PLAYNATION NEWS Guild Wars

Guild Wars - Neues Interview auf Filefront

Von Redaktion - News vom 25.11.2004, 00:00 Uhr

FileFront veröffentlichte ein intressantes Interview mit Jeff Strain. Der Lead Designer beantwortet einige Fragen zu Guild Wars und der Spieleschmiede ArenaNet. Interessant: Jeff Strain hat früher schon an World of Warcraft mitgewirkt, ergriff dann aber die Chance seinen völlig eigenen Titel zu kreieren.

 Q: Warcraft and Starcraft have stolen, literally, years of my life.

A: Good. They were great games! I was the team lead in World of Warcraft. I actually started that project. What happened was that Mike O’Brian over on the Warcraft III team at the time was calling it “Heroes” of Warcraft. He wanted not to just do Warcraft 3d. He wanted to bring a lot of new play elements into it and have a fresh and innovative game. He was really focusing more on the heroes and the strategy of a hero-based game, so more of a rpg element. Similarly, I was on the World of Warcraft team to not just make Blizzard’s take on Everquest, to do something that was truly innovative and kind of take the genre to the next step.

What we found was that when we started talking, his ideas of what he wanted to do with Warcraft and my ideas of what I wanted to do with World of Warcraft kind of met in the middle. This bringing strategy elements to an rpg, or bringing rpg elements to a strategy game, there’s kind of this hybrid that he and I were both talking about a great deal. And ultimately we made a decision to leave Blizzard and pursue a unique project that embodied both of those ideas and that’s how Guild Wars started.

Q: What were the first conceptual stages like? I’m trying to get an idea of the chronology of the game and the events of the development of the game.

A: Well, we started with a huge engineering task in front of us. We knew we wanted to do some different things. We wanted on the client side a 3d engine that was truly unique, that would allow us to adopt a visual style that was unlike any other. You see a lot of the glow technology and a lot of the extreme environmental technology that we have. That’s our own proprietary engine that we have. So that was a large undertaking that we had to face.

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