RPS: I actually still have the Guild Wars 2 concept art book within reach of where I'm sitting. Our artists have done a great job in creating a world which isn't trying to be photorealistic, but is very painterly and has a lot of style and will take you to some places you've never seen before in games. In addition to that, the look of the game – I think – is something you can't find anywhere else. We've got all the features which a standard MMO would have. The fact that people used to dismiss GW1 as “not really an MMO”, but pretty much nobody can say that now. It's only got more obvious ever since - what do you hope about Guild Wars will appeal to people who are a little burned out on the concept?Įric Flannum: First off, the main things which attracted people to Guild Wars 1 originally was a lack of monthly fee. RPS: Fantasy games were thick on the floor when Guild Wars came out. And it's in these areas that, at least for me, that Guild Wars 2 is most exciting. Today, we move onto its focus on its dynamic world and its personalised stories. Yesterday, we talked to Eric Flannum about the combat and character systems.
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