11/6/2023 0 Comments Guild wars 2 designersIn terms of design intent, normal mode acts as an accessible stepping-stone toward more difficult content, whereas challenge mode pushes players to showcase their mastery over the combat system and requires a higher level of group coordination. One of the biggest changes was the addition of challenge modes. With Guild Wars 2: End of Dragons™, we endeavored to expand on the concept of Strike Missions. Hi, all, it’s Cameron Rich, Lead Systems Designer for Guild Wars 2. We’ll be talking about upcoming Strike Mission reward changes, the work we’re doing to address player pain points, how we’re making raids more accessible, invisible bouncy houses and birthday parties, and our next professions update. Today’s update is hefty, so I’ve enlisted support from multiple members of the dev team to help relay all the details. On the bright side, you’ll learn about a few of them today. While we’ve been much more transparent about our development priorities over the last year, we must admit that we’ve been keeping some secrets from you. We also included some updates on ongoing efforts like upgrading the game to DX11 and World Restructuring. In our March Studio Update, we confirmed big plans for Guild Wars 2‘s future: the return of Living World Season 1 (which includes a new Strike Mission and challenge mode), new Cantha explorable zone and story content, Steam launch, regular profession updates, and the next expansion. The more hues we use effectively, the more depth and beauty we can bring to our art.Guild Wars 2 Game Director Josh “Grouch” Davis here, and we’re back with the latest updates on Guild Wars 2 development. It is better to paint a painting creating harmony between all colors, instead of trying to paint using a single color like green. Taking the time to bring different and diverse thoughts, opinions, and perspectives into the conversation when making games will always give us the opportunity to allow for more people from all walks of life to enjoy participating in and playing said games. It also help breakdown barriers and alleviate blind spots. All of this fosters a more inclusive space for people to learn and understand the things that they wouldn’t otherwise. Having diverse perspectives allows for our art to grant others the ability to step into our shoes, live in our worlds, and share in the experiences we want them to encounter. I believe the same goes for games and all forms of media. It’s possible to create breathtaking art using only a handful of colors, but the less colors you use, the harder it is to convey depth. In art, we often try to include as many colors as possible to help communicate what we want others to see. When talking about said importance with other developers, I’ve found that it’s effective to look at different perspectives and experiences like colors on a color wheel. This has allowed me to educate and mentor on the importance of diversity in our staff, perspectives, and games, alongside process improvements, education, tool acquisition, and other changes. If I’m able to make even one thing that allows someone else that experience, it all will be worth it.īoth alongside and within design I’ve also been given the opportunity to work on DEI (Diversity, Equity, and Inclusion) efforts in my career. Games helped me through some hard times in my life both as a form of education and escape. Every department is an integral piece of the overall puzzle that is game development and without any of those pieces the picture wouldn’t be complete.īeing able to build and shape that world for future players in the hopes of giving them memorable experiences like the ones I had when I was younger is humbling. I use the things that I learned from my narrative design degree pretty frequently within my design role as well as tools and perspectives I’ve picked up in other roles like my time in QA. In reality, both departments work hand in hand to create the worlds that players experience. However, it does not necessarily mean that I’m separated from the narrative creative process and that role isn’t fun. The thing I enjoyed the most was shaping and building the physical world that the player interacted with more than the overarching narratives and spoken word. When I finally became a developer, I learned through getting to work on the products I once played like Guild Wars 2. There, I learned how to write and build narratives for mediums like movies, comic books, novels, TV shows, and of course, games. I went to college to study narrative design for games because I knew I wanted to work on them since I was a kid.
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