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Understanding Guild Wars 2's Design Choices

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  • Understanding Guild Wars 2's Design Choices

    The latest Guild Wars 2 blog entry focuses on design and the choices the development team have decided upon with respect to the anticipated sequel. Now, in talking about their "Design Manifesto" the team isn't merely talking about graphics and visuals but everything that the game entails. Combat, RPG elements, locations, characters, the works.

    This design manifesto is a two-fold affair here. There is both a video, seen below, and a lengthy write up as well. To get the full picture of what the development team is going for, be sure to check both of them out.


    "So five years ago we released Guild Wars, which was really a new thing. It was an RPG, but it also had elements of a strategy game; unlike most RPGs it was inspired more by M:tG than D&D; it was an online world with no monthly fees. We called it a CORPG but the 'net raged with debates about whether or not it was an MMORPG. However you categorized it didn't matter; it was a fun, new, different experience. We thought we could sell a million copies, and we ended up selling over 6 million.

    We're not going to rest on our laurels now. We started this company to innovate and bring players new experiences. Guild Wars 2 is the perfect game for Guild Wars players, but it's not just the same game repeated again. We took this opportunity to question everything, and we have some exciting answers for you today...."


    Continue reading the rest of this right here.

  • #2
    Re: Understanding Guild Wars 2's Design Choices

    Absolutely amazing. I can't wait. I spent hundreds of hours on the first one.

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