There's a new Guild Wars 2 dev blog loose on the interwebs, and ArenaNet's Peter Fries has lots to say about the upcoming sequel's environment art. Fries paints a pretty picture of the game's locations, both literally and in the mind's eye of folks excited about ANet's decision to make Tyria more of an open world. "In the original Guild Wars, a map artist could cheat in places they knew a player could never reach, using unbacked facades or hollow props, but there are few parts of this game world that are inaccessible," Fries notes.
The blog entry gives us a high-level overview of the creation of a game map from prototype to finished product, and Fries says that environment artists were involved very early in the process (usually just after a level designer finished up with an initial three-dimensional sketch). We're also let in on the fact that ANet typically uses two environment artists working in tandem on a particular map, the better to shoulder the significant workload inherent in filling the landscape with minutiae.
Finally, we get a bit of a tease as to why location and location art matters, as Fries alludes to the history of Tyria and the continuity from the original game to the sequel. "Players who enjoyed the lore of Guild Wars will find plenty of relics from our game's history in the landscape of Guild Wars 2, sometimes tucked into surprising places," he says.
Reader Comments (5)
Posted: Apr 27th 2011 6:59PM Irem said
This makes me want to play so badly that it's almost a physical thing (I'm sure that wasn't their intention or anything >_>). Some of the examples given are like, "I want to do that NOW." It calmed a few of my nervous butterflies as far as the world and the environments go, because they really do sound like they put a great deal of care and attention into them. I remember the line from one of the videos that really hooked me on the game was one that talked about how they treat their environments as though they were characters.
Posted: Apr 27th 2011 10:12PM Ehra said
"A series of broken stone columns turns out to be a jumping puzzle to reach a hidden cave mouth overgrown with vines. The caved-in floor of a ruined fort drops you down several stories into a flooded subbasement haunted by the cursed ghosts of pirates. A hatch in the basement of a farmhouse conceals a tunnel to the cavern hideout of a bandit gang."
I didn't think it was even possible for me to be even more in love with this game.
I didn't think it was even possible for me to be even more in love with this game.
Posted: Apr 27th 2011 11:48PM Jeromai said
Is this the next sneaky but evolutionary shift in designing MMOs?
Recognising that there are not just Achiever players, but a really really big subset of players who love to Explore, especially if it can tie back into further Achievement?
And making scenery matter? Since GW2 wants to stress positioning as an oft-overlooked combat strategy of MMOs?
Sweeeet.
Recognising that there are not just Achiever players, but a really really big subset of players who love to Explore, especially if it can tie back into further Achievement?
And making scenery matter? Since GW2 wants to stress positioning as an oft-overlooked combat strategy of MMOs?
Sweeeet.







