• In The Spotlight

  • New Guild Wars 2 interview at MMORPG.com

    MMORPG.com published a new interview with Guild Wars 2's Lead Designer Eric Flannum, World Designer and Writer Ree Soesbee,and Environment Art Lead Dave Beetlestone to talk about the highly anticipated upcoming follow-up to the successful Guild Wars franchise.

    We use a lot less instancing than we have in the past. The game is structured much more like other MMOs, with the world consisting almost entirely of fully persistent areas. That being said, we have a number of different ways in which we use instancing. Dungeons, for example, are instanced areas designed for group play. We also use instancing very heavily in the players' personal quest chain to reflect decisions that the player has made on those quests. For example, Logan Thackeray, captain of the Seraph, has an office located in Divinity's Reach; his office is instanced because we need to update his status based on choices the player has made.
    To read the full article, visit MMORPG.com