• In The Spotlight

  • Guild Wars 2: Examining the Combat System



    Some guys have all the luck...some guys in this case are the folks at ZAM.com who continued their in-depth coverage of Guild Wars 2 today. In this interview they had the chance to talk with Isaiah Cartwright and Jon Peters about the processes and decisions involved in developing the GW2 combat system.

    ZAM: How do the combos and tactics that we’ve heard so much about in the developer journals work? It seems like a very “real time” sort of effect for an MMO…

    Isaiah Cartwright: The biggest thing that has allowed us to achieve this sort of comboing system is the fact that we’re changing the way we do skills. In Guild Wars 1, the designers would come up with the skills and then we’d hand them off to a coder and the coder would create the skills for us. That worked really well in that it gave us a lot of skills rather efficiently and the skills did exactly what we wanted them to do, but that didn’t give us a ton of room to experiment. Every time we wanted to come up with some crazy weird idea, we couldn’t really do it because of the process involved. It also meant that the coders were spending a lot of time doing pretty simple code.

    This time around, we really changed the philosophy in how we create this kind of content. The programmers now build us a lot of pieces, and the design team sits down and puts them all together. What that allows us to do is come up with lots and lots of ideas that we then turn into something cool. Additionally, the programmers now spend their time making these neat little building blocks rather than crafting out each skill.
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