![]() ![]() In the interest of offering more variety with an efficient use of existing models, ArenaNet played around with the idea of texture alternatives. Mike Zadorojny, Utopia brainstorming that lead to GW2 - Guild Wars 2 Forums Ultimately it wasn't a single idea that pushed us over, but enough things popped up that we decided our efforts would be better spent moving our designs into a new game. I know the engine programmers were also trying to push the boundaries on the quality of assets we were creating, but I don't remember the specifics there. Like Joe mentioned some of the foundational code work was built around instances being the core PvE content and as we started to try to break that mold the tech hurdles started becoming larger. I think the big turning point came when we essentially created a prototype for something like Shaemoor, that was a persistent map that had 50+ people running (and jumping) around. It got to the point where we started to ask questions about things fundamentally associated with Guild Wars as a whole. While we were building out the story and associated characters, we started playing with the in-game tech more and more. Which group of people did you choose to provide assistence to? ( Did you focus your efforts on the hospital or the orphanage?) Imagine a story line that branched every couple of weeks/months based on the total number of completions of one set of quests vs another. ![]() The core feature that Utopia was being built around was giving players choices through the form of quests and having consequences for the collective choices made by the community. ![]()
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