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Originally Posted by shardfenix
Guild Wars uses a heightmap system. You can actually see if it you walk near any cliff (you can see the triangles). At the intersection of each set of triangles, data for height, texturing, and walkability are stored. The smallest maps on Guild Wars runs an average of up to a thousand of those intersections. The biggest area probably hits ten thousand.
If you wanted to run even one chapter of GW at your own home, you would need a few supercomputers to do so. To answer your question, no, Guild Wars will never be available for offline play, unless you live where Anet's servers are stored.
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I don't see how quadtree-based terrain triangulation has anything to do with being able to run the software offline. Perhaps I'm not understanding what you're trying to say here, but terrain rendering methods used in guild wars certainly don't need a supercomputer to run. Articles on terrain rendering are available lots of places.
http://nehe.gamedev.net/data/lessons....asp?lesson=34 Frankly, Anet probably wants to do as little processing server side as possible, and certianly not any graphics processing. The bulk of their massive hardware requirements are there to deal with the volume of players. Keeping track of locations, drops, inventory and other possible current server side activities would likely not be very demanding in an offline, 1 player with heros/henchmen situation. If properly rewritten, it would really be no worse than something like running Diablo with a more demanding graphics engine.
As for would they bother to rewrite it for this situation? I doubt it.