Colin Johanson talk about Guild Wars 2 New Year's plans (a)
Guild Wars 2 release several months, until now we are about to sell over three million copies of the game client, and has become a 2012 Top rated MMORPG. We have updated the fog fractal copies, new interactive content and PVP map, the dynamic event of this size and the Lost Coast event, and two large-scale festival activities.
All this is just the beginning. Our goal is to New Year's in 2012 has been successfully operated game content based on learning and lessons learned to ensure that 2013 is a memorable year.
So what it means? Let detailed under:
Guild Wars 2 unique secret of success
Community and players are to make Guild Wars 2 the critical success factors, and this will be a large part of the game, we will further improve.
Let the players in an open world to share experiences, players can help each other rather than compete, which is the important part in the game. When the players encourage each other in the game and get a return, to share their own experiences to friends encounter the same problem, we provide a spoils system, dynamic level adjustment system, resource gathering point, people skills with the resurrection for each player other player's skills are critical game functions, is also proof of the help and support of the entire concept of free play.
Guild Wars 2 is a game of resource sharing, dynamic event system, every time you visit you can and server on different players with experience and share. You may arrive at a map before a new event has already begun, or if you are in an event, when more players to participate in the dynamic events will make the event become more epic, or you compete in the WVW battlefield for the control of the castle, stone Fog the right to fight this all the fighting will be different.
Since the game was released, we already have the ability to build and expand a dynamic event system, add more unique events and vivid story line. These special events and a lively plot like Winter Veil, Halloween, Lost Coast invasion are examples.
These key core - a community full of feeling and experience to a dynamic and vivid events when you each landing a unique experience. Is fighting the most valuable content. But in 2013, we can look forward to something?
Guild Wars 2: vivid game world
In order to continue to build the core competitiveness "Guild Wars 2", we noted the need to continue the open world and dynamic events created. We have demonstrated a commitment to create a truly vivid world, but we still have too many ideas to get the game to reach a new level. Simply put, we have just touched the surface.
In the limited time we will shape the world with a unique story line and event experience to accomplish this goal, further shaping the world and the future for everyone to talk about the development of the next few years Tyria world plot story.
Halloween in our efforts, Lost Coast and Winter Veil event received varying degrees of success. Because you make each event feedback, we learned a lot about how to ensure the successful construction of such large-scale activities events.
Winter Veil activities, for example, we have a lot of lessons drawn from previous activities, to ensure that we create content and before the event compatible to stimulate the exchange of all communities, the most important thing is interesting. Winter Veil activities, we found that the more you can improve the field of construction of world events in the future, so that these activities are more exciting.
In order to supplement this with a strong story and theme regularly on the activities of the world concept, we also need to establish and strengthen existing public world and its persistent content. More ongoing events in a specific area, usually in the region needs to happen in a single event, do not be too frequent, then let everyone think this is an evolving open world.
This means that we need to give players reason to explore these areas, providing incentives for their time invested in it, and encourage them to go to each other where the server experience "fighting" the core function of a free and open. Before we expand our world, we need to ensure that our current world is strong enough, which also go back to the players reason to explore the entire game.
How we need to do?
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