Guild Chat - Episode 74
Guild Chat - Episode 74
- Title
- Mythwright Gambit
- Host
- Rubi Bayer
- Guests
- Alex Kain
Jason Reynolds
Anthony Tran - Date
- October 5, 2018
- Official video
- YouTube
The 74th episode of Guild Chat aired on October 5, 2018. Host Rubi Bayer interviews some of the developers involved in the Mythwright Gambit raid release.
Summary[edit]
Transcription[edit]
Introduction (6:30)[edit]
Rubi Bayer: Hi guys. I am your host Rubi for today's Guild Chat and we are going to be talking about the Mythwright Gambit raid wing. I've gathered up three of our raid wing devs. So why have you guys introduce yourselves and about what you worked on for the raid and what you're drinking?
Alex Kain: This is really nothing actually. It's a prop. This, it's all part of my scheme. I'm Alex Kane. I was a writer and narrative desire. I am a writer and narrative designer here at ArenaNet and I was the lead writer on the Mythwright Gambit raid.
Jason Reynolds: I'm Jason Reynolds. I'm a game designer at ArenaNet and I was the team lead for this particular release.
Anthony Tran: My name is Anthony Tran. I'm a game designer and I was a principal designer for the Mythwright Gambit and I've since taken over as team lead for raids.
Jason: Yeah. No.
Rubi: And this is Anthony's first time on Guild Chat. Wow. That was mean.
Alex: No that was, that was entirely. I knew he was going to not see me here.
Rubi: Jason is a really nice guy, you guys. This is Anthony's first time on Guild Chat, so welcome and thank you for your time.
Anthony: Thank you, thank you for having me.
Rubi: Yeah.
Alex: It is not normally this wild.
Rubi: Really? Because I.
Alex: Yeah.
Rubi: I've been. Well okay. I'm gonna have a drink of nothing too because you seem to be enjoying it.
Jason: Ah, I didn't know that one.
Alex: That was very loud.
Rubi: So glad we didn't break those.
Alex: Yeah.
Rubi: So. We've been the worst
Alex: Sorry. Well anyway.
Rubi: So, it's really, the past hour has been like this. Well let's talk a little bit about the specifics of what each of you guys worked on and what some of the highlights were for you.
Theme & Responsibilities (8:05)[edit]
Alex: Cool. So yeah, I came on to the project and the general sort of theme had already been decided on. We're going to the mythwright, the mystic cauldron, mystic forge. Words, we're going to the mystic forge. Zommoros is going to be in there. The very first sort of conversation that I had was with Jason and he kind of approached me and was just like, alright so here's the pitch. This is kind of what we're doing. You know I had just come off of the the fractal the, the.
Jason: Twilight Oasis.
Alex: No, the one after Twilight Oasis.
Jason: Oh.
Alex: I just finished up the Deepstone fractal, so you know it was it was cool to be offered a comedy. You know they wanted like a lighter, a lighter take on the raids after going to a magical dungeon and then literally to the underworld. So it was a cool little break from that, but the pitch was you know, you go into the Mystic Forge, Zommoros is there. He's kind of this, you know, kind of this, you know uh wheeling and dealing djinn and he's kind of like you know, like a, like, like the genie meets Jeff Goldblum from Thor Ragnarok meets.
Rubi: Yeah.
Alex: You know, like this is the greatest idea in the universe and I want to write this so badly. When does it start and he was like yesterday.
Jason: I need that script.
Alex: Yeah, so yeah.
Rubi: Welcome to game dev.
Alex: Yeah, videogames.
Rubi: How about you, Jason?
Jason: So yeah, so I've been on raids since I joined ArenaNet and so a couple of years ago, about two years ago I was trying to generate a list of places we could go to.
Rubi: Yeah.
Jason: And one of the ideas that really stuck out for me, was Mythwright Gambit, cuz no one, no one knows anything about it, even internally. Sorry.
Alex: No, we knew everything. We know everything.
Jason: It is all planned.
Rubi: Do you guys know he is writer?
Alex: Shush.
Jason: I thought it'd be really fun to do a more lighthearted raid, that focused on so Zommoros and what's going on in the Mystic Forge and all the kooky stuff that could go on in there.
Rubi: Cool.
Jason: I had a pitch for it that I gave to like the the leads and directors and what not and they loved it and so we started moving that direction and then all these creative cats came on and it became even bigger and cooler than what I thought it was gonna be.
Rubi: Nice, so how about you Anthony?
Anthony: So I joined ArenaNet during the development of raid 5: The Hall of Chains, the Underworld and we were, I joined kind of towards the beginning of that. So Mythwright for me Mythwright Gambit, the mystic Forge was my first raid by ArenaNet where I've started from the beginning, right. Then I was responsible for the first encounter, the Conjured Amalgamate and it was just a great experience to go from beginning to end and ship that with this team.
Rubi: So Jason you touched on this a tiny bit, but how did we decide. Okay, we want to go lighthearted, the Mystic Toilet. We've called everything else, so someone had to say it. How many things are we calling this Mythwright Gambit, Mystic Forge?
Jason: How did we land on the name?
Rubi: How did you decide to go there? How did you decide? Okay, Mystic Forge is what we need to do.
Jason: Oh. A lot of that is because I really thought it'd be interesting. I really wanted to go there and and so like, Lindsay the design leads agreed and so did Krystal the old raid team lead and it was, it just got a lot of traction ,because it's a really interesting weird place to explore. There's a lot of touch stones like Willy Wonka and like Thor Ragnarok and things that we can play with too and and we've, all of our raids have been very serious and we just want to do something that was a little more like lighthearted.
Rubi: Yeah, totally.
Alex: Yeah. It was, it was one of those things where the idea, it even without explaining anything about the idea it's really exciting. Like we want to go and into the Mystic Forge, great. Also Zommoros is there, great and he's weird and kooky, great. His skritt are the ones who manage all of the organization. This is all great. There's nothing bad about this.
Anthony: It's got a gambling problem.
Alex: Yeah, that's phenomenal. They're gonna be Largos in it. What, okay. Like every, like every new piece of information that I got about the raid and you know with the direction that it was moving in. It was just like. Oh, what's the first boss. Oh, it's a giant monster made of, you know, pieces of, you know, other creatures. Like what, what, okay. That's cool.
Jason: Yeah, the lore on that one's a little. It's kind of interesting.
Alex: Yeah, yeah, yeah.
Rubi: Thanks.
Jason: So the high level Qadim is releasing all these creatures, so that you have to fight against them and so the Conjured Amalgamate is actually this sort of like ethereal, smokey thing that inhabits. It's a kind of like a poltergeist and it inhabits things and that brings them to life and that's what it uses to interact with the world and fight. so that's why the Conjured Amalgamate is an amalgamate of all these different things that were in the sorting and appraisal space and so it's just as hunk of stuff.
Alex: Stuff, yeah.
Anthony: Fun fact to me, we originally wanted the Conjured Amalgamate for it to be an amalgamate of all the items that you would find in the mystic forge.
Rubi: Yeah.
Anthony: So we're talking about gold pieces, legendary weapons, armor, just junk, bones, clovers, but obviously that has changed over time. He's more of this architectural amalgamate, what.
Jason: Yeah, but that was more of like an art decision.
Anthony: Absolutely, yeah, yeah.
Jason: If you think about how if you were if it's a pile of coins and like a bunch of little swords and he's the size of a building, like it's gonna be very noisy and so we ended up pulling in more like architecture from like the pillars and whatnot, so that we could have more like broad features. That's, it's all more recognizable.
Alex: Yeah and you know as it's moving around and like the arms are slamming down. Larger pieces sell that better than lots of smaller ones.
Anthony: Definitely, actually we designers have great pie-in-the-sky ideas and the artists have to kind of bring us.
Alex: Yeah, what do you mean?
Anthony: Back down to earth.
Alex: Yeah.
Rubi: Well, you mentioned it being very noisy and I'm thinking like visually.
Jason: Visually noisy, yeah.
Rubi: Thank you. What if you have something with arms made out of Eternity? What's and forty of those? What's that going to look like?
Timestamp: 14:20
definitely yeah it was definitely thrown out we originally wanted to be the joke was that it's gonna be made of a bunch of legendary great swords great swords everywhere but the issue with that if you look at eternity the the great sword is the size of a player right so you when you think about in a technical perspective like how many Polly's is that like what's the texture of resolution of that and the scale of the conjured amalgam is a hundred times the player two hundred times a player so how many Poly's does that end up being like what's what's the resolution that can you attain with something of that scale and then when you're a player of that size looking at this giant thing that visual fidelity just this good guy really noisy performers will take a huge hit it just was not going to work it's that's like you say there there's some great pie-in-the-sky ideas what be amazing if we could do that but then reality happens but reality happened really really well I mean this was such a fun raid to get to do so let's talk about some of the highlights and some of the fun things that you did get to do that you especially loved and I'm looking at you also the books I love I loved writing the books and I'm glad to see that players are enjoying reading the books we started creating this book tech for season four and it debuted in episode 1 of living world season 4 I was one of the writers on all of the books that you found in the library in the astral areum thank you it was that was a lot of fun but because there was so much stuff to write all those books were like back of the book quotes yeah little blurbs like like pamphlets bless so than books but in the back of my head I always wanted to do more with them so when the raid came up and you know the we wanted to drop some lore in there there was this whole wealth of stuff to talk about like we'd never gone into Jim Tom Rose has all this weird stuff going on you know anything that we couldn't really sell visually easily was something that was fair game for lore books so things like legendary weapons that haven't been you know that I like we had he had to cancel for some reason or another you know because like oh it's a it's a couple of invisible Flying Daggers that are around you at all times but wait wouldn't that be dangerous it's it's oh this staff siphons the life energy of opponents but he like he he he goofed up a variable somewhere and now it sucks up the user's life and they all slip into comas user satisfaction is very low as a result so that those were a lot of fun there was just a lot of lore there and I had time thank goodness to actually write actual short stories so the fourth for gin I think is the longest yeah thank you was the I think it's the longest book yes that we've written I could be wrong about that but it's pretty long it's a full short story that you can find in in the Mithraic am betrayed is it longer than the NDA longer it's longer than the NDA the zamora says NDA in the knot yes it was it was harder to write the NDA obviously the NDA and the hope in the story takes inspiration from of course Willy Wonka you know in the film there's like that giant contract on the wall and you see the text get smaller and smaller I wanted to do that in game but I was informed that it was technically infeasible which is totally a reason not to do it so yeah so so yeah again one of those things were like okay so there's just like a little thing at the end it's like the text gets smaller and smaller until you can't read it anything is the same effect across so can you give a tldr of the fortune for our non reading viewers sure so the four gin is a short story about an unnamed traveler in Ilona who comes across four gin each one representing one of the four main elements having an argument in the middle of the desert and all of them are trying to discern which one of them has the superior element which one represents the superior element you know it's like Oh fire banishes the darkness but you can't live without air and you can't walk without the earth and so they're in the stalemate and they've been arguing for months and this character comes in and is able to give a very reasoned explanation as to why one element is better than the others based on her experience and it turns out that it's me Ani the character yeah from that you that you see outside the mystic forage and it's sort of this this origin story about how the two met it was you know it was supposed to be kind kind of on on the DL but players figured it out like instantaneously which I was very I was very happy about so yeah that's that's that's the gist of it awesome how about you guys what were some of your highlights my favorite part other than the script its critters so well just the fact that it's the script that's handling better handling everything like that gets definite like yeah sure find and they throw back one and that's when you don't get anything in the script but my is the the mini pet menagerie I think is probably my favorite like little encounter space because the the whole lore there is generous is kind of doing some shenanigans and he accidentally made mini pets big and so now you have to love mini pets we don't like kill them so really the task is to rish Rinker Reem immature eyes that's so this kind of goofy and fun I'm not sure that that all the players will know about the different lanes that you can do every week so you might want to just you might want to they just found out about that they did yeah so we have there's the two different lanes that you can do and they just alternate every week and just keeps things a little bit fresh but also inside the mini pet room there's there's four different mini pets but you only have to deal with two so there's even a little bit of Brandon jason glossed over this grit aside from cheese Jason the encounter that I built the the first boss I really liked the script just the sorting that appraisal room where you see them running around jumping through portals and then actually at the entrance of the myth right gambit you see script running through and throwing piles of junk back through this toilet and if the players jump through that that leads them back to lionsearch or the aerodrome so the idea is that the throne is junked back out into the int Alliance arch for players there's there's a Vista right in the beginning that I absolutely love where you can see this big arch over and they're running okay and you can see like their little silhouettes running across and like perfect unison and it's yeah that's actually actually you mentioned going back to Lyons arts a lot of players are curious why we don't have the great entrance in Lyons arts and it's it's for disease there's already a lot of stuff in lion's arch and like if you look at the map there's all these icons and there's people waiting around and so we didn't want to add an additional bang to the map and then also confuse like the script of like jumping into the mystic boards it just it made it very like messy yeah in inside of lion's arch and so we erred on the side of not doing that and so the entrance is only in the in the aerodrome but so that's why it happened out that way yeah other other players were curious why it's not the the old Zamora Slayer and Ilona and there is actually a narrative reason why he's there's therapies he is not he is no longer allowed in Ilona for reasons that are hypothesized in the in the raid itself so that's why that that portal doesn't necessarily connect to his mystic Forge the one that the one that that players know and love so or don't love but right experience and so like what the mystic boards is actually sort of his own like pocket dimension if you will it's not actually in Ilona or anywhere else it's like you're basically inside of his bottle when you're in the in the mystic for it's very you have given me an idea for a fantastic April Fool's Day prank though like everybody who walks into the into the mystic foraging lion's arch as you're now in the raid party of one no warning no warning about de amor people because I can't help but notice they just do of you it seems like a bad idea anyway one day one day it's just a thing to think about that I wanted to put out there no big deal um you'd mentioned the little parade carnival barkers scene oh my gosh yes I loved that scene so much so I was I was asked by Jason to write a little normally like when when a raid launches there's some there's like a little event that plays out in the open world that sort of sort of types the raid a little bit you know it offers a little bit of story oh you know a little a little kernel that that makes you want to find the rate entrance in this case I actually made it so that it is za morose himself and his sort of like hand-picked scrit Stooges literally hyping the raid to all of lions are fantastic so I it's probably not running in more but there there's video footage of it on YouTube where every other hour zom Rose would erupt from the mystic forage along with his whole like with a whole bunch of squid and you know the script would ask planted questions like he's like I know what you're asking how does the mystic it was it was awesome it was I think it was the whole it's the whole tone of the raid encapsulated in like a two and a half minute scene it's fantastic yeah it was it was great I love that they throw out gifts - yeah they so there's two scrit in the back yeah man Byron had this idea of like like a t-shirt gun and they're just like I could do that let's do that I added some script to the back that just they shoot random loot bags out into the audience essentially it's perfect that's fantastic we need t-shirt gun with loot bags get on that I'm sure we could totally do that um so let's go back to the books a little bit you had mentioned there's a lot of really good stuff hidden in those books here and they're just little Easter eggs little little tiny Easter eggs that I'm sure most of which have just gone over most players heads except it's uh there there's a book that you find in the myth right gambit right dad mentions a character that we have not heard about in a long time named is Guerin and yeah it's you know he's just he's there he's in the book he visited the the mystic Forge at some point as is established now yeah Zoomers is just that cool of a gang yeah I know so and he's one of the things that you mentioned was that he's a wine connoisseur he is it's not so much that he you know he said he sort of fell into it or rather the wine bottles fell into the mystic Forge and he do yeah so that's always been sort of a running joke is that you have to throw so much wine into the mystic forage that he's a morose obviously must be like drinking a lot of wine so we sort of into that a little bit he has a wine room and but he he has a there's a book that you can find which is his musings on the wine and the quality of the wine and what his favorite wines are and his his his realm is very met his is magical it has no like weather it has no humidity so he so let you know or at least not normal humidity so he's able to the wine doesn't spoil so he's got this infinite amount of wine from an you know however however long he can keep it he can keep it long he doesn't drink it oh yeah so that was a lot of fun coming up with like fake fake like the the thing I like most about wine to be honest are the crazy bottle designs and the logos that they have on all of them so there was one it was like it was a Jacaranda firing a lightning bolt into a bottle into like a glass of wine like like that was fantastic yeah it's like someone someone can make that that actually is another thing that I loved about so morose is that he's his character he's a he's a collector of things and artifacts in history and so what we tried to do with like the Lord like Italy suggests is that his this his space is enormous it's sort of like a TARDIS and he could have any number of artifacts or historical documents and just all kinds of things that he's collected and hoarded over like like hundreds of years or whatever long has been around so there's you could have all kinds of secrets in there we should keep exploring them I like this yeah but then we've got Kadeem who is the other character in the Rey the antagonist of the raid and he is a collector of exotic specimens some of some of which you fight over the course of the raid including the conjured amalgam it who who you fight in the beginning and the twin largos as well so yeah we've probably talked a little bit about be and and I love that shark that shark is great Chirk mm-hmm internally we call him a junk shark and also all of these creatures in in the Kadeem fight in the oh yeah the holy bananas that he come Pole the creatures down in the prison you guys you guys you guys should talk about the encounter design okay it's actually super cool let's go let's work our way through let's talk about the junk shark because she seemed I'm just gonna call it that until the end okay so tell us about the junk shirt the junk shark I mean he's a creature that sort of likes sand sharks he's like but he's kind of like a creature that I think you would be able to explain the lore a little bit better but essentially he thrives on junk yeah and so he's just always swimming around and Kadeem in an effort to be a little bit more sneaky maybe like release that one and sent it through the sorting an appraisal space so that it could maybe like hunt out and look for key items or or maybe just hopefully grab something and bring it back to Kadeem that would be of interest and so your job is to sort of and while he's doing that they've all the sharks doing that he's kind of breaking stuff and so that's why you go through and you need to deal with the ectoplasm room because the shark is messed up the ectoplasm room or the mini pet room or what have you no it was VA so we wanted an enemy that wasn't going to be a huge encounter but the stakes could still be high and so the idea that he releases this entity that loves junk into a universe full of junk was was pretty cool like what is like what's gonna happen well he's gonna he's gonna wreck stuff and you're gonna have to go yeah so like the the panicked script coming out you know you know yelling that he's you know chewing everything up which I thought was great and then there's the fun little mechanic it's a it's a relatively small fight compared to the other ones in the raid but it's still very clever where you've got like all the junk piles and he's jumping between all the junk piles I know that was a lot of fun it used to be we wanted it to be more like a grabby claw kind of mechanic and so like you'd have to wait for him to be in the in like a pile and then there'd be like this claw that come through and like lower down and grab him out and then bring it back to the center damn amazing does every just use bombs cuz that's Michael Bay it'd be the odds on the bombs are way better than the grabby claws way better yeah yeah so we didn't get the grabby claws oh and now I'm bummed butt bumps you know okay yeah so what about the rest of the encounter we were talking about some of the other parts of that encounter I mean we can go on to the mystic are sorry the conjured amalgam it mystic constructs what we called it internally yeah the first boss yeah so that boss where do we start with that the bus wanting to be made up of a lot of junk right made up of great swords and such so one of the first ideas we had was when the boss slams its arm that junk would pop off and so in our design process we have these brainstorming sessions and once we throw a bunch of ideas on the wall and we have a few ideas that's thick each designer goes back to their desk and does what we call a paper design and we diagram our skills our ideas our tactics or strategies the arena the shape of things and so these diagrams here I just want to show some of these this is the one of the first ideas we had which was an arm slams down and adds pop out so we see here right arm attacks shield adds spawn we try to diagram like the role of all 10 players where the ads are this is showing like one players going to go around collecting these power-ups while the others are taking care of the ads and this was the the clap or the thunderclap and the idea was that the two hands would smash together in the middle and everybody would die unless they're inside the safe zone and so we brainstorm all these ideas and we tried to prototype it on paper in a visual manner so that when we go into implementation we design it to spec that we have a running start as we're building these things and so this was the laser sweep or junk torrent original and this is an example of how we iterate originally we decided that oh yeah there's going to be the safe zone at the end so the idea is that everyone's just going to run towards the end and then as we played it we're like all right well people can just jump the laser beam so then we decided alright we need to one let's allow that let's allow them to jump it and then - let's make that laser go all the way to the end no more safe zone and then three let's also have like damaged fields to persist a bit and just add a little bit more pressure right stuff came online while we were going through play testing right I like the the the damaged fields was like what like three quarters away through development yeah that was the idea and like really you just have to you just adapt to this while your play testing stuff Ian if we didn't get rid of the safe zone until probably 85% of the way through it was just uh saying let's just make it harder like well actually really what it is is if you want me these players to react to a mechanic in a particular way the idea was players need to use the shield to protect themselves if you want them to do that make them do that and so when we had the safe zone it was that left two options well we can run to safety or you can use the shield and we said scrap that let's just stick to one counter play and and then that's the way it plays out okay all right so what were there more yeah so actually the the next slide here that I want to talk about was so you just see the body here one of the cool things about this boss is that it's actually three bosses stacked or three I should say three assets stacked on top of each other and so the way that the reason that we did it like this like you'll see the body the left arm the right arm and the reason that we built it like this is because towards the end of the encounter in the final phase the two arms act independently of each other so when we designed the fight we said alright he's gonna smash one arm and then he's gonna smash another arm but as the fight progresses we want the two arms to act independently from each other so we actually have three separate AI loops running by the end of the fight to control the two arms and the body so we stack it on top of each other we used something attack that we call model permutations and permutations traditionally we say like alright here's a skeleton now here's a permutation it's a fire skeleton what that just means is that we we alter what the mesh shows or if the mesh shows at all so in this scenario we decide all right the body's going to show in this permutation now the arm now this arm and alternatively you can imagine it as three different models but the we didn't do that for pipeline reasons the artist only needs to deal with one model and these are just permutations of that one model otherwise we would be dealing with three models we would be importing exporting animations to all three models the pipeline just gets complicated so it's really neat that we have this tech to be able to pull this off and then this last slide this is this is our card dealer right and just talk about more to talk about more to talk more about the design process we prototype all the time and this is very early on before we even had the final model this is just some asset we pulled from the ether as you can see he has legs this is just some guy we scaled up and then I asked for the permutations and this is what we fought with for a good chunk of development yeah great box version of the boss well that back when the fight was a gambling game not quite but thank you I'm easily pleased what you mentioned so you mentioned fighting with this for a while let's go into some of the challenges of that and how you came overcame them well the challenges was in creating the asset so we worked with this for a while and a lot of it was working with our animators in particular caught and what he had you know we would say all right that arm smash ability or it caught we need you to make an arm smash so this is a prop boss this isn't actually a creature so for people that aren't familiar with our technology these are gadgets and these gadgets are also known are are of type prop boss and so these prop boss have animation states but because they're not creatures they don't have animation blending so one of the challenges that we run into is that the animations have to match up perfectly so from idle into armed smash into the arm smash idle into lifting the arm back up into idle all of those transitions do not have any Meishan blending so in the fight you often see the the construct or the amalgam it ends up going back into the idle pose often so a lot of that there's a lot of iteration with our animator basically and getting the timing correct building it so that we can loop the arm laying on the ground for some amount of time there was basically manual animation states and it was quite the process but we pulled it off well I promise tag they're literally state machines yeah that's exactly what they're they're state machines and we manually define alright in this state you're gonna play this animation I'm gonna play this animation for how long and then when do you move out from that so the the arm attack is three parts right it's the arm going down the arm staying there for an indefinite amount of time and then the arm lifting back up so basically all the attacks had two or three different animation states and we had to kind of fill in those blanks with the timing with yeah so I want to back up just for a second and touch on the term animation blending and I know you're not an animator so please give me as head talk but talk a little bit about what animation blending is it's pretty much what it sounds like I think it's pretty self-explanatory yeah they actually after we released this raid now prop bosses do have animation do you guys want credit for that because nobody else is in this room aleem actually put that tech together so Thank You Elena Thank You Alina animation blending to clarify it's the idea that when you go from one animation to another there's this moment where you slowly actually if you think about when you listen to music right you have one track and it's gonna it's about to go into next track you have the option of starting to play that second track to overlap the first track right so the first one fades out a bit while the second one ramps up that's exactly what animation blending is okay perfect that's it you get such a good analogy well so sorry I murdered this thing not mutter compliments same thing with state machines again pretty much what it sounds like they just turned out state from one to the next mm-hmm okay the classic sketch comedy troupe the state yeah anyway as long as we're behind the scenes of game design and talking about things that were kind of difficult that we overcame what else was kind of challenging in this because we talked about all the fun so let's talk about that final encounter because there yeah it's like a master class in moving things yeah fixing bugs and updating and adding features to our moving company meeting it as a presentation talking about all the new moving moving platforms and you it was a great presentation this right here Ben magic right that's what we're gonna call it and players that are familiar they'll recognize some of these configurations but this is one of the early prototypes that he put together with just gray box platforms and this was him experimenting with different platform configurations for each phase of the fight and there were a lot of things that were done with it we had platforms that would follow players so you can kind of ride it like this flying the mist in the sense but we didn't go with that route right we really not yeah but you know it's really neat and then we ended up using it in the encounter so and I obviously was not aware of just how finicky our moving platform technology was before beforehand but through Ben's very exhaustive presentation on the intricacies of our moving platform tech I now have a much greater appreciation for just how many little things are moving around that finally gunner they used to be that you could get a gadget which is like a prophecy actually become gadgets and you could put it on a rail and it could move on that rail that's it and I don't even think until even a year or two ago it could loop like you wouldn't go back on itself it couldn't go back and forth it would just go from start to finish and you couldn't have combat on but there were a lot of Jews moved from platform there are a lot of things I know that been fixed such as the venturi tablet he needed to make sure that that followed the platform oh yeah I didn't yeah pets making sure that they knew where the navmesh was VFX orientation so like let's say you have a skill that places an AoE on the ground and has a VFX associated with it so what we're talking about is local and global space right and so normally if you're just on terrain you only care about global space but if you're on a platform now that VFX needs to rotate with the platform and also stick to it and also stick to it when it goes largos a fight with the the platform moving down so not just rotation but then we also had to deal with the the vertical height change with the largos fight with everything moving down yeah a lot of things yeah that raid brought the whole design team a lot of new fun toys that yeah something that we've talked about more often on Gil chat lately is how we as ArenaNet as game designers are constantly pushing the boundaries to see what else can we do with this thing how can we make it better how can we make it more versatile more useful more fun and this is such a good example of that like yes remember when we could just go from point A to point B and you're doing this huge this huge thing now where the platform's going everywhere and figuring out how to drop it and figure out how to make people not fall off of it I wasn't gonna say it but thank you for thanks for taking out my hand flop it and twist it I'm okay with that so there's another thing that I want us to look at and that's this huge river and that spits out billiard balls yeah let's take a look well first I want to talk this here speaking on behalf of Ben this is us using reusing the assets that we have and similar to this and working with what we have we often just work with what we have right this waiver and this is the charge animation and this is how Ben made them leap from platform to platform and it just looks perfect right but this is we didn't request a new animation for it this is a launch two-point action and then we reuse his charged animation and it's it just looks great billiard balls billiard balls so this is an unused attack in the ghetto yeah so if you notice again working with what we have right the wyverns head goes from left to right and normally if we do a flamethrower attack we just say here's a cone here's the attack region if you're in the cone you take damage there's no sense of like all right I was on the left side of the attack and I got hit before the fire even reached me sure so the way that we built this is with these splines and these splines they're just they're a string of nodes that we place down in our map and so what we do is we say all right as the creature is animating its head from left to right we're gonna fire these fire a ohi's along the splines to kind of match with its head movement to match with the the flamethrower breath that comes out of it you can see the individual nodes right where all the AoE the area of effects are yeah it's it's a lot more refined and like you said if you're on the left side of the cone and it hasn't hit yet mm-hmm you have some time to get out of there that's an awesome example of working with what we have and making it better so well what else do you guys want to talk about from behind the scenes of development what don't we know tell us all your secrets the largos we originally wanted it to be a secret that you weren't fighting to largos at once we were not the original ideas that you were going to fight this one largos but then suddenly like you fight the second largos and it has full health and they were supposed to look like twins yeah at one point they're actually like vo is actually gonna be them talking together right yeah yeah like Siamese twin that was yeah it was the first pass of that and that changed who's also a fun story where it's been so long since we have used Lagos in the game that like when Eve our vo director discovered that we were using she's like what the artist to because they because they had no one's touch loggers and so long so the artists were like quality up the part we need to update their their textures their models literally how they speak yeah yeah we try and use reuse as much as we can because I mean it's a lot of work to make all this different artwork it's really well argos like players want to see largos and we have the assets it's gonna be fine but if you have if you've got the largos if you've got something already and you can bring it in that frees up more time to make more stuff i really did turn around very quickly it was it was much different and easier request than a brand new creature yeah but we still ended up trend like having to do new animations and so like their animations and the rigs are based off of human female I think and so but they also get their own rig so they we animated on human and then moved it over to the lar ghosts and then added like the wings animation so that it was a little bit flow a little bit better because yeah the wings are actually like purposefully animated it's not just like cloth tech or something where they're flowing behind them they're they're a deliberate part of their of their rigging the skeleton so it was there was definitely some work adding but they were I think probably our cheapest as far as a sent requests really yeah it's still a very complex fight a lot of a lot of tweaks and balance and yep yeah we actually wanted to feel like a Bellagio fountain oh that room yeah yeah great yeah yeah the cave the lights on top of the the ceiling its [Laughter] very big that's a large bath just to add more to that we as designers we were going to use just humans with the Largo swing backpacks that's what we talked about right we often try to go for the minimum as well I mean one we said that we wanted a an amalgam it made of legendary great swords and at the same time we also try to be very minimal and just work with what we have it's very polarized but the point there is that we want a lot of plans and options yes a something falls through we have something to fall back on it's really important the artists help balance it out they're like no you're not using packs we're gonna animate these wings for you see the way you phrase this in my head says to me that you want an actual human characters with largos backpacks running in like boom alarm what are you trying to pull yeah thank the Lord tidbit that I can think of is like yeah this critter handling all this stuff but like the myth right cauldron where you end the raid that's that's where like the cool magic happens like that's where legendary items are created like that is Forge yeah that was like one of the earliest Lord discussions I think we had with regard to the raid was okay we have this idea that the scrit are throwing or throwing stuff out and that's why people you know don't always get the coolest thing in the forge when they throw their items in but there has to be an explanation for why you get legendary items out of the forge so that you know is it's a morose like with a little loot with a little like cheat sheet and he's like uh they threw down the right four things they get this cool sword like you know it's not it's not that at all sort of a craftsman and he is the one that's helping combine all these magics and it's he's doing it in the in the myth right exactly yeah this we wanted us we wanted a different thing a different artifact that you would you know that would create these things that are completely unique that are that are totally awesome Zamora I believe is wielding legendary weapons and the various fighters yeah like a baller spreading around going this is the one I didn't give you so actually the the culture and if I recalled the actual mechanism to creating legendary weapons I was our our goal was to to find that more serious note at the end right because that's what Kim was really after yeah and otherwise it was just a gambling problem and does something paid that's actually a really good point like when you're telling one of these stories when we were first going through like brainstorming this story start to finish it was more of like a light-hearted gambling and you're helping him resolve its gambling debts and oh boy but it there's no like there's no impetus is no important yeah I think there's nothing bad that's gonna happen you're just stuck here helping this jerk yeah it's something that you wrote that's not very funny like as a as a player like maybe it's funny for like a short story so we had to find a reason to have it be important players who wants to do this there was no there was no there's no like end of the second act where like everything has gone wrong and you know khadeem has got you on the ropes and what are you gonna do and that like that that was that was the moment that we were really looking to find that bit after the largos fight i remember we spent a lot of time pacing that out and figuring out how much information we were going to give the player and who was going to say what how that was staged i know that in the write in the writers room in particular there were a lot of there's a lot of back-and-forth on exactly how much how much characters spoke versus how you know making sure that players weren't held up too much on stuff there's a lot of give-and-take on that but i think ultimately we we hit on a nice sort of balance where you know it's a fun raid it's these are fun characters there's just enough seriousness where you know what the stakes are the whole time more so in the last act of the story and then when you're fighting Kadeem on those moving platforms and he puts you in his menagerie and you can see just how weird twisted he actually is all throughout that whole fight I think ultimately I we hit we hit that the way we wanted to we wanted to hit those notes I was pretty happy about yeah it seems well yeah you can now you can tell that's that's Jason's throw a cliffhanger too so yes that was that was also fun coming up with like what we whoa what is the funniest thing that Zamora scan say at the very end of this cinematic but that also sets it up but it's like it's peak so morose at the end of that at the end of that cinematic and let's spoil it what does he say that's probably bad the villain the villain is transformed and escapes from the mystic forge and he just kind of looks like was one of the all wise like that is hardly ideal actually I must have written like 20 lines and and Rick Wasserman the the voice actor for Sam Rose did all of them and it was all variations on like huh oh oh or you know like like you know like whoops that's not good or that's no good just like like 20 of these lines and we picked we picked that's probably bad because it made it it made us laugh the most I cannot stress enough by the way Rick Wasserman's vo session we were all like in tears laughing it is so perfect he found the voice immediately and just all like his like every single take was just gold and like it's perfect yeah it was it was great he was wonderful and sam riegel of course as Kadeem was phenomenal he found the voice immediately to who's like so tell me about this character I'm like he's evil he's like great let's go yeah it was it was good it was a lot of fun putting putting out putting that all together all right well let's finish up by talking a little bit I would love to hear from each of you what your absolute favorite little thing is that is your personal touch that you put in here Oh pick a favorite child do it now I don't I would love it if you did one of your favorites it doesn't have to be okay good yeah there's um I'm trying to think of the d'arnot so yeah they're so okay I know it is in in in the lore book where Zamora was talking about his failed legendary weapon concepts one of them is a rifle that shoots skeletal fists and and also feels pain and it yells all the time because it's in pain I don't know why I did just I love it it's like it's just stupid little there's no practical purpose for this thing that's probably it was like I was like sitting at my computer writing [Laughter] I like everything else - yes there's nothing I dislike about this rain yes I'll say that I just like this more than one of many favorites yes how about you Jason so since the beginning you've always called them zoom arrows and actually Zamora ready to die on even though I was given actual grammatical evidence to the contrary until I heard vo in lions are - this is sir saying azam ro something his characterize I love his character he's a lot of fun and I like his interactions with the scrit and how he's employed them and and just like the the wonder and like even I don't know it but fully going on in the in the mystic chords everywhere and I think that that's really cool it makes for great he's delightfully wacky mmm I thought was great sounds like back of the box taxi this might be a bit of a cheat answer or a broad stroke but I thought the environment art was just the way actually this is you way the way you fall into the mystic for the gambit you only do that once a week it's pretty great you enter the rate and you fall down like junk there's like streams of junk falling down you fall into a pile of gold and junk so good and then like you mentioned Alex you see that archway with the script running across and then the sorting the appraisal room like jumping through all the portals with the Jackals it just feels like this what you were mentioning Jason just like a spaceless limitless writing could go on forever and ever and ever the fountain room was great the fire hall the fire hall was just that run down the bridge and go staircases are fireballs coming down yes and then the final room with the platform just everything was just visually we visually are literally geeked out about everything all right like every every little thing it's like oh man the water on the sides of the opening area it's so beautiful when you go down there or even underwater in the largos fight like you don't fight underwater but if you go down you collect that lower book and then the underwater is art it out and it's fantastic it's just it looks so good Jeff did a great job putting all those props together linking everything a lot of stuff in there is unique and and and Jeff like hey I'm just cracked it all out it was great fantastic that's not a cheat answer at all because it's exactly the environment art is a good answer it's exactly what it should be mm-hmm and that is it sounds like a simple statement but it really speaks to how well everybody came together yeah and since we're talking about literally everything the new musical tracks to the largos music track in particular I thought was a phenomenal that made that fight yeah it really did it really felt different and unique and cool and I look it's like the pacing of the fight the music matched the pacing of the fight yeah and doesn't it it's dynamic based on with the phase which phase of the fight you're on which I thought was great too yeah I'm really happy with her music has come along in the past several years I mean it was amazing to start with yeah and we've raised the bar so much it's so good everyone's really good is what is that everyone's really good what they do I mean I think when we release the the trailer for the raid that there was so much hype just from a few shots of the raid that just speaks to how well the environment looked we've never really done a trailer for a raid as I understand it not like that I think a while yeah so well thank you guys very very much and that's thing everybody does fantastic work we only have three chairs it's a problem because like sometimes I'll email a lead like hey who worked on this thing here's 30 names I'm going oh this is a wonderful problem to have but I appreciate you guys coming in and speaking on behalf of so many people to put in work on this because it turned out beautifully I mean the mystic Forge is something that's such a thing in the game and to turn that into a right wing is really incredible work so you guys did good that's the understatement of the year yes likewise so far you guys pretty happy with the reaction so far yeah and that was that was a safe question because I've seen it - no it's okay yes yeah watching people play the raid and you know stop and look at things and you know like oh did you see this thing no I didn't then they all like train over to it and look at that isn't that great and it's all worthwhile like how good does that feel it's so its launch day watching people stream it's great yeah yeah like like like any time spent on literally anything if you see someone appreciate that thing you're like ah yes literally why I mean game design yeah I like making things and then people enjoying it it's really great yep um like watching a stream like like like first day stream and people people are trying to get through as quickly as well yeah and then you get you get a couple of people were like oh here's a nine-page Laura book and I'm like they're not gonna they're not gonna sit there and read that no I'm gonna read it so I could you could have done that with like a quaggan mug in each fist it would have been fine I would have smashed them together alright well thank you guys very much I appreciate your time I appreciate you coming and chatting with me forever you guys stick around because we have two new behind the voice videos you should probably stay - because I should okay yeah all right let's take a look at those thank you again thank you guys for watching guild chat with us [Music] you [Music] so here we go on let's see line 6 gorrik Blish let's give Lord Ferran and the commander some privacy tie me is really memorable to me because she's she's spunky and she's not afraid of what people are gonna think about her pretty much ever and she's this old soul in a young person to me anyway she sees like a kind of person yet you look up to and you want to respect and be like cuz it nothing gets her down really time he is getting older and she is going through a lot of things that people her age or her mental age should not have to go through as I get older and I have to go through things in my life that are experiences that have changed me I feel like time he's gone through those things like kids do but it affects her the way it affects adults it gives because she started out as an old soul and now she's even wiser and more worldly so now when she might have been just a smidge more flippant about things maybe she's she has some memories that give her pause before being so impulsive so my favorite thing about timey is some time you will get her done I saw the sign driving and it's like get her done that's like time he's slogan her credo you know she puts everything else aside but not like she's a hard hardened person she has emotions and sensitivities and I don't even think she really hides it that much she just is very pragmatic oh forgot to mention to prove it only infects humans he did expose himself to the contagion but nothing happened a lot of my characters I will either arrive at technically or I'll channel someone and tie me is my niece and my niece is a Spitfire and she just goes after what she wants he just doesn't doesn't always think about the repercussions but it's easy for me to get to her well now I fall into tiny you know in my sleep huh is that a thing but to find her initially that's where I got her from and and all I have to do is put myself in my niece's body and imagine I'm with her and then her voice comes out because to me all my characters they can sound the same it's my voice but it's the personality underneath them that determines all the the innuendos and the inflections and the different emphases and the the attitudes towards things if you have a teleporter in your arm that information should come out earlier time he knows a lot of things that she's maybe not sharing with everybody yet and it's that adult secret that a kid has to keep so she has a big box of Secrets that she has to keep to herself I wasn't ready to tell you but my condition it's um it's not in remission anymore it's getting worse sometimes the pain is so bad I can hardly focus I can't calculate how much time I have but there was an end putting tie me through a lot of the emotional things that she's going through right now it's it draws on a lot of things I have my strong acting training too as a foundation but then the things that I've gone through with my in my life and my niece has gone through and we've gone through together all those experiences they really helped get to that point this is probably of all the video games and jobs I've done the one that has required such an extreme shift in emotions because she goes from the the snarky to broken and very frightened too scared scared for her life and losing someone she loves so there's this huge range of emotions and I'm I'm really grateful that you know you guys the producers the whole company has trusted me to be able to navigate tie me through all these different emotions because she has a lot she has a lot of stuff going on with her it's painful and there's been a lot of painful things with in my life that hurt a lot both with my niece and my mom and just stuff so it does help me get there so sadness is part of life and it really helps in acting and it's not fun but that's the job Blish sacrificed himself to give us time to stop Krakatoa that's her priority hey we have a job to do but there's no way we can do this without or eeen we have to find her mr. Gore you stand accused of conspiracy to release a deadly plague upon our city first of all it's just Gork a sewer do not have surnames Korek I mean aside from his intelligence and his different take on most situations which i think is what really makes him stand out I just think he has just a unique heart you know he genuinely loves what he is into and though sometimes he's not always concerned about what people think about that it's a genuine love I don't think I know he'll be the best Beetle steed ever I just need a few items for the last mutation and an incubation so he's a giant nerd and so am I the way that he loves bugs and the things that he's into is the way I love technology I used to be a programmer like that's my thing ooh you can zap it with the tribo electrocute er if you could get gorrik any piece of advice what would it be oh um stop and smell the roses I would tell him to slow down and smell there he wouldn't listen but yeah it's thumbless stop and smell the roses I can smell the pestilence in here the direction I was given the input and the research that was already done for me really helped me to be able to get a better understanding of how to reach from where I am to where he is she said Couric's really excited here he might speak a little faster he wants to talk about something he's super excited about so he's going to forget social etiquette because he's focused on his interests gotcha gotcha good good here here I've just confirmed a suspicion I've had oh this is big very big for me it's it's finding not just his voice but sort of what he actually really cares about you know it's some of it is the obvious stuff like bugs but then when you see his relationship with his brother how it's a it's this real closeness and how much he genuinely cares about not just what happens to his brother but how about his feeling and how it affects him yeah I think that's the most special thing about gorrik you did it commander we're receiving a signal from the tracker but like always Blish was 100% correct I don't don't know how I never doubted him bliss can do anything he puts his mind to did did he say anything but I saved him