Guild Chat - Episode 36
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Guild Chat - Episode 36
- Title
- Live from SXSW
- Host
- Rubi Bayer
- Guests
- Steven Waller
Leah Hoyer
Josh Foreman - Date
- March 18, 2016
- Official video
- YouTube
The following is an unofficial, player-written transcript of the episode. The accuracy of this transcription has not been verified by ArenaNet.
The 36th episode of Guild Chat aired on March 18, 2016.
"Host Rubi Bayer is joined by Steven Waller, Leah Hoyer, and Josh Foreman at South by Southwest for their panel on Creating Gameplay for a Massive Community."
Transcription[edit]
alright hi thank you guys for coming to our panel today my name is Ruby bear i am the content marketing manager at arenanet and host of our weekly live stream guild jet Rena dead is the company that makes guild wars 2 we're going to talk today about making a game that serves such an enormous community I have three of our developer guests here I was pointing out the enormous community we have whether all the game oh geez Josh why aren't you playing the game other games why why would you do that ruining everything alright so I think most people if you're at this panel you're probably already familiar with what an MMO is massively multiplayer online role-playing game we try not to call them amor pagas as a rule it's an online world it's an online world yeah we have so many people logging in to these online worlds from different countries different walks of life different ages just all kinds of different people that have varying gameplay interests and the challenge that olive we always face all of you guys especially in making this over the years is finding a way to offer something to all of those people so they they can find something the way that Leah phrase don't what we were talking about this was so that everybody can find a little place to call home within the world that's adorable it was it was very it was very cute I like that quite a lot a little golf club for Leah so guild wars 2 has had a really busy past year our core game went play for free back in August less summer and we launched our first expansion in October we had our first huge quarterly update 4 2016 in January so it's been extra interesting we've had a lot more content to work with and the thing that we're going to talk about today is how we make that content how we how we keep such a diverse audience interested yeah and some of the process that we go and the process the behind the scenes on how we create that so I'm going to let you guys introduce yourselves what you do at arenanet and some of the things you've worked on over the years Josh I'm an environment design specialist troublemaker yes and troublemaker that's why he's sitting by me just in case and what was the other part of the question oh so some of the stuff that I've done there you go ok so I've been working on living world since we've launched I mean I've been working on guild wars since before guild wars 1 so that's right even lots and lots of guild wars in 11 years now right well then I have 12 and a half saree and yeah so got on the living world thing right from the get-go and been pretty much on there ever since so it's been a really exciting um several years of experimenting and learning and growing towards greatness which you have now achieved all right you can go ninety-nine percent all right Leah top that Wow achieving greatness hi I'm Leah Hoyer and I am the head of narrative at ArenaNet so I have not been here twelve and a half years I actually came to the company about a year and a half ago and it was in the middle of our living world season two and so one of the things that's really unique about Guild Wars is that we do put out kind of episodic installment content that updates the world for this the story creates sometimes new maps all of that sort of thing and I came in the middle of that season and really my job is to oversee the narrative team make sure we know where we're going in the long run that we have a place so that we don't start painting our cells into some weird corners and then we're like wait a minute that doesn't make any sense for what we want to do next season or in the next expansion and then I worked heavily also on heart of thorns which was our first expansion came out in October and now I'm back to both working on our next expansion as well as the new living world updates that are coming out Allison and Steven hi everybody my name's Steven I am a game director at ArenaNet and i coordinate the living world raid legendary weapons journey and festival content which basically means that I get to work with a lot of really creative people artists designers programmers narrative people to make very diverse and fun content and goers to and ship it to the log game people in the next room are so excited about that next door oh my gosh alright so that is that's a lot of different stuff that between the three of you that you're all working on let's start by and this is a this is a thing that every MMO addresses all of the different kinds of content that you have to get into the game we're going to be addressing guild wars 2 specifically because that's what we work on and that's what we know let's start by talking about some of the different kinds of content specifically over the past few years that we've put into guild wars 2 and how that address this issue of diverse player basis yeah I would start by saying you know living roll the concept of a living world was something that we started after we shipped guild wars 2 as basically a way for us to continue to update the live game to continue to provide a continuation of the story the personal story that people experienced in guild wars 2 and add diverse and fun gameplay opportunity so living world is delivered through sort of an episodic style of content where we're progressing the overall world story as well as your personal character your PlayBook Eric tur story and some NPCs that we have in the game and so all of that goes into your story journal and you're able to kind of play the the living world content at your own pace over time but it's basically been setting up from where we ended the story in The Killers to game to where we brought the story for heart of thorns so living world is one of the types of content we create and if you're not familiar living world is out in the open world of the game you just you log in and it affects the entire it affects the entire game world it's not just little bits and pieces here and there that you have to go out of your way to track down yeah it's a combination over the last several years we've introduced open-world content certainly an open world maps as well as story instances which you know are generally cater to one to five players and you know we find that the story instances is really the best place to tell story because it's a little bit more of a controlled environment that doesn't mean that we don't have things in the open world and also progress the story but it is where we were able to really kind of focus in on the story and the character development in a more personal environment but generally it weaves through the open world as well and there are things that are happening and changing in the world which make it a living world we destroyed one of our major city hubs in one of our episodes we'd introduce new maps that have playable space yeah so it's a living changing world yeah we've been experimenting over the past several years to kind of find that sweet spot of the kind of content that we want to release that we can do really well and within our time budgets and that kind of stuff and that that people find captivating so that's been a really fun process and getting that feedback from the community which we all watched very closely and you know acting on it as best we can it's been really fun Steven mentioned destroying one of our major cities and putting that back after how long was Helen was that down that was years it was it was down for a while that was an enormous step that we took it that felt like something really risky but it put out that it put out there something that would affect every player in our game because I don't know yeah we we blew that thing right up that for lie instead I remember when we were talking to some of the press that had a little bit of early access to where we were going with the story and they were like you're gonna do what you're gonna blow up your major city hub and we were like yeah that's that's where the story took us and that's what we always want to do is we want to follow the story and that was the natural progression of where were headed so it was a big step and some people thought we were crazy and was a heck of a lot of fun to destroy the city and and to rebuild it as well which we eventually did so yeah just you wanna tuck it you were on the rebuilding of Lion's Arch right I was on every version your everything even back to guild wars one says right yeah I built out most of the lion's arch the surrounding areas then the very central area was done by kind of a crack squad of concept artists and then and then it was left people like need to go clean it up and make it so it's actually playable um yeah so I want to say we spent almost six months on the first version of Lion's Arch in guild wars 2 and then yeah that just got completely obliterated he didn't spend too much time on the lion did you see that line was really exciting to me like that's my favorite problem I ever made in the game oh my gosh cuz I like I'm really excited about the idea of telling stories through props environmental storytelling you know props and environments and so I put a lot of thought into the design of that statue how you know it's both a literal metaphor abay lion arching but it's also over teria to show that they're dominating and the way they're dominating is with the ship circling the globe indicating that it's through trade that they dominate and all this beautiful symbolism is swiped away got a really nice statue yeah but I mean it's exciting to me that that I work on a game that can do that can take those kind of risks it reminds me of something that George Lucas on one of his early behind-the-scenes things but it was a star wars' special i saw one as a kid and he was talking about how much time they put into these alien legs that just walked by the camera in about a second of time and how much money and time it took to get that thing and that was just kind of a revelation to me though that like it's it's about the impact of what you're doing rather than the time spent doing it right and you had a lot of meaning and in that statute with the boat circling in so we tried to put a lot of thought into the new lines arts as well so a lot of stays on planning kind of thinking when it comes to rebuilding la we're looking at kind of the relationship between where the like the bank and the trading post and you know being able to do repairs and we we built out our competitive area a little bit more so that we kind of had our world our world in PvP players or centralized and so there was an opportunity in the reconstruction to do some things looking at it from sort of a city planning standpoint and again the player experience of you know what it's like to move through the space and get to the areas that you want to get to as well as the aesthetics and all the other storytelling elements that we had so I think again for me that's the fun part is you know Josh talks about what he puts into the statue and it's like there are people doing that in a variety of different areas whether it's the story aspects or the overall map layout or things like that that all eventually contribute to something that's greater than the individual pieces parts which is ultimately what I try to help coordinate is bring all the things together in a way that feels greater than the individual parts right what are some of the other game parts that you know you're talking about bringing some of the little pieces together what are some of the other parts of the game that you have in mind when you're talking about that yeah I don't know that there are any parts of development where we don't generally think about that but another type of content that we've recently introduced has been raids and similarly it's got opportunities for us to look at what are the ideas that the designers have living world is kind of our mechanism for telling story primarily we certainly introduce a variety of gameplay and you know fun things to do there in raids we generally start thinking about what are the cool game mechanics that we can introduce there's certainly an underlying story thematic story that's introduced there but raids are much more about our ten player instance difficult challenging end game content but we're still looking at you know what is the overall impact of the environment the bosses what are we saying with vo that sort of helps accentuate what's going on or to get across messaging so players know what's happening either story or gameplay wise and so yeah rage is another area where we've got a multitude of people all kind of working towards one goal where you're thinking about all the different pieces and how do they fit together to really make kind of a cohesive experience yeah and it raids in particular is a really interesting challenge because not everyone who plays our game is a Raider you know folks who like I personally am pretty bad at raids to be honest you know like I will get my butt handed to me within the first wing of a raid and but we made a decision that there you know it's in a really interesting part of the map it's in an interesting part of the world and it does actually further the story but it's a challenge for us because you don't want it to have huge revelations or have these sorts of things that the players who login to our living world and play our central story which admittedly is not the same type of gameplay you know you in general we design all of our score story to be solo able you can go in just as yourself and you can make sure like it may take a couple times you might you know Diane respawn a few times you know thank ok yeah if it depending on what on what battle and how mean the designer was who put that thing together um you but you can solo it whereas raids is not there and so it's very much an interesting challenge that we would sit around and talk about with people about okay what is the right kind of story that gives a nice flavor and gives you this sort of thing but once we come back to living world that you're going to be able to get recapped on that you're gonna be able to figure out these other things fairly quickly so that it's you're not going to feel like you're left out if you and your nine other friends didn't come in with your awesome reading skills and get to the end but if you did there's fun nuggets that you're going to get to experience which is a really cool thing but it's a hard balance that we've actually spent a lot of time trying to figure out yeah I feel like we we try to do the theme the general theme the living world is going to do that's that's echoed in the raids but the actual like plot moving forward is not in the raids yes definitely not the main sort of through line of the story it is more thematically tied it was an interesting balance to strike making it fit so you didn't just have this weird thing that you shoehorned into the corner of the world yeah and i think that the flip side too is that you know to not tell any story at all in a raid would make raids less and so i don't think that there is a proper way to do array without some sort of thematic elements some sort of progression in there that's meaningful to people so we definitely don't want to just extract that part out but we are sensitive to trying to keep it not main through line and not too many you know major reveals that are blocked for people that may not play that type of content so now that we've talked about the really hardcore content of raids let's go to the other end of the spectrum XLV pop in and play and pop out just little you know pick up and play stuff we've got a lot of bits and pieces of that here and there in the world like jumping puzzles and adventures you guys want to talk about those a little bit and how you came up with the concepts especially of the jumping puzzles because I know that's kind of that's either a love it or you hate it because you fall a lot thing when you're first two characters are Norn and a char they're awful so and then and then I realized that's kind of an excuse for me to not be particularly good wait is there a portion of the game I am good at like I'm making it sound like I can't play our game I actually figured out jumping puzzles eventually but it took so much practice for me she knows I got in Asura it was actually substantially easier yeah yeah um so yeah but the thing is I sort of to what Stephen was saying even though those aren't necessarily the things that we're designing like I know that even the narrative team as we're looking at all of these pieces we work really closely with the design team when they're putting something in to make sure that this is the right kind of place for a jumping puzzle to be or the right kind of place for a you know go out and do a collection quest of something because it makes sense for the denizens of that particular area and I think actually heart of thorns was full of those kind of fun little one off quests where I mean probably some of my favorite stuff was in your second map the one with the Golden City and that sort of thing we you run into the script which are a long-standing group of these kind of rat type folks that you know they're very much into mining and their favorite thing is gold and anything shiny and they will find themselves now in a map where there's an entire city made of gold and these golden floating people the exalted that are around there and you run into a couple of these quests where some of the scrip like there's this one a female script who's for the leader of this area and she falls in love with one of these like golden people and these various quests that go along with that out in the open world I mean it is just so much fun because they are they're the ultimate shiny and so it made so much sense for the script to be super excited about this whole golden universe and all the things that were there and of course if I'm a script I'm gonna fall in love with a golden person and think that they have to be mine and she just tries so hard to make this romance really come true and you go through all these things helping or do things or trying to thwart her depending on the various pieces that are out there but that kind of fun content that you can play a little five-minute thing right having things like that but you can just stumble across and okay here's here's a little thing that I can go do and I can feel like I got something done when I'm a game player who is really busy and doesn't have a ton of time to jump in and devote hours and hours Josh you've been putting these pieces in to the game since the very beginning yeah well it's just kind of a natural thing that would have him give it because in guild wars one we had no jumping and once we had an engine with jumping it just was the obvious thing to do right now is how you felt about finally having jumping first to it was wonderful it really is so I mean we like just as level artists we were cobbling together challenging jumps from the from the get-go just for fun and it wasn't told near the end of the project that the designers started saying hmm we could actually make this some interesting content and then we started incorporating them because you know that the maps are gigantic and to make them organic you make them YB and so there's lots of negative space on there and so it just was snatched able to fill those in with kind of side quests stuff that not everyone's interested in but the people who look for it can find it and do that stuff I think they discover a disco yeah heavy wet Stephen I was just going to say I think that's part of it is you know for that type of content it's a little bit about discovery you could be traveling somewhere and then see oh there's an interesting jump oh look there's another jump ahead and before you know it you're actually engaged in a jumping puzzle and so you know there's exploration aspects to the game there's combat aspects to the game there's social aspects to the game exploration and so I think that speaks to kind of the idea of something that everyone can enjoy and that's been a big part of what we've developed with guild wars 2 is trying to have that diversity of content so that everyone can find something that they really love right because not everybody is the kind of player who's going to want to go in there and round up 15 of your closest friends and go do something sometimes you want to just go in there and play just solo maybe just with friend yeah yeah and and we have the areas where you can play with 50 people in a squad and go play an open world map that's got out meadow where you really need to coordinate so yes it's everything from single-player activities that are story-driven or single-player activities that are exploration or jumping puzzles etc all the way up to big open world map metas where you're coordinating with a large group of people and and really doing challenging content if not in terms of having to do a lot of damage to creatures which is coordinating with other people yeah I mean even jumping puzzle i think when we go into everything that we do we keep in mind that what's one of our core values is that we want it to be a game that is about community and about helping each other and we actually have I think a coolest gaming community out there because they really do aside from folks who may be in a guild together like you can show up as a new player and the number of people who will come and help you out I mean we had a bunch of our core long-standing players who over the summer we went free to play with our core based game and they organized this whole like let's go welcome new players into the game and they just arrived in the maps and mass to like get all these people who were going to show up as free to play and sort of help them with some of this we all know when you start playing a game there's gonna be those few things you need to learn before you figure out that you're totally getting it you know and they're helping people along and even with jumping puzzles you might not know someone but if you're standing at the base of it you see like somebody didn't he like wait a minute was there a certain foothold I was supposed to jump to or something it was still totally in chat like help you out and help that kind of stuff and it's really cool to see that but we also always keep that in mind when we're designing the spaces when we're designing things to do because whether you're soloing it or whether you're coordinating 50 people you are going to be looking at ways or thinking about ways that it can actually be sort of a social experience because so much of gaming these days is in our game is built around that so yeah that is kind of one of the core tenants as we want it to be more fun when you come across other people when you come across other people you don't want to be thinking about are they going to take my loot or you know things like that and so that is kind of one of the core tenant says when you see somebody else it should enrich the overall experience you don't want to get preemptively angry and like cringe and hope they go away yeah yeah um I want to talk a little bit about as we're doing this as we've been developing guild wars 2 over the years and keeping this huge diverse player base in mind what are some of the challenges that you guys have come across and some of the things that you've had to learn and figure out as you go in trying to create something where everyone can find a place for themselves I think that when you talk about challenges I look at it from two different angles one is the challenges of making every release that we do which you know when we start on a release it's always that moment of all I'm so excited I can't wait to see what this thing is going to be and how the heck are we gonna do this and somehow you're able to always do it and I think that helps you look back and you're like remember when we started with a couple of ideas and you know we ship that in the game so there's always that aspect I think in terms of you know the players something that we're always looking to do is incorporate a bit of that personal experience you know when you play the guild wars game you have a personal story you make some choices about you know where your background is from and you know what order you're going to go into and things like that and so you know over time we've definitely introduced that in ways in the story where they'll recognize or react to a choice that you've made and responding you differently in some cases is based on your profession you may have access to a little bit more information things like that that really give it another layer of sort of a personal experience for you yeah and I think that's always the really interesting part especially for like when we're thinking about telling the story as well we're always thinking about that I do think we did some really cool things like an heart of thorns you know there's an entire race of people in our game how many people here just so I'm care how many people here at play guild wars so I'm sort of or guild wars 2 I know there's a race of our in our game that are called the sylvari and there were some pretty intriguing things that happened kind of right at the beginning of heart of thorns that really made their entire journey very different than anybody else who was there and so it was really intriguing to put in lots of things that gave you a really different experience if you were playing Safari or if you're playing one of our other four playable races and also encourage people to do it twice and those things are the really fun challenge and they're a really great place i would say the other challenge that is in some ways much harder and we're always thinking about it is because we are also an RPG when we're talking about doing writing games in particularly what comes into more the details like the dialogues and some of the actions and the choices that you're doing you know if you're in there and your role playing and you're very invested in your character we're always concerned about making sure that we're not doing certain things that might be so splitting to cause people to go all my character would never have said that like that way that's not what I want to do so we're always thinking about that too and that's a big challenge I think we actually are getting much better at it but in terms of really taking on the player character is now sort of the commander you know and so there's a certain thing that when you are that player character you are going to be the commander and so there's that voice that happens regardless but we make and now a lot of alternate lines based on say you're playing an asura or so you chose order whispers that says something kind of specific about you and what your character may be like and what their personality may be like so there are times when we have options and we might have you know 15 different options for what the line is that that character says at that time because we may change it both for what race they are and what order they chose or all those things right sometimes for profession and that I think is a cool thing that we're doing to tackle that job yeah affect combat sometimes too I remember we did Tower of nightmares and that was one of the things that we were playing up on is the idea of the nightmares and based on choices that you made we might have spawned a different character in one of the nightmares that you would have to fight and for some people that was difficult because they were forced to fight characters that they liked or cared about so I forgot about that until just I think I blocked it out it was little traumatic as kind of sad that is the thing that's a way that the game has grown over the years that I've really enjoyed seeing the player characters talking is something that our community responded really well to and enjoyed quite a lot but like the the sylvari race that get more information on certain things if you're playing through is that particular race the asura that leah mentioned if you're not familiar there a hyper-intelligent race and can glean more from technology that they're up to that other that other player character races can't can't know about so that's that's the thing that we've managed to that we've put a lot of work in on the over the years to make it more interesting and 2 i'm a lot of people have alts i think just about a body has also and you don't want to play through and have a static experience every single time yeah yeah no i did a lot of encouraging people to you know level up a slippery character before heart of thorns and I'll say is lit their next living worlds coming out I do think it will be really interesting because you know we came out with a new like a new Asura City and heart of thorns and we didn't spend a lot of time in the core story experience there the expansion it was sort of likely uncovered it we found some things about it but in terms of where we're going next well it's certainly not the last time we're going to go back to that city and you know the kind of things that you may experience if you're in a servers is not necessary could be very different and we look for those kind of opportunities to do to do that as much as possible yeah um we've talked a lot about you know here's here's how we look at how we're creating this stuff how we how we get into this let's talk a little bit about the process as you get started here's here's this thing that we want to do Steven you talked about how we started with just a couple of ideas and we looked back where do you where did the three of you even begin we want to put something in it yeah armrest start with start the whiteboard and the post-it notes and go from there I think that story is involved in almost all of the content that we do and so to some level we have that high level outline of where we're going with the story and that gives us a foundation to build off of I would say very closely in line with that though we're also looking at you know what are some of the game mechanics and the design ideas that people have for the game you know new encounters that they want to develop or things we've learned from doing open world maps and we want to build on those experiences there may be certain things that they want to do in terms of you know going to certain locations environmental layouts for maps that they're interested in that they think are cool and so we kind of start with the highest level bits of information in all those areas and then we try to get as many of those folks together to really start fleshing out how they might fit together and sort of what's that next level of detail on all of them and some ideas come up that were like oh my gosh that's the best thing ever sometimes ideas start to fall out when we look at like oh here's the pros and cons of that or there's a challenge it's not going to work with you know where we're going with the story or whatever so we start there and we just kind of work through iteratively if I were to get a little bit more detailed we generally start with what we would call a pitch it's like the simplest one or two page concept of what we're interested in doing and involves touching on all of those key areas the story the environment the gameplay and then we'll get into doing some prototype we're actually trying out some of those things and figuring out you know that idea we had for this particular mechanic let's get it in as quickly as we can and play it and see if it actually is going to be fun once we get past that then we'll actually get into full-on design and development of an episode where we're iterating a lot we do a lot of play tests where we get the team together we've got alpha playtesters that come in and we just play it regularly and try to give feedback everybody on the team gives feedback doesn't matter if you're not a designer you can have feedback on the design story folks have good ideas on art and you know I think that cross-pollination really helps and eventually we get to a point where we've kind of got what we would call like a first playable or a feature complete set and at that point we're really looking at everything cohesively from beginning and and seeing how the overall experience feels and making any adjustments from there as mostly polishing and kind of tweaking and improving to really get to a point where we feel like it's the quality level that we want and at that point it's mostly just you know bug fixing and that kind of thing yeah and I think some of that my favorite kind of piece of that early I da ting about what's going on is yeah we might have an idea we try and keep it fairly high level for where the story needs to go say in this next chapter of stuff because you do want those details to be filled in by the team you want everybody to come together but you know Josh and I have had various conversations where maybe it'll say like oh we're going to do this so we're going to reintroduce this character and then that can spark something in him going oh you know what like two years ago I was working on this thing that was just kind of this fun side project and we didn't really have any place to put it but if we're gonna reintroduce that character wouldn't it be awesome if we did this particular thing and we're like you have wait you made a whole separate like room of Awesomeness over here yeah let's talk about that and then going back and forth and a lot of times actually there may be those high levels but we have someone on art who says you know what I've been kind of ever like our creature team or something's it's like I've been working on a creature that looks like this and does this particular thing it feels like you know if this creature was over in this came up over in this other region he'd have these different traits and it do this there something we could do with that sometimes that sparked something for us or it works for the you know gameplay team and definitely like when we found out we were going to be able to have your characters actually walking and talking and fighting and doing all that in the same time which sounds like it's a fairly straightforward thing when you're on an MMO and you have to worry about bandwidth and stuff the fact that we were able to figure that out for heart of thorns was huge and it opened up all the things we could do and it made like that inner relationship of all of it so great so when we get in the room with like Josh and designers and everybody and we're all sitting around and we're talking about it that's when the really cool things I think bubble up and you start to realize how much your ideas are so much better when you're sharing them with one another and and they become like the product of all of that right yeah having the the cross disciplines all those those are some of my fondest memories of working on guild wars 2 you or the brainstorming meetings where yeah yeah we'd have animators and concept artists and designers and QA and producers like everyone in the room just throwing out all the ideas and writing them up on the whiteboard and seeing what everyone gets excited about yeah perfect example of that would be I think back to when we did the first winter's day holiday which is our wintertime holiday in guild wars 2 and we kind of struck up on this idea of sort of the miniature villages that people sometimes have in their house at the holidays were like trains and stuff running through them and so we kind of got caught on this idea of what would it be like to be a big person in a little town like that and so we ended up with an airship of sort of our version of Santa Claus that comes and delivers presents and he's got a mini village where he's building all of these toys and you could actually go in there and like destroy little buildings and stuff and felt like the giant in there and then that even carried over into our PvP match which was a snowball fight that's actually inside of a snow globe so if you look up you see that like oh I'm inside a snow globe and so there's a snow globe out in the outer world you can see oh look there's some trees and stuff and the next thing you know you're actually inside of that environment so we played a lot with scale and size relative in that and you know just that idea of playing with scale was really interesting and manifested itself in a couple of different ways in that release speaking of festivals I want to address the question of festivals real quick and then we've left a couple minutes for questions from you guys in the audience something that we have managed to do in our festivals you know we've got halloween and winter's day are two big ones and it's a thing that we want to make sure all of our player base can enjoy so we have content in there that stems that goes all the way from like we said before the little quick pick up and play you know you can run around and do these things give give orphans warm sweaters all the way up to I guess so many sweaters you got these letters all the way up to things that are more involved and take a longer amount of time how did you guys Maj to cover that entire scale without just completely killing yourselves with work um I think we just killed ourselves with work alright well I the first one yeah it's always a tough one because people get really excited about ideas yes and that's great because you know great ideas come from a lot of different areas at some point it's always a question of some things great on their own don't really work with the pieces when they all start right to come together and so some things kind of get left on the cutting room floor and maybe we revisit it in the future and then at some point we're like we could probably just continue to refine this thing forever in like a year later wouldn't it be great if we did this other thing so at some point you have to release the shame your stuff and so you end up setting some goals for when you want to be done and then everyone starts working towards that and you know we work with our production group to really try and set reasonable schedules but at some point everyone decides we do want to ship and so let's let's move forward and you know maybe we'll revisit some things later specifically with Halloween because that was that was our first living will update and so we were pretty much throwing everything at the wall to see what would stick yeah and there were a lot of people with a lot of different passions you know I'm really like the jumpy kind of stuff and he did you know so I said let's make the ultimate jumping puzzle and you know other people like the PBP you know game types and so yeah there's that because there was so much passion we kind of drove ourselves to try a lot of stuff yeah and that's just the part of the process of learning what works in our game and you know what doesn't work so well captain the way you say because there was so much passion makes me feel like there was a really big fight in one of the meeting rooms somewhere their disagreement tonight is no it's our art I would be concerned yeah like that I think people have passion and you know as long as you're coming at it from a position of respect and you know appreciation that everyone is working on trying to make something that they feel is gonna be great but if there's no disagreements then there's probably not the best ideas making their way to the forefront yeah um I have I'm gonna ask you guys one last question while I'm doing that if you guys have any questions for the devs Lizzy's up here and she will take your questions and help you did you get the microphone okay and she will get you up here to ask questions for us I am curious what is your favorite piece of content that each of you have helped put into guild wars 2 and how come and Josh you're sitting closest to me so you have to answer first Doughboy um well like I said the jumping thing is is my passion so pick a jumping puzzle pick a favorite child Josh well it was it was the super adventure box so that I was like you're allowed to say it yeah it was it was a really unique experience to be able to say hey I've got this idea for this really crazy thing and to actually be empowered to do that with with a little team and did that little side project so you so much fun um do you know it was super fun super fun very nice um for those of you who aren't familiar well you know it's your baby you can describe what it was for people who are familiar oh well if you don't it's so super super venture box is an 8-bit inspired jumping puzzle dungeon kind of thing 45 people to go through and play like an old nintendo game but with the guild wars characters within this world that looks nothing like it otherwise it was it was a lot of fun mm-hmm how about you Leah goodness that's a really hard one um because overall there's so many things about the heart of thorns story that I'm actually really proud of I think that the way that we integrated a lot of things with our tech team and our design team and we put in really good choices and sort of really meaningful changes between things I feel like again whether it was your race or whatever um goodness I think and some of the character stories in just the moments that we had to kind of work with their I think we're very cool I yeah it's it honestly it's sort of hard for me to pick anything but i think the kind of moment where we leave the we're sort of um we're tiny makes this really kind of tough choice in the middle of RAD innovis probably is like a moment that I go oh oh oh and that feels really like you know it gave me all the feels like even just listening to the voice actors do it in the booth oh my god this give me one does um so did you were responsible for that yeah well now the team was responsible for that like being at my computer yeah and there's just there are a lot of those moments there that I felt were really cool and to be honest what I'm also kind of excited about is how I feel like that did a really good job of setting up other things that are to come and that's I think maybe for myself the thing I'm most excited about having done is really making sure that we do know where we're going and finding ways to kind of piece things out over time because you can't just think about it episode by episode or you can't think about even season by season sometimes you want to you know lay some groundwork for something in the first or second season that plays off when it pays off three years later and we're starting to really do so much more of that in a way that I'm so excited well that's the thing you mentioned as a head of narrative you have to be thinking that far ahead so you don't paint us into a corner absolutely yeah we've had a lot of really great especially when I first got there we had a lot of really great like long-term planning talks that every time now when we're talking about something it's so much easier for us to say well is this gonna if we're thinking about a big plot point is this gonna help us get there yeah you know and having that place to go to that side right over there we are going right there it doesn't seem like it you take this long but you know okay um we're getting close on time so Stephen this feels like a Cheney question for you as a game director it's like you've had your finger in all the pies yeah yeah I can't pick my favorite child um dude real quick I you know I I loved the first holidays we did with you know halloween and the Mad King busting out and destroying that Joshua statue I enjoyed a lot our flame and frost rule it was actually my idea because when I was a kid I loved that scene in The Muppet movie where animal grows Giants out of a building I wanted to recreate that yeah flamin frost was great it was sort of a five-person mini dungeon but she sort of explored that there was an impending invasion as we did the nightmare Tower which was sort of an open-world dungeon where you travel to the top and along the way had sort of a variety of fights culminating and destroying the tower we did the labyrinth in Cliff's area which was rock faces overlooking the ocean and joy of movement and jumping and exploration we did silver waste which was really awesome where it's open world defending and seeing towers that if you hold them all then you have mini bosses followed by a main boss and so I think it speaks to again the idea of doing a lot of diverse content there's a lot of fun different things that we've done across you know all the years with living world in and you know it's it's been fun doing all of them yeah that was like 10 pieces contd this is hard yeah but I can't I can't argue with you on any of them and I had to leave somehow I know all right we have like two minutes left so let's hold on i have a quick up now there is an insect crawling on my PS Vita right now it's very cute okay so there we go get just hello my name is Daniel hi Daniel and as a writer and I've heard that you said having the long-term plans about we want to reach here whatever i'm a speculative fiction writer so how do you know when is the right time to release a new episode and how far in advance are you planning that next episode before you release it because you might have one I was like oh yeah we this is really good and it's like and then gets out there it's like well that kind of went faster than we thought it did or didn't catch on as much as we thought it would so we need to grill out another episode because people like well you know that adventure didn't suit me as much as it might have some Sean so what a set process like well I will say the timing of episodic releases is something we've actually had a lot of internal discussions about right now and it's it's part of it is bluntly when you're in the game world making games is hard and at some point you are only able to get something out as quickly as you can get it out so we're only so much in control of how quick of a cadence we have I think to your point the thing I will say is the pacing of those beats across time is actually something that we do spend a lot of time thinking about and how soon is it to reveal something because if you reveal it too soon we get too many people knowing exactly where you're going because that's not fun like you want the surprise and you want people to ideally we have the biggest win when everyone in the community watches an episode and you have you know fifteen percent of the people thinking this is going to happen next and forty percent of the people thinking this is going to happen next and another forty thinking this and then there's like five percent who are thinking something else and and they're all like sure and arguing and like hearing each other sides that I think is the part that we really push for and it's you know it's a hard thing to say oh here's a perfect formula for how to do it because none of that is math you know but the thoughts of what we're always thinking about is what are the big things in each episode that we want people to leave and talked about and really remember like oh wow we found out this really critical piece of information or the world totally change because of something and we want to make sure that every time we put out an episode one of those happens but they're all going towards that ultimate goal and I think what we find in our world is that there are several different storylines kind of ongoing and so what's nice for us is we much like a you know one-hour drama on television like you never just follow this one storyline from start to finish we get to go and follow this story line and then connect with this one and connect with this one and it may be in a certain episode we don't even see the second story line at all we connect with that a little later when it feels like it's the right time weaving into the rest of it but we spent a lot of time thinking about that yeah and in general the further out it is the less detail we want to put into it you know it sort of levels of granularity so we we generally know where we're going or on an episode level we start with kind of a couple of high-level points if you get too detailed too far out those those plans fall apart anyway it needs to be kind of a process of revealing each layer and having more detail come as you go so if you have too much detail too far it generally won't look anything like that when you get there okay thank you okay we're at time guys they're sending in bugs to make us leave so thank you guys very much thank you so much you