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Guild Wars Design Decisions - Foreword
Guild Wars Design Decisions - State Of The Game
Guild Wars Design Decisions - The Future Of Guild Wars
Love and best wishes,
Nandor Gyerman
www.AeriaGloris.com
Dawn Ardent
Dawn Ardent
Dawn Ardent
Dawn Ardent
Selket
Antheus
I call this axiom 'social network integration'. I'm not exactly sure what it stands for, but I'm relatively sure that if implemented in Guild Wars 2, it would push the gaming industry 15 years into the future instead of just 5 years. (I'm pulling the numbers out of my... hat, of course.) To imagine what this is about I suggest studying current social networking software and phenomena on the Internet, and how such a thing would fit into a MMO environment. Plenty of possibilities. |
Kashrlyyk
Originally Posted by Dawn Ardent
1. Coherency of the game world (mechanics + story)
2. Anchor points of individual identity (eg. game character) |
Longasc
I believe the creating the seamless patching technology was a crucial aspect for the clarity of the game as whole. (...) Both coherent and immersive, this aspect of the game tied together the others with ease and elegance, successfully enhancing the identity of the gamer. (...) To establish concept of 'home', we need a semi-permanent location, a visual representation of the game identity, a game identity as defined through the storyline, a game identity as defined through game abilities/possibilities, and an identity as defined thorough social interaction. (...) And we need all of these. The last one should have a 'metaphysical sliding scale', so it is up to the player whether to cultivate his or her identity closer to the game world or closer to the real world, at will. |
Amorfati87
Tahlia Tane
Despozblehero
Nebuchadnezzer
Hou Lifu
Fitz Rinley
1. Coherency of the game world (mechanics + story) 2. Anchor points of individual identity (eg. game character) 3. Forming of new relations and relationships within the game 4. Anchor points of social identity (social networks => guilds) 5. Well executed integration of the above |
Savio
Originally Posted by Longasc
Dear poster, please get down to earth, stop smoking pot, then you might be taken serious. Many of your points would be much clearer and people would nod in agreement if you would have stopped trying to sound like a failed Ph.D. student!!
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Winterclaw
Originally Posted by Savio
Did you read http://www.aeriagloris.com/ yet? Great stuff there.
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Originally Posted by Savio
Also, a lot of people think they know how to make video games.
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Yichi
Originally Posted by Dawn Ardent
PvP at core
A decision made early was that the game should revolve around PvP.... |
Fril Estelin
Originally Posted by Tahlia Tane
Ugh, I thought this was something official from ArenaNet!
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Longasc
Tahlia Tane
Originally Posted by Fril Estelin
Comments like this (or "company-paid-for propaganda") are so unfair. One has the free will to decide what one thinks, you know? It's not "there's Anet on one side, and me and the rest of the world on the other side"!
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Tahlia Tane
Originally Posted by Winterclaw
So did the makers of Lair. Apperantly even if you are in the gaming business, there are people that only think that they know how to make a video game.
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Winterclaw
Originally Posted by Longasc
Savio, I did not read the link before.
I think the thread should be closed - the hidden intention has nothing to do with GW, it is just promotion for this odd kind of belief, which definitely should not have a place on a public forum focused on GW. |
Originally Posted by Tahlia Tane
You realize the creators of Lair created the successful Rogue Squadron games on Nintendo 64 and Nintendo Gamecube, right?
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Faer
Tahlia Tane
Originally Posted by Winterclaw
Maybe they got paid off by Nintendo to release a bad game.
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