Quand Guild Wars 2 va-t-il sortir ?

Affichage des résultats du sondage: Quand Guild Wars 2 va-t-il sortir ?
2010 : S'ils tentent de nous faire croire que le jeu est si peu avancé, c'est pour mieux nous surprendre ! 41 4,38%
1er semestre 2011 : Faut pas oublier de débugger ! 204 21,79%
2nd semestre 2011 : Pour nous finaliser un jeu vraiment au poil 378 40,38%
2012 : Oui, mais avant la fin du monde, s'il vous plaît 212 22,65%
2013 : Juste le temps de renommer le jeu en Guild Wars Forever 54 5,77%
Jamais : Quoi, vous y avez cru ?! 47 5,02%
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Je parle d'Utopia.

Citation :
“We sat down to discuss what was going to go into Campaign 4 and realized we couldn't do all the things we wanted,” says Game Designer Eric Flannum. “Why? Partly because we'd need more time [than six months], and partly because some ideas wouldn't work well with things we'd done before.”

At that point, there were still no plans to fix a system that didn't seem broken. But ArenaNet Co-Founder Jeff Strain decided to let everyone “freestyle a little bit,” he says. “And the more we talked, the more excited we got about what we could be doing.”

What the team felt it couldn’t do was implement its exciting new ideas in the game’s current campaign-every-six-months plan. While the promise of fresh standalone content twice a year sounds great to players, its requirements have actually caused Guild Wars to become somewhat convoluted from a game-design perspective.

“With each new campaign, we’ve been trying to introduce brand-new mechanics that change how the game plays. That’s led to the need for larger and larger tutorials to explain the new mechanics, and it’s made each campaign’s beginning experience much more bloated,” explains Flannum. “And since every new campaign was aiming to bring in new players – thus requiring bigger and bigger tutorials – plus aiming to give stuff to older players, the list of skills just kept growing.” Each campaign that’s been added to the Guild Wars world – three in total – has added another layer of design that, in the name of making things easier for new players, has actually ended up creating barriers to entry as they try to sort through multiple training areas, increasingly intricate tutorials, and an ever-ballooning list of skills.
“We’re battling against complexity,” Strain adds. “We don’t want to make complicated games. We want to make fun, easy-to-grasp games that are easy to get into and not frontloaded with complexity.”
As the team considered its situation – how to uncomplicate the current campaign model and add new, cool features without making the game any more Byzantine – what began as a brainstorm about Campaign 4 evolved into the blueprint for a completely new game.

“We kept changing the scope of what we were doing, until it became Guild Wars 2,” Flannum says with a shrug and a smile.
Citation :
Publié par Nilya Derencli
Ta source? Parce qu'il me semble que du nouveau contenu va arriver cette année (Les Vents du Changement par exemple).
A mon avis ce qu'il veux dire par là c'est qu'il font de GW2 un autre jeu car totalement différent de GW1 plutôt que révolutionner ce dernier pour en faire un vrai MMO avec abo et tout et tout !
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