Huhu zusammen,
für morgen um 12 Uhr ist auf der GamesCom 2009 am NCsoft Stand die Erst-Veröffentlichung des Offiziellen Guildwars 2-Trailers angekündigt.
Hier ein Vorgeschmack:
[URL=http://www.youtube.com/watch?v=zjmcwrF7Fhk&eurl=http%3A%2F%]Ausschnitt Martin Kerstein[/URL]
Quelle: Wartower.de
IGN: Lilly Of Widowshire
Beiträge: | 1.544 |
Registriert am: | 02.11.2007 |
O la la.
Ab sofort ist die neue offizielle Homepage http://www.guildwars2.com online, dort findet man auch den neuen Trailer.
Der Trailer beginnt mit Artworks, aber bald ändert sich die Ansicht auf die original Engine, und meiner Meinung nach sieht das wirklich klasse aus, Gänsehaut...
Es gibt bisher leider keine Ankündigung des Release-Datums oder des Beginns der Beta.
IGN: Lilly Of Widowshire
Beiträge: | 1.544 |
Registriert am: | 02.11.2007 |
Abgesehen von der Info aus einer FAQ, dass sie diesmal die Beta näher am Veröffentlichungstermin ansetzen wollen, damit die Leute schon beim spielen der Beta direkt begeistert sind, und möglichst wenig Bugs vorfinden...
und ja, der Trailer ist recht hübsch, wie alle GW-Trailer, aber nach wie vor größenteils Cinematics und Artworks.
IGN: Dionysian Faith
Shouts of a Paragon, echoing over the field, heard by the warrior strengthening his shield.
A precision arrow, released by a rangers bow. Elementalists fire, emitting a burning glow.
Assassins stalking and lurking in shades, Mesmers observing and turning their blades.
A spirit summoned by a ritualist's calling. Necromancers raising the bones of those falling.
The scythe of a dervish, delivering pain. Monks that are healing, praying, their faith will remain.
All that is Guild Wars, that and much more. Enter the battle, be part of the lore.
Beiträge: | 592 |
Registriert am: | 02.11.2007 |
Ja ich liebe solche FAQs:
In Antwort auf:
When is Guild Wars 2 going to be released?
->When it's finished.
Beiträge: | 960 |
Registriert am: | 02.11.2007 |
Ein neues Video ist auf http://www.guildwars2.com erschienen:
Die Völker von Tyria
Es wird Bogensehnen geben ;)
IGN: Lilly Of Widowshire
Beiträge: | 1.544 |
Registriert am: | 02.11.2007 |
sehr cool.
Divinity's Reach sieht ja mal genial aus. Hoffe die gesamte Stadt ist begehbar. Und die Asura sind ja richtig süss wenn sie den Mund geschlossen halten. *g*
Nur mit den Baumknutschern kann ich mich noch nicht so richtig anfreunden...
Beiträge: | 960 |
Registriert am: | 02.11.2007 |
Ich muss sagen, der Trailer sieht sehr geil aus. ^^
Wann kommt das Spiel raus?
Auf der Homepage steht immernoch:
"When it's finished. Guild Wars 2 is the largest project ArenaNet® has ever undertaken, and we want to make sure we take the time to do it right."
Beiträge: | 217 |
Registriert am: | 02.11.2007 |
Ja, die Asura hüpfen niedlich :)
Und auf die geliebten Würmer *hust* müssen wir auch nicht verzichten. Sieht alles schon richtig klasse aus.
IGN: Lilly Of Widowshire
Beiträge: | 1.544 |
Registriert am: | 02.11.2007 |
Ein größeres Interview auf mmorpg.com, leider nur auf englisch verfügbar:
Zitat
MMORPG.com's Garrett Fuller recently sat down with Guild Wars 2 Lead Designer Eric Flannum, World Designer and Writer Ree Soesbee,and Environment Art Lead Dave Beetlestone to talk about the highly anticipated upcoming follow-up to the successful Guild Wars franchise.
MMORPG.com:
The biggest question on everyone's mind is how will Guild Wars 2 be different from Guild Wars?
Eric Flannum:
Almost too many things to mention! Most if not all of the same philosophies behind the design of Guild Wars 1 were maintained for Guild Wars 2. However, once you take into account the major differences between the two games and start applying those philosophies, things tend to diverge quite a bit. The biggest differences include a fully persistent world, fully 3D engine, a less complex combat system with fewer overall skills, multiple playable races, and separate world servers. Each of these differences has an enormous impact on every decision we make from there.
One example of this was how the decision to have multiple playable races impacted the way we created armor for the game. In Guild Wars 1, every single profession had armor and animations that were specific to that profession. Multiplying the number of professions with the number of races in the game made it next to impossible for us to maintain the same armor system in Guild Wars 2. Because of this, we went to a much simpler armor system where professions use light, medium, or heavy armor. This has allowed us to provide each profession with a lot more diversity in what they can choose to wear. For example, in the past Rangers had to wear armor that tended to have a long coat and mask. They can still choose to wear an outfit that looks like that, but they now also have a much greater diversity of appearances to choose from.
MMORPG.com:
Give us a short history of the new races in the game. What will players be able to choose?
Ree Soesbee:
There are five races available to play in GW2--the humans, charr, norn, asura and sylvari.
When a player creates a character in Guild Wars 2, they will be able to answer many questions about their personal character history. These answers will help determine your personal story in the game. As many fans have theorized, one of the first things you choose is a 'subdivision' of your race, which provides a more personal feel to your character's history. For the humans, that means their ancestry--Elonan, Krytan, Ascalonian and Canthan--and also their social status as gentry or commoners of the city of Divinity's Reach. For charr, it primarily means their legion, whether Blood, Ash, or Iron. The asura choose between the three most respected colleges of learning; Synergetics, Dynamics, and Statics. The sylvari follow the path of their seasonal cycle, or the time of day in which they awakened, being Dawn, Day, Twilight or Night. The norn choose their personal totem, and may choose to walk in the path of bear, snow leopard, raven or wolf. From these and other initial determinations, a wealth of personalized storylines develop, so that each player in the game experiences a story that is individually tailored to their character.
Eric Flannum:
There are five races available to play in GW2--the humans, charr, norn, asura and sylvari.
One thing that's important to note: the choices made to determine a character's personal storyline do not affect the power of the character. For example, a norn choosing to walk the path of bear can still choose to use snow leopard form instead of bear form.
MMORPG.com:
The world design is expected to use less instancing than Guild Wars. Can you tell us what you have planned?
Eric Flannum:
We use a lot less instancing than we have in the past. The game is structured much more like other MMOs, with the world consisting almost entirely of fully persistent areas. That being said, we have a number of different ways in which we use instancing. Dungeons, for example, are instanced areas designed for group play. We also use instancing very heavily in the players' personal quest chain to reflect decisions that the player has made on those quests. For example, Logan Thackeray, captain of the Seraph, has an office located in Divinity's Reach; his office is instanced because we need to update his status based on choices the player has made.
MMORPG.com:
The end game has become a critical element to MMOs. What plans do you have for the Guild Wars 2 end game?
Eric Flannum:
As you said, the end game is critical, and we've been considering our end game right from the beginning of development. That being said, we have three different end games to worry about: Player vs. Player, World vs. World, and Player vs. Environment. Each of these game types needs its own end game, since each of them has its own opening and mid games as well.
We aren't quite at a point where we can talk about specifics, but one thing I can say is that we want our various end games to be accessible to the average player. That means that we won't have massive multi-party raids that disallow smaller guilds and groups from taking part. We want our game to be as accessible as possible to the largest group of players possible.
MMORPG.com:
You have mentioned that story telling is a large part of the design. How will this fit into the game play and player experience?
Ree Soesbee:
Guild Wars was built on a foundation of storytelling, and we plan to continue that through GW2, expanding the experience beyond anything that's ever been done before. Individualized quests, events that alter according to player interaction, and personalized character history are only a few of the many ways in which we encourage the players to make their story personal and unique.
The new game trailer gives some insight into the races. What storyline is your favorite of the group and why?
Ree Soesbee:
Favorite?! We love them all!
Each of the races have their own challenges and their own story. In the end, however, they all share a common world--and therefore a common danger. Zhaitan, the dragon of Orr, plans to destroy all life on Tyria, and the other dragons are not far behind him in power. No matter where the individual races begin their story, all of them must come to see that their survival against these powerful foes is inextricably tied together.
MMORPG.com:
There is such a huge canvas for developers to work with. Can you talk about some of the environments in Guild Wars 2?
Dave Beetlestone:
If you've had a chance to look at some of the concept art, it's pretty clear that we're trying to stretch the canvas as far as we can while staying true to the environments that have helped define the Guild Wars world. By giving the player the ability to jump and swim, the amount of accessible locations has grown exponentially, creating an even greater challenge for both the art and design departments. We've worked together really closely to make sure that each new environment creates a memorable experience for the player, while ensuring that the different areas seam up and transition smoothly to help foster a sense of exploration and discovery. Trying to turn your typical swamp, snow, and forested areas into something that is unique to Guild Wars is a constant challenge, but it allows us to push our creativity on a daily basis.
MMORPG.com:
The game looks like it is truly taking on an epic feel. Can you tell us the scope of the world you are working with?
Dave Beetlestone:
With five playable races, we've worked to create distinct starting areas for each race that support the back story, while making sure that each area has its own unique feel. The amount of thought and creativity that goes into defining these cultures is epic in itself. For each race we've had to design and build the core assets for the main city, including all the services a player will need. We've also had to provide details for villages, houses, sheds, and tents that all need to be filled with smaller components to differentiate them from one another. Then there are the underwater areas to consider. Each starting area has some form of water, whether it's a lake, river, or ocean. All these aquatic areas have their own distinct topology, plant life, creatures, and destinations, which essentially makes all of the underwater places into their own sub-regions. Since the environment team ends up building everything from castles to candlesticks, the amount of different concepts that we have to generate just to begin the process is staggering.
MMORPG.com:
Can you talk about the relationships between the races?
Ree Soesbee:
Sure! As most fans know, the charr and the humans have a rocky relationship. Ascalon is ruled by the charr, but the human fortification of Ebonhawke still stands against them. Many charr and humans still dwell on old enmities and hatreds and are not willing to give up their feud even in the face of mutual destruction.
On the other side of the world, the young race of sylvari arose and began to explore the world--finding first the cunning asura. Among the asura, the sylvari experienced an initial lesson in trust--or mistrust--which they will not easily forget. The asura treated them like expendable helpers at best and experiments at worst, leading to a mistrust between the two races that is not easily overcome.
The norn have a sense of independence that keeps them somewhat apart from such matters, but also makes them distant and less informed about the larger movements in the world. They admire the charr for their boldness and find the human queen weak because she is compassionate, but they do not interfere in Ascalon. They feel the other races must stand alone--even as the norn do.
MMORPG.com:
Will there be deeper story lines for players to follow leading up to the game?
Eric Flannum:
One of the things that has made developing Guild Wars 2 so much fun is that we get to take past events in our world and extrapolate their consequences into the era of Guild Wars 2. The 250 year period between the two games is rich with major events, interesting characters, and important plot lines. One way we plan to explore some of this is through the Guild Wars novels, and we've already seen some things in Guild Wars 1 that lead into the second game. As we get closer to launch, I think we'll definitely see more things both in Guild Wars 1 and outside of it that hint at things to come.
IGN: Lilly Of Widowshire
Beiträge: | 1.544 |
Registriert am: | 02.11.2007 |
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