Unless you've been spelunking near the center of the earth for the past few days, you're likely aware that ArenaNet recently unveiled Guild Wars 2's seventh class. Chances are high that you're also aware of said class's affinity for turrets, guns, and various contraptions meant to rain death down upon any unfortunate enemies that cross its path.
Today, Massively presents a new interview with Guild Wars 2 lead designer Eric Flannum. Naturally, the guest of honor at this Tyrian banquet of exclusivity is the Engineer, and Flannum (along with several other ANet dignitaries) provides us with a few tasty mechanical appetizers before getting down to the lore-centric main course.
Bon appetit after the cut.
Massively: This class looks extremely formidable. What sort of limitations are in place to keep it from being a little too formidable? What are the cooldowns and restrictions on switching in and out of combat when it comes to backpack kits, weapon kits, and tool belts?
Eric Flannum: The Engineer is really no more formidable than any other profession. Turrets have the same restrictions on them that Necromancer pets and Guardian spirit weapons have. The Engineer can have only one turret out for each turret skill he has on his bar. Also, keep in mind that unlike other pets, the turrets are completely stationary.
As far as kits are concerned, there are currently no restrictions on when and how often an Engineer can switch between his kits. This is because many of the kits tend to be very narrow in focus. Take, for instance, the Med Kit. While equipped, the Med Kit allows the Engineer to heal allies by dropping medical supplies on the ground but does very little else. In order to be effective with a Med Kit, the Engineer needs to swap in and out of the kit so that he can do other things while waiting for his Med Kit skills to recharge.
Turrets are an exciting concept, but are they complicated to pack up and move, so to speak? What is the skill activation time and recharge like on packing those up and deploying them again?
Packing up a turret is almost instantaneous. All the Engineer has to do is walk up to it and interact with it. Once packed up, the turret can be redeployed with only a brief recharge on the skill. Placing the turret does take a couple of seconds and so is ideally done before the next fight begins.
Cross-profession combinations during battle have been a big hit with the fans. What sort of interactions can Engineers have with other professions to increase damage or healing?
Engineers have a few persistent AoE effects that they can place down, so they can be good at facilitating combos. Where Engineers really excel is taking advantage of the persistent effects of other professions. This stems from the fact that Engineers rely very heavily on projectiles; Engineer turrets are great for combos since other professions can count on a steady stream of projectiles coming from the turret. Laying a fire wall down in front of a stationary turret is a lot easier than targeting an ally who may be on the move.
The elixir guns are a fun concept -- do the elixirs directly heal the recipient or supply them with elixirs to heal themselves?
The elixir gun sprays out alchemical compounds, which directly affect the target.
How did the idea for the Engineer come about? The class fits nicely with the evolution of Tyria over the past 250 years -- is it something that was developed early on as the storyline was created?
We knew early on that the Tyria of Guild Wars 2 was going to be a more technologically advanced place than in the original Guild Wars. In the first game, we already had some technology in the form of exploding powder kegs, cannon, and giant hybrid mechanical/magical golems. We knew that we wanted technology to advance so that Tyria felt like a developing world, and a profession like the Engineer was necessary to embody that technological advance. It's fair to say that the Engineer has always been in the mix for us, although it has undergone quite a few name and functionality changes over the course of development.
How do the Engineer's weapons and gadgets fit into the world from a lore perspective? Will there be hints of the learning process that took Tyria from trebuchets to flamethrowers?
Well, we shouldn't get ahead of ourselves; there are still plenty of trebuchets, catapults, and ballistae in Guild Wars 2. Remember that the technological revolution that the Engineer represents is fairly new in Tyria. Not every race has embraced this change, even though some individuals from that race may have. Players in general and Engineer players specifically represent heroic and unusual individuals. This is the same for a Norn Necromancer or a Warrior amongst the Asura.
The rise of technology is an important theme in Guild Wars 2, and there will definitely be opportunities for people to learn about how the people of Tyria feel about this new technology and the history behind it.
What were some ideas for the Engineer that didn't make it to the final design?
There are quite a few. One of the ideas that we abandoned quite early was giving the Engineer an alternate resource to work with on the battlefield. We called this resource various things from scrap to supply and had it working both as a temporary combat resource as well as a more long term resource. In the end, we felt that the Engineer was complicated enough without requiring players to manage resources in the middle of a fight.
What were some of the team's favorite aspects of the Engineer?
I personally love the sense of fun and slightly offbeat humor that some of the Engineer's skills have. Guild Wars is, generally speaking, a pretty serious game, so it's good when we can be a bit more lighthearted about things and not take ourselves so seriously. I also asked a few other designers to answer the question so you could get a few different perspectives on the Engineer:
Game Designer Jonathan Sharp: Each of the Engineer's weapon bundles feels unique. Am I trying to hold a location against waves of enemies? I can lay down mines and deploy turrets to get the job done. Do I need to stay mobile while dealing with multiple threats at once? A grenade satchel becomes my weapon of choice as it gives me AoE and the ability to remain mobile. Am I worried about out my allies? I can use my Med Kit to support my friends. The Engineer really feels like she/he has a tool for every situation, and it's fun using the right tool for the job.
Game Designer Andrew McLeod: I enjoy using the turret skills to set up a base of operations, especially when playing events in which I'm defending an area versus attacking enemies. It is a lot of fun luring monsters into my turrets and then using my control skills like Glue Shot to hold enemies in place while I kill them. The versatility of using my kits to vary my role and adapt to changing situations is also a lot of fun -- for example, using grenades to deal damage, then switching to my pistols to immobilize the enemies while I pull out a med kit and buff and heal my allies before bringing my Grenade Satchel back out to help finish off the enemies.
Game Designer Mike Ferguson: Turrets and guns! I love being able to drop down some turrets to maintain control over an area while shooting some bad guys who are just out of arms reach.
There are inevitable comparisons drawn between the Engineer and the commando, so tell the truth: How hard was it to stay quiet when everyone went crazy with excitement over how great the commando was?
Eric Flannum: It wasn't that hard in the grand scheme of things. There are so many things that we've had to remain quiet about (and still have to remain quiet about) that we've become pretty used to it. Like that final profession, for example...
Thanks for chatting with us, Eric!
Reader Comments (40)
Posted: May 25th 2011 4:37PM Danteeeee said
The final profession, damn you Eriiiiiiiiiic!
Posted: May 25th 2011 5:19PM Rho said
@Danteeeee
If it turns out that the last profession really *is* the Mesmer and ANet's just been holding out on us, I don't think there's a word in English or German that I could use to describe my reaction. :|
As for the article and interview itself, it's nice to see Mr. Flannum clarify (again) how choosing atypical or outright off-the-wall race-and-profession combinations does make sense, at least in the context of this game. To say that being able to roll up a Charr Guardian tickles my fancy doesn't go far enough, really. It would be more accurate to say that it sent me into paroxysms of joy.
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If it turns out that the last profession really *is* the Mesmer and ANet's just been holding out on us, I don't think there's a word in English or German that I could use to describe my reaction. :|
As for the article and interview itself, it's nice to see Mr. Flannum clarify (again) how choosing atypical or outright off-the-wall race-and-profession combinations does make sense, at least in the context of this game. To say that being able to roll up a Charr Guardian tickles my fancy doesn't go far enough, really. It would be more accurate to say that it sent me into paroxysms of joy.
Posted: May 26th 2011 8:08AM natethehero said
@Rho
Remember that Arenanet will only reveal stuff officially once it's in the game to their liking, and an official reveal also entails creating skill videos, doing a profession write-up along with art for the front page, etc.
Considering how different the combat in Guild Wars 2 is compared to the first, trying to take such a unique profession like the mesmer and get it working in Guild Wars 2 while still exuding much of the same charm and feel, cannot be easy. Remember the combat has to be geared towards movement and placement and must be easily identified through visual effects.
How exactly do you create a shutdown specialist like the mesmer in Guild Wars 2, when very little of the mesmer's spells give any visual indication of what is going on during combat. I can only think of a few like Energy Storm and Soothing Images that have an actual visual effect (other than a brief symbol that appears during casting for all non-instant spells). This has probably required a massive rethink to the mesmer's skills and/or mechanics, so that they fit in with the new combat yet still manage to make you feel like a mesmer should. Taking all of that into consideration, I can easily see why the Mesmer (if it is indeed the final profession) would be taking the longest to get right.
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Remember that Arenanet will only reveal stuff officially once it's in the game to their liking, and an official reveal also entails creating skill videos, doing a profession write-up along with art for the front page, etc.
Considering how different the combat in Guild Wars 2 is compared to the first, trying to take such a unique profession like the mesmer and get it working in Guild Wars 2 while still exuding much of the same charm and feel, cannot be easy. Remember the combat has to be geared towards movement and placement and must be easily identified through visual effects.
How exactly do you create a shutdown specialist like the mesmer in Guild Wars 2, when very little of the mesmer's spells give any visual indication of what is going on during combat. I can only think of a few like Energy Storm and Soothing Images that have an actual visual effect (other than a brief symbol that appears during casting for all non-instant spells). This has probably required a massive rethink to the mesmer's skills and/or mechanics, so that they fit in with the new combat yet still manage to make you feel like a mesmer should. Taking all of that into consideration, I can easily see why the Mesmer (if it is indeed the final profession) would be taking the longest to get right.
Posted: May 25th 2011 5:27PM MrFinesse326 said
"Like that final profession, for example..."
They tease and they tease...I'm so sucked into this.
They tease and they tease...I'm so sucked into this.
Posted: May 25th 2011 5:28PM (Unverified) said
I was really geeked about GW2, but no endgame.... only replay value that doesn't why in the MMO market. I'm leery now, leaning towards Tera.
Posted: May 25th 2011 5:42PM Irem said
@(Unverified)
It's not "no endgame" as in you hit 80 and there's nothing to do. They're just veering away from the standard model, which is that the bulk of the game (leveling content) is obsolete once you hit max level, after which you're basically playing an entirely different game than the one you'd been playing until then. They -will- have more challenging content at high levels, just not in the form of "okay, gear up and then go raiding."
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It's not "no endgame" as in you hit 80 and there's nothing to do. They're just veering away from the standard model, which is that the bulk of the game (leveling content) is obsolete once you hit max level, after which you're basically playing an entirely different game than the one you'd been playing until then. They -will- have more challenging content at high levels, just not in the form of "okay, gear up and then go raiding."
Posted: May 25th 2011 5:53PM (Unverified) said
@Irem
That where I find a major flaw, MMO players invest alot of time on their "mains." Alot of us don't have interested in rerolling, we're perfectionist that want to perfect one toon, plus more importantly, use the cap level skills and gear we obtained. The standard model does need reworking, most games screw up endgame, and it has game ending effects. This could shoot GW2 in the knee cap before they get off the ground if players hear about this.
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That where I find a major flaw, MMO players invest alot of time on their "mains." Alot of us don't have interested in rerolling, we're perfectionist that want to perfect one toon, plus more importantly, use the cap level skills and gear we obtained. The standard model does need reworking, most games screw up endgame, and it has game ending effects. This could shoot GW2 in the knee cap before they get off the ground if players hear about this.
Posted: May 25th 2011 6:02PM Lenn said
@(Unverified) I find it amazingly refreshing to finally have a game without "end game". Although I am puzzled by the whole idea of still having levels. Even in GW1 levels are pretty meaningless. You'll hit the cap of 20 long before finishing even one campaign, and you'll be collecting skills and points long after that. Those 20 levels feel more like an extended tutorial than a true levelling experience.
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Posted: May 25th 2011 6:07PM paterah said
@(Unverified) Please, please, PLEASE for the love of god, don't confuse end-game with instanced raiding. How many times I have said this even I don't know. End game does not mean instanced raiding, if you can't comprehend how this can work then I feel sad. But f***ing seriously now, you want another game where people meet every night under the exact same roof to go kill the bosses you have been killing for the past 2 months? Is that what you call end game?
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Posted: May 25th 2011 6:14PM Lenn said
@paterah Unfortunately, in many MMOs, end-game is exactly that: people meeting under the exact same roof every night to go kill bosses they have been killing for months.
Release a game without raids or something similar, and people will go ".... huh?", simply because they have come to expect an MMO to have that type of "end game". (Aren't MMOs supposed to be endless anyway?)
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Release a game without raids or something similar, and people will go ".... huh?", simply because they have come to expect an MMO to have that type of "end game". (Aren't MMOs supposed to be endless anyway?)
Posted: May 25th 2011 6:40PM Eamil said
@(Unverified) - "That where I find a major flaw, MMO players invest alot of time on their "mains.""
You seem to be under the impression that "leveling content is not obsolete at max level" means that the replay value consists of leveling new characters and nothing else. I personally disagree with this notion because the fact that the game will scale you down when you go back to revisit lower-level content means you can go back and have fun doing lower-level events without vastly overpowering them, and even still get gold/loot rewards for it. I'm sure there will be plenty of regular dungeons to do at the level cap too, not to mention large-scale events. I personally feel this is a good model - "hit 80 and the entire game is open for you to have fun in" rather than "hit 80 and everything but dungeons/raids at max level is now meaningless."
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You seem to be under the impression that "leveling content is not obsolete at max level" means that the replay value consists of leveling new characters and nothing else. I personally disagree with this notion because the fact that the game will scale you down when you go back to revisit lower-level content means you can go back and have fun doing lower-level events without vastly overpowering them, and even still get gold/loot rewards for it. I'm sure there will be plenty of regular dungeons to do at the level cap too, not to mention large-scale events. I personally feel this is a good model - "hit 80 and the entire game is open for you to have fun in" rather than "hit 80 and everything but dungeons/raids at max level is now meaningless."
Posted: May 25th 2011 7:27PM Sephirah said
@Lenn
"Hardcore raiders" are a bunch of people spending week after week killing the same bosses to gain purple pixels to show in towns, whining on the forums "Epics aren't epics anymore. When I started playing years ago..."
It would be a nice change to be able to not have them in GW2 but only people playing for fun...
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"Hardcore raiders" are a bunch of people spending week after week killing the same bosses to gain purple pixels to show in towns, whining on the forums "Epics aren't epics anymore. When I started playing years ago..."
It would be a nice change to be able to not have them in GW2 but only people playing for fun...
Posted: May 25th 2011 9:36PM Irem said
@(Unverified)
"The standard model does need reworking, most games screw up endgame, and it has game ending effects. This could shoot GW2 in the knee cap before they get off the ground if players hear about this."
There are also a lot of us who are drawn to it for exactly the same reason. After WoW, I don't think I can ever get invested in a game again where the purpose of the world is to get me to max level to funnel me into a series of raids with every other player. To my immense sadness, even just KNOWING that there's a gear treadmill and traditional endgame waiting at max level now kills any desire I have to get immersed in a game world. And I know I'm not the only one who feels this way, because I hear people saying how thankful they are that GW2 isn't going to do that all the time. Will it be enough when the game goes live? We'll see. Will the concept drive players away in droves? I don't think so.
I don't think it's a bad idea at all for ArenaNet to be trying it, either way. There are millions and millions of MMO players now, enough that games will probably make more money in the long run by -not- trying to be everything to everyone. If what GW2 does well are dynamic events, dungeons, and PvP, then polishing them up as much as possible and providing more challenging or complex versions of them at higher levels will serve them much better than trying to construct an "endgame" just for the sake of having one. Interviews and information suggest that people who want to perfect their characters and tweak them ad nauseum will have plenty to work with, regardless.
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"The standard model does need reworking, most games screw up endgame, and it has game ending effects. This could shoot GW2 in the knee cap before they get off the ground if players hear about this."
There are also a lot of us who are drawn to it for exactly the same reason. After WoW, I don't think I can ever get invested in a game again where the purpose of the world is to get me to max level to funnel me into a series of raids with every other player. To my immense sadness, even just KNOWING that there's a gear treadmill and traditional endgame waiting at max level now kills any desire I have to get immersed in a game world. And I know I'm not the only one who feels this way, because I hear people saying how thankful they are that GW2 isn't going to do that all the time. Will it be enough when the game goes live? We'll see. Will the concept drive players away in droves? I don't think so.
I don't think it's a bad idea at all for ArenaNet to be trying it, either way. There are millions and millions of MMO players now, enough that games will probably make more money in the long run by -not- trying to be everything to everyone. If what GW2 does well are dynamic events, dungeons, and PvP, then polishing them up as much as possible and providing more challenging or complex versions of them at higher levels will serve them much better than trying to construct an "endgame" just for the sake of having one. Interviews and information suggest that people who want to perfect their characters and tweak them ad nauseum will have plenty to work with, regardless.
Posted: May 26th 2011 6:07AM BGExorcist said
@(Unverified)
If half of what they say the game will be, is real, with NO MONHLY SUB, I dont need to tell you what this means :)
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If half of what they say the game will be, is real, with NO MONHLY SUB, I dont need to tell you what this means :)











