The one thing that I will commend ArenaNet for in this pre-release hype-building phase is that they are illustrating the time, work, and love that is being poured in to each ounce of Guild Wars 2. ArenaNet could do the simple thing and just prop up the charismatic Colin Johanson with a video blog. Maybe ask him to wear sunglasses, only black shirts, and sport an English accent to make it seem like developers are all rock-stars, but that’s not real. What is real is hearing from all the people that it takes to make one small part of a video game. In the latest ArenaNet blog post they do just that.
This beautiful article goes through a complete process of creating a single PvP map from lore to design to programming. Even my man, Peter Fries, talks about the PvP announcer’s voice with his cohort, Scott McGough. It is readily apparent that each developer wrote their own portion. Habib Loew raises the banner for game programmers and gives an overview of the programming required for PvP within the engine designed for massive PvE. Shen-Ming Spurgeon goes pretty specific discussing one of the major visuals for the map: great balls of fire. I really like how in-depth Spurgeon went for the task.
It’s really a nice read, and I hope that the developers have more time to do this. A big challenge when the polite request is likely “how do I make my job interesting?” I think they did a great job. I think it really helped that these were all bounded in a focused part of the game rather than, “Yo, Chuck Knigge, tell us what you do.”
Like Rubi over at Massively says, there is serious information overload. So many interviews, articles, videos, etc. that it is nearly impossible to focus. For those wanting links I’d check out Guild Wars 2 Guru’s thread, Talk Tyria, and GuildMag for some great updates. For faster commentary than I can handle make sure to look up Hunter’s Insight. With PAX coming, it’s not going to stop for quite some time.