In the early days of Guild Wars 2, ArenaNet tested a series of upgrades that, in many ways, predicted the fashion for live services today. The first season of what he called the "living world" included a series of episodes that temporarily changed the maps established in the service of the current plot. In the dramatic finale of the season, the main core of Lion's Arch was transformed into a battle zone that players had to fight to save, then the city was completely redesigned after its destruction. .
However, it turned out that gamers didn’t much like having only two weeks to experience every part of the ongoing story, a lesson about the drawbacks of FOMO that many game developers as a service consider today. For future seasons, the structure of the Living World was changed so that each episode was a permanent addition, usually on a new map.
Thus, while new players can review almost the entire history of Guild Wars 2, the first season remains lost in time, experienced only through NPCs dedicated to explaining what happened, and through certain Fractal missions and, more recently, Visions of the Past. Next week, however, ArenaNet will bring back one of the best encounters of that first season: the Twisted Marionette, which will return seven years after its launch and subsequent rapid release.
https://www.youtube.com/watch?v=b9XT5GctDR4 [/ embed]
Originally part of the 2014 release The Origins of Madness, Twisted Marionette was undoubtedly the template for the next seven years of the design of Guild Wars 2. Although the game always featured World Bosses – huge fights that encouraged the a whole map to work together to bring down a big bastard — the Puppet required an extra degree of cooperation, as the server was organized into separate lanes to complete tandem objectives. This design philosophy would advance the first expansion of Guild Wars 2, which focused almost entirely around meta-events around the map and remains a mainstay of even the latest versions.
When it was released, I called the Twisted Marionette The best meetings of ArenaNet, and I’m fascinated to come back and see how it holds up. I suspect it will feel very different now, in part because much of the infrastructure in Guild Wars 2 has been rebuilt. At that time, the maps were linked to the server where it was located, which gave the meeting a sense of community and camaraderie. It took our server a few attempts to understand it, but there was a growing excitement as we approached the end.
Now, Guild Wars 2 has largely eliminated the concept of servers: they are really only used for World vs. World multiplayer, and even that will change soon. In addition, the specializations added with the two expansions of the game have led to an increase in player power, which means many goal events feel more automatic than they may have done in the past.
Elsewhere in the game, ArenaNet prepares players for the upcoming expansion of End of Dragons with a series of retrospective versions that encourage them to revisit previous episodes of the living world. Each week, new hits point players to older maps, with some powerful rewards available to complete them all. For some, the highlight of the overall achievement goal is the opportunity to get a guaranteed forerunner for one of End of Dragons ’legendary new weapons. Personally, though, I’m more invested in the opportunity for a 32-slot inventory bag.
More generally, ArenaNet is in an interesting place right now. A study update launched earlier this month promised more open communication with the studio, as well as the return of key figures to the development team, including former games director Colin Johanson. Along with this release, the study revealed that they were working on an update to DirectX 11 to launch in an opt-in beta later this year, which we hope will eventually address the low performance of the multithreaded CPU. of the game.