposit box to be sure the rare coin gets there, with no one the wiser. The problem is that he can only get in there with your express permission...We're guessing 99.99% of you would never get suckered by something asinine like this, but why then do people fall for the exact same thing in the virtual realm? Specifically, it seems that Guild Wars players regularly turn over their login info to account thieves in hopes of getting something for nothing, as mentioned by Ravious over at Kill Ten Rats. This ultimately leads to a continuous deluge of stolen accounts, tears, and rage.

  • The anatomy of a cut scene

    by 
    Shawn Schuster
    Shawn Schuster
    11.15.2008

    When you watch a cut scene (assuming you didn't skip it, when possible), do you ever think about what goes into making that cinematic? Why did they choose this angle, and this part of the storyline? In games like Guild Wars, the cut scenes are game-engine-based, so your characters are standing there engaged in deep, dramatic story-driven dialogue with an important NPC, all the while a Jagged Horror decides he wants to stand directly on top of the camera. Ravious over at Kill Ten Rats discusses the issue we sometimes can have with the different types of cut scenes out there. For example, in Lord of the Rings Online, there are the ones where you can't do anything, and you're forced to sit and listen to the big bad boss talk about how he could have gotten away with it, if it weren't for you meddling kids. Then there's the type where you can, as Ravious puts it, "hop over Samwell(wise) Gamgee's hobbit head to your heart's content while Elrond bids the Fellowship farewell."So what's your favorite kind of cut scene? Do you feel they need to be giant cinematic productions, or do the brief game-engine scenes do well enough?