Ten
Ton Hammer: Speaking of the PvP aspects in terms of solo players, one
of the things that really changed the face of Guild Wars PvP was the
introduction of Hero Battles. Will that type of PvP experience also
being transitioned into Guild Wars 2?
Mike
O’Brien: I
can’t directly answer your question because we really
haven’t announced what we’re doing with companions
this time around. One thing I will say is that companions, pets and
minions is a very active area of development. Some people have been
publishing articles assuming that things we talked about early on back
in 2007 about the companion system is a canonical companion system so
that’s how it’s going to work in Guild Wars 2.
That’s something that we are actively working on and doing a
lot of design on as we speak so I’m sure there will be a lot
of iteration of how that works before we make any announcements on it.
Art Direction
Ten
Ton Hammer: It definitely looked in the trailer as though you want to
stick to more of the photorealistic style of Guild Wars, is that the
case with Guild Wars 2?
Daniel
Dociu: I wouldn’t
describe the look of Guild Wars 1 as photorealistic – it did
have a certain degree of stylization. We’re trying to find a
good balance between how far we want to stylize our world before we
scare our fan base away. The stronger or further out there your visual
style is, the more people either love it or hate it. The narrower it
is, the more you narrow your fan base.
We didn’t want to go that route; rather we wanted to keep the
game accessible not just from a story standpoint and gameplay
standpoint, but also from a visual standpoint. So we’re
trying to find our position in this continuum that is basically
building upon what we’ve done with the first game but
evolving it and distancing ourselves a little bit from conventional
fantasy, but not to the extreme of alienating or fan base.
We are known in the industry for having a strong art team that has
generated volumes and volumes of concept art –
we’ve released three or four art books so far. With Guild
Wars 1 our engine had certain limitations that didn’t allow
us to translate that concept art as faithfully into in-game assets. So
this time around with the in-game engine going through this really deep
overhaul evolving it leaps and bounds beyond what it used to be, we can
tackle the challenge of translating these concepts into in-game assets
a lot truer to the initial vision.
We want to make this kind of the trademark of the game – to
have this seamless transition between concept art and cinematics as a
storytelling tool through in-game footage. So rather than in-game
cinematics being a jarring moment or a wakeup call that removes you
from the immersion with the game, the two will blend a lot more
seamlessly. We’ll accomplish this by applying this more
painterly, hand crafted style across the board.
Ten
Ton Hammer: When I initially saw some of the screenshots for Guild Wars
2 I actually thought they were concept art so you’ve
definitely achieved that transition from what we’ve been
shown so far. How will this effect what type of systems will be able to
run the game? Are you still aiming for allowing a broader spectrum of
systems to be able to run the game?
Mike
O’Brien: Guild Wars
1 was kind of famous for being able to run on a very broad range of
systems which is still very important to us. We do a lot of things to
make sure Guild Wars can have a broad appeal - everything from the game
design, the business model and the system requirements all go hand in
hand – so we’ve always focused on keeping the
system requirements as low as we can, and we’re still doing
that with Guild Wars 2. I like to say that Guild Wars is beautiful, but
it’s beautiful because of the hand crafted nature of the art,
not because we’re trying to push more polygons.
Ten
Ton Hammer: One of the things that I enjoyed in the first game from a
visual standpoint is how some of the excellent concept art would show
up in game as murals or artwork on some of the walls of interior
spaces. Will you continue to use concept assets in a similar way in
Guild Wars 2?
Jeff
Grubb: We’ll be
doing even more of that kind of thing in Guild Wars 2 actually. In a
lot of ways we’re now able to take the more painterly art and
actually apply that to the world to really tie everything together
visually much more so than we were able to previously.
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