Guild Chat - Episode 100
Guild Chat - Episode 100
- Title
- Icebrood Saga Episode 3, No Quarter
- Host
- Rubi Bayer
- Guests
- Kirk Williford
Novera King
Tom Abernathy - Date
- May 29, 2020
- Official video
- YouTube
The 100th episode of Guild Chat aired on May 29, 2020.
Transcription[edit]
Introductions (6:20)[edit]
Rubi Bayer: Hi Tyria! Happy Friday and welcome to Guild Chat! I'm your host Rubi and this is our 100th episode of Guild Chat. Um, we are super excited about that. It's not really what I envisioned for our 100th episode, but as we [static] make it work, thanks to all of you for sticking with us for a 100 episodes, thanks to all of the dev guests who have come on for a 100 episodes and huge thanks to Mark for making this happen behind the scenes and making it so we can bring this to you from home. Um. So, speaking of making things work - we released episode 3 of the Icebrood Saga this week and we are gonna talk with a lot of the dev guests who made this happen today. So, why don't we get started, with our three. Why don't you guys introduce yourselves and talk about what you worked on for No Quarter? And since we're not in the same room and we've already – cough – experienced bumping into each other... Kirk, you go first, then Tom, then Novera. [laughs]
Kirk Williford: Alright, hey everyone I'm Kirk Williford, I'm a senior game designer at ArenaNet and I was team lead for No Quarter.
Tom Abernathy: I'm Tom Abernathy, I'm Studio narrative director and franchise narrative director for, Guild Wars 2 and, I watched Novera and the other writers do amazing things.
[Rubi and Novera laugh]
Novera King: Hi, uh -
Rubi: That sounds incredibly creepy!
[all laugh]
Tom: Well I mean, they knew it. They knew I was there, it wasn't like I was eavesdropping.
Novera: It's getting.. it's getting weirder. Um. [laughing] I'm Novera King, I'm a senior narrative, designer at ArenaNet and, narrative lead over living world and, I was the head writer on No Quarter.
No Quarter (6:20)[edit]
Rubi: Alright. So, first of all, congratulations all three of you for getting this out the door. I know we had a special set of challenges or ten. So, do you guys.. do we want to start there, with what were some of the biggest challenges in working on this episode. Obviously creating and shipping it from home. And now you guys run free and talk over each other.
[all laugh]
Novera: You know -
Kirk: Novera -
Novera: I was actually thinking about this a little bit, Kirk because.. I think that, you know, working from home has become... the big thing in the forefronts of our mind. But, we had done so much work on this episode before the pandemic hit, um, that, you know, it's.. it's easy to say that, like, the biggest issues were, you know, wrapping up the scripts and doing table reads from home and then, like, doing all of our playthroughs and how we're gonna ship with no VO, and... you know, trying to coordinate our collaboration in a whole new manner so far from each other, and I feel like that's probably made all of any other challenges, like, quiet down, but I'm sure there were other challenges, Kirk, what were they?
[Kirk and Tom laugh]
Kirk: Yeah there was quite a few and, you know, the start of No Quarter was a lot different than some of our other episodes, our content releases. Novera and I from... spent many many hours in a room trying to figure out exactly what we wanted to do with this episode, both narrative and design wise. You know, there's a lot of.. a lot of challenges that were coming around based on some, you know, trying to iterate on previous designs and what have you and where we wanted to take the story and just being able to do that was interesting and a little different. Trying to do it, you know, in... in a time that we were given, you know. And then obviously then the big one was when that call got made of “Hey, we're, uhh, we're gonna try and work from home.”, you know. And
Novera: Right...
Kirk: I remember it all happened so fast and it's like what.. what do we do? [laughs] How, how
Novera: I feel like we just -
Kirk: - are we gonna make this work, you know.
Novera: Right? And I feel like we just kept rolling though, that was it, I think.
Kirk: Yeah.
Novera: It's a testament to the, the team that put this episode together and, I mean, I've gotta say that like, having Kirk as a partner on the design side, like, it made it so much easier than it would have been. You know, like, I think by the time pandemic hit we had sort of hit this, like, psychic connection. Kirk and I had built a little bit, so that it made it a little bit easier, um, in terms of rolling into it. But, uh, this whole episode, I think we approached it very differently -
Kirk: Finishing each other sentences.
Novela: Yeah, you know, that kinda thing.
[Rubi laughs]
Novera: Um. This episode we had.. we approached it in a very different way. Because we were telling this Charr civil war we knew we had.. it was a different type of content and a different feel that we wanted to give, the story than we had done in the previous episodes of Icebrood Saga. And I think that part of that players are experiencing that a little bit and might not be realizing what that is, you know, how much story is actually told in... through the meta, through the open world events that are happening. Like, we didn't have as much separation between golden path story and the rest of the episode as we might have in previous episodes. So that was new and challenging, how to approach that and how to make it feel cohesive, but also let each piece still stand on its own a little bit, if that makes sense. So it's... it was a little bit of a new experiment I feel like.
Kirk: Yeah it was definitely different because, oh I'm sorry, go for it.
Tom: I was just going to say, that's the thing that, that, that you guys started in the prologue episode I think in bound by blood and it was remarkably effective, I thought, in terms of building mood and intention and all that kind of stuff and yeah you run with that ball farther in this one but I think that I think the whole.. during the icebrood saga, Novera and the designers and other writers have been sort of exploring this kind of idea of doing storytelling in the meta and in the open-world as much as on the Golden Path, so that the entire world is telling the story and you know you're getting a sense of everything but it's less linear in some ways and more just sort of the thing that accrues.
yeah for sure something that was different about this episode compared to you know at least the last couple you know is this this was essentially an extension of what we started seeing amongst the char in in bound by blood right whereas you know we took a little bit of a detour away from some of them the more nor and or Meg focus story bits you know and transitions back into what what has Bhangarh been up to you know what has his force has been doing since we've really seen him last being trying to figure how to make that work and tell those stories in context of a a map wide meta you know which we haven't done in a while you know so it's just different challenges and trying to find a way to make that feel cohesive and tell a you know a fluid story while maintaining you know the key beats that we do in in story instances and you know our cinematic and things like that it's also super dark right I mean like like when I saw the the first version of the script and and you know the first thing that happens in it is is that you watch motor executes deserted and and it gets darker from there I mean like you know so I I loved it like right out of the box it says things have gotten very bad you have no idea how bad bad they've gotten right yeah and you're about to find out that's right the other thing I want to toss in talk just speaking to the original question was obviously we had mocap for the cinematic right we were that is a thing that had been done with Maddox about an episode ahead of time so we had the the cinematics team had done the mocap before we all got sent home but we didn't have vo for anything except an early version of the cinematic and so when it became clear that we weren't going to be able to record the actors because of the lockdown in Los Angeles we had to think about what that meant and what the thing to do moving forward was and lots of reasons but particularly given our cadence and the fact that we don't want to miss uh you know giving our players content when they've come to expect it we made a very difficult decision to obviously to release this episode without voiceover but since we had an early version of the cinematic already in the can from the previous episodes recording we realized that we did have that that last line that that Ryland says in the cinematic when he when he says I trusted you we had that for me kamati and so so we thought well that would be cool if we drop that in and otherwise you know an episode that otherwise doesn't have video it's sort of like Marcel Marceau saying the only line of dialogue in silent movie Mel Brooks's film right but I loved that was really effective and I love that we're able to do that yeah go ahead no fair go ahead I was I was gonna say um what made me happy about the fact that we could use that line is that not just that we had a line recorded from ek as Ryland but that that line carried so much emotional character content that and it kind of summed up a lot of dynamics from the episode that sort of Civil War you know family like relationships on opposite side and all that that using it there just felt it just makes me really happy it makes me really really happy that we were able to I think if somebody said to us you get one line just one you can pick it mm-hmm which one that would be the line we would have chosen yeah yeah I remember I remember when that started getting more finalized that cinematic we were you know I would get messages people only are you do you know that there's there's still view and that last part of the cinematic yeah you know cuz the everyone was under the assumption that the entire episode shipping you it was like yes you know in fact and everyone is just like man I hope we're not removing that it works so well it's very you know goosebumps every single time and even to to you know launch day when I ran through it you know it just it hurts yeah it does and giant props to the cinematic team Chelsea and he asked everybody who worked on either the performances the facial performances that those guys get out of char right it blows my mind to look between Krisha after she's put the shield up between her and Ryland is just is as emotionally impactful as anything you would ever see in live action and it's amazing work that they do they really did an amazing I think it's interesting it some things about the way that we have shipped this episode has just drawn back the curtain on our process to players even if they don't really realize the fact that we usually are beginning the cinematics process on an episode during the episode the previous episodes Bo recording right so we have to we use the cinematic is usually the first thing we write in an episode no matter where that's animatic Carlos in the episode right that we that that's that's a huge part of the process but also on the voice acting side that that everything in a games in an episode of living world is collaborative like there is no one to plant that is the only one roof that are the only artists that touch that piece right so and I say that to say that what we write on the page script wise we there's another set of artists the vo artists are going to step in and they're going to add something and and the flavor that they give and the way that they bring their characters so like we expect but our words are going to evolve way through their voice acting through the direction through the performances and that's something that I think when we finally do have EO and we release is going people are really to see that oh it's still a collaboration it's still it's not like we writers write something and it's like that's it I'm out I'm done you do me like ask you know I mean like it's perfect and sometimes there's a lot of things that we write that'll be really like the line itself on the page is very simplistic and there's a reason for that because the nuance will be added by the actor right and like we want to leave room for that and then space for that so it's interesting to see you know how people are sort of reacting to that that portion yeah I think it's really true because we more than from games we go hey a lot of tension the subtext right rather like we put as much focus into subtext as we do into text and that's I think somewhat unusual in in this medium and so without the actor sort of supplying it if you're just reading the line you may not necessarily get it also will be fun to see that see if people perceive certain things differently once once their voice yeah I wish that we could have put it like little like within the line like a little asterisk someplace it's like here's the parenthetical of emotion we would give you know we would tell the actor this is said with derision and then the actor would decide what what sounds the most derisive to that right so there's that side well that's part of it um know that you're you're fine this is this is the world we are in for these right we talked a little bit about nuance and the actor delivering that and the amount of takes that a lot of these lines get like no Vera said it's not just right the line ship it to the actor and they do it can you talk a little bit about the extreme back-and-forth for so many of these lines when they're getting recorded and the care put into that sure yeah so some people know I started out many years ago more than I'm going to say as an actor director and and getting to work with actors in the process of making our content is one of the parts of our job that I love the most just because it reconnects me with that very long ago those very long though experience and I've occasionally directed some of our sessions most the time they're directed by a guy named Chris paella who's terrific and but but where we're always in the room or usually in the room you know sort of helping to make sure that both the director and the actor have sort of the full sense of context for each line Chris is a longtime Guild Wars 2 fan so he knows our IP and now which is very helpful in recording sessions and you know the actors to become because of the nature of our content the fact that we put out releases with voiced content every couple of months um you know we basically have like a sort of repertory company of actors because they're all well you know many of them are coming in you know on a regular basis Morrison and that's why they also frequently the they will do other NPC voices for us just because they're there and we can have them do that other than the PC actors you know a lot of our actors do do that but they're also so we have an advantage that that the majority of them really know their characters well the things I have learned from Steve Blum frankly about Whitlock would take me half an hour to talk about and and they get they get material ahead of time and and study it which is also unusual in our medium and and I'm grateful to them that they they appreciate the material to that extent that they want to really look at it and be prepared when they come in we frequently will show them the cinematics in in whatever current form they are which is often raw but can be very helpful I remember when we were when we were doing I guess it was whisper in the dark that has the the cinematic with the frame here I think right and yeah yes yeah we had Deborah Wilson come in first and du jour mag and then Fred town ashore came in to do the fray near and he endeavor very good friends and so he was really excited the idea that he was gonna have to listen to her delivery and sort of match her rhythms and and all that kind of stuff and you know if you obviously if you if you played it if you've seen it it's really spooky and and effective but you know the our actors are so good that a lot of times they you know they'll give us what we need in no more than four or five tanks at most when you're really into meaty stuff though there is it starts becoming a little more of a process of no very made reference to our parentheticals in the scripts which is basically for people who don't know anything about screenwriting it's it's just a parenthetical is a direction basically in in parentheses below the character's name and above the lines of dialogue and we on our team have a very specific approach to parentheticals we don't use adjectives generally because we'd only be prescriptive to the actor in that way but what we will do frequently is give subtext so for example if you had somebody you know you have a character saying go to your room at the parenthetical or sorry let me switch that around now a character saying I'm done here and parenthetical might say go to your room and so that that just gives me actor a kind of sense of the flavor that we want out of it but we will do you know with important dialogue with important scenes we will spend a good bit of time really working it sometimes Chris or I will actually act the other characters with the actors so that they have something to sort of react to because you know what you want when out of an actor out of multiple actors is energy being thrown around like a ball and so I've found that really enjoy and it improves what we get out of them if Chris or I is thrown that ball of energy back and forth with them and reading the other side of the scene and all the kind of stuff they are all so good and so talented and and so never fail to come away as the Varys you know with colors and dimensions and and hidden you know nuances that we never anticipated as writers I mean Italy is a multi-stage process and a script is just a blueprint um the work of everybody else does to sort of bring that to life is like I said for me it's one of the absolute best parts of what we do and it never fails to just put a giant smile on my face and that's so cool thank you for diving into that a little bit if we can before I have I have another couple of questions that I want to ask you guys but if we can look back up a little bit and talk about telling the story within the map um a lot of this might be for you Kirk but the thing that I was thinking about you you were talking about this open world map wide storytelling and I will talk to you in a little while we're having just an unrelated conversation the other day and we were talking about the the how far we've come and the extent to which we've gone from hey we have we're able to put like this little bit of story into the open world - now we're here in May of 2020 and we're telling we're continuing this whole story through the open world and bringing it map wide what's that process and like I mean what what were some of the big successes in bringing it this big so Kirk's just like I'm overwhelmed it's all it's a lot of stuff I think in the pro in in bound by blood Eric who will be joining us later made some new tech that we call an impostor tech and in that in that episode it was used for when you are following Bram around the jail and essentially it looks like Bram to you it does not look like brand other people and that is used here as well and in no quarter in the case where that when RIT lock is following you that is something up until recently was anyone floated that idea and they'd be called crazy you know it is not easy to pull off two open world still storytelling in that context especially in an MMORPG and so having that kind of ability for us really opens up the playbook quite a bit you know it just comes down to figuring out exactly we want to do with it now I think about it it might have been used last season episode four of last season and actually with bullish following there was anyway yeah they look like a prairie dog yeah prairie dog and bullish that's that often is one of the internal struggles is what do we have this be for people who are not on the step or that you know that isn't can't be real offer you what the heck you know so in this case it was a United legions combat devourer Annie I think was the one who built that and it looks awesome it's adorable when you get the the air bubble around their head when you go underwater but you know things like that is just it allows us so much more freedom and open open world storytelling and we also can do things like have NPCs or props or you know any kind of visible thing not appear the same for one players that does for another and those are some some other things that really didn't exist that way or at least in the same like context or as as well at least as they did previously in the game so just being able to use all of that and have it come together really allows us to do a lot of really neat things it just comes down to you know framing it all and making sure that we're still giving things room to breathe because you know opens open-world scenes obviously can have other players in it you know I'm trying to do a really important store bit and someone it turns into a chair right in front of me you know or a tree and it's like well that kind of changes the context a little bit but you know some there is some kind of that freedom as well that it makes a little some of those moments feel a little unique and sometimes a little more lighthearted if they need to be if a player runs by just guys does you know at dole yak cub baby don't yak or something you know but yeah it's always really fun seeing those come together it's it's challenging to get those to work in a way that you know feels good but when we do you know I think it works really well some all right so what were some of what was what were some of your favorite things to work on this episode what were some of the best things to speak alive and you can have a favorite yeah for me one of the big ones is probably an air dropping that was something that I you know we were trying to think of a way to have movement around the mat feel good what without using waypoints because those are various era you know those are kind of have their own context and that didn't feel very thematic to the episode and then you know we we were talking it's like what what if you could fly a helicopter there it's like well let's see what we can do and we got the air drops working and you know the we one of our prop artists got a parachute effect that looks great you know and it just kind of went from there and it's just really fun and satisfying and you know you can glide out of it you can mount mount up from it you know and it's just really fun and satisfying way to explore the map and kind of get to and from the other one I think that the big one would just be I think the reward coordinator system that we were able to bring back the for those who are familiar with the the way that supply drops work in no quarter every 10 minutes you get a Supply Drop based on what control points you hold essentially so if your your map holds all six of them you'll get six chests if you have five of them you will get all the makes the the fort you know or whatever what have you from what you own or don't own I'm that's using a system called reward coordinator that we had used previously and heart of thorns and it's been all since we we've tried to bring it back and I think this is actually the first time in PVE since then simply because there's that system was designed to work one way that you know works in heart of thorns but systematically wasn't really applicable to a lot of our pieces of content but Eric our our programmer did an awesome job of kind of reconfiguring it in exposing a lot of values to designers to make it provide a lot you know to work contextually in in no quarter in the context of what's going on in the map and I think it worked really well you know making sure players are still rewarded and it's a big group efforts it's a big civil war everyone is working towards the same goal you know so even though I'm not on that other side of the map I'm still getting rewards from it you know I think that is incredibly helpful and you know helps really nail down the theme of the map which just helps with the storytelling you know like no her and Tom were saying earlier so it all just comes together right and that's I always love when that kind of stuff happens yeah I agree with that I think that like seeing all of our sort of collaborative efforts come together and all the little bits that you know I feel like every not just design and narrative but also audio and aren't like all of the things that we all the intentions that we had and you know having a very focused goal of like making this a civil war making like what does that entail all the way through and having all those little tiny tidbits come together that work within those things that for me is really rewarding you know seeing them map Tracy West did a freaking amazing job with this map and also just the the the lighting that the feel of being in this war on different fronts of this war on different lanes for the meta I think was great to see come to life and I think seeing the steel war band now as our and like our antagonist was really rewarding for me having people talk about what that feels like to now fight people that you are fighting beside bring the player experience it aligns the player experience with what we want what we're saying with the characters with the Chara feeling on the frontlines fighting against their own war bandmates like how you should feel somewhat conflicted somewhat saddened by the fact that you know you like me these guys like ah the still more band is Quan crop sukwon he did such a great job you know in visions of the past deal and fire of laying the foundation or those steel war band mates Rylands you know family basically siblings that they were so much fun to spend time with and to write that like it is bittersweet that we were like now we got off them like you know dick mean it like what what that you know that process though knowing that that even when steel and fire was happening that we were going to be doing that you know because we plan we don't plan just episode 2 episode we're looking at the iceberg saga all the way down the line um and how we're going to to build this for you it's been it's been kind of wicked awesome said pretending I'm Bostonian for a minute it's been wicked awesome those characters it was when we decided that we're going to use them as as boss encounters I remember you know that was a the first thing that we did was reach out to the designers from steel and fire to you know learn more about those characters and what they did not just their stories but you know mechanically what are they known for and what can we do to kind of take that to another level to make that you know a satisfying it is bittersweet yes they are you know that they serve as the antagonist for the open world but we want to do them right right we want to make their encounters fun we want to really show them doing a lot of fun unique things that really play up their character you know I think we settled them a lot of really cool unique stuff right you know really drives his giant tank around or her giant tank around I'm sorry VY Shen you know deploys decoys and one shots people you know they they both they all have their strengths and weaknesses and but when they come together it's just complete it's you know they have domination and they can take you out if you're not careful and then nicob are just up top watching and keeping keeping an eye on on his buddies you know through the entire final fight is just it's awesome in really satisfying in a bittersweet way but also any like yeah you know I understand kind of way at least personally real quickly I did one more shout out I'm sorry go for it no go ahead go ahead okay one more shot out of a thing I wanted to mention that is really cool and one of my favorite things that we were able to ship is the map reset mechanic which is just the the air raid sirens and the complete destruction of everything bombs going off airstrikes going off base is getting recaptured audio the audio team took that and ran with it in a way that I never could have imagined and it is so terrifying the first time that I heard that when Chris Burgess sent me the audio clip for that I'm like oh my gosh this is this is perfect and it works so well so it does I hate it it's wonderful we want to look at that real quick because we do have a video of like the layering that audio did oh nice is that cool can we do that mark yeah normally I would just like look at mark and okay [Music] [Music] [Music] you [Music] you [Music] you [Music] [Music] yes I just so much yeah it does it's terrifying I will never unhear the squeaky door but somehow it doesn't every time I'm just gonna shout conch time all right we need we need just like a little conch in the next episode somewhere as a little yes so huge huge thanks to our audio team for providing that yes and for making the map just feel so so very char you know like ice we'd saw that is also a charged story it's not just new Noren even though you know people think i snorin drawer mag the point of this saga is that it's both you know and yeah they will see more of that in the future but like right now really letting the bar be like the spotlight for this episode like kudos to audio they really hit it very much so so tom how about you what were some of your yes so I'm gonna make her ears turn right but I want to talk about nubira [Music] [Laughter] her vision as the lead for living world or this season or what this story is was going to be about it is not just brilliant but also know very as a as a writer as a thinker dives very deeply she and I have two and a half three our conversations on a fairly regular basis where we just talk about characters and and and dives super deeply in them and the thing that I have loved about all the episodes of the iceberg saga but particularly this one is the depth of richness to the complexity the insistence on sort of adopting as a as a general philosophy that nothing is black and white nothing is simple that there are multiple sides to everything that everybody has a perspective and that you know the way that she and the other riders have sort of really grabbed these complex and very political and and socio-political issues and and you know done written amazing things that that flesh them out and brings life is is astonishing to me and and I've loved being a part of the process of bringing the room and seeing it all unfold but particularly I want to point to the parler scenes and also the conversations between the Imperator's when the island isn't present um because those you know when they first came in were long they're not short now but they were real straps are and you know cuz you've got five or six or seven characters all arguing and expressing here for you without this stuff and the idea is that they are articulating and and the the passions that they feel are very deep and rich and dense and complicated and it's not easy in the end of dramatic format to get to that kind of depth and particularly when you're sort of wielding as big a cast as we have in this just in terms of people who are who are in jeans together you know we we most of our it seems most the time it's like you'll have three four people talking at the most and in some of those seams like I said you've got six seven maybe more i am i think i think there's peachy I was watching PG stream or PG in and she said something about it in a very pleased way she's she's like it's so political and I was like that's exactly yes now if we're selling that then we're we're doing something right and I know that's you know what no Vieira's vision for it was and so my favorite part of this process has been just watching that deep and complex and rich sort of story and and themes come to life and in a very dark episode for sure but one that is that just has so much to think about and feel about in it and I have I have bad news if you don't like that cuz it's only gonna get more so that sounds like good news to me I appreciate it quite like nivara are your ears red yet are you like on fires I'm touching them in there like my arm actually you can't see cuz I'm brown but I'm very red under the brown saying I I'm gonna actually say that like none of that would have been possible that sort of the the depth and complexity that tom is talking about if like if Kirk hadn't been along for the ride from the get-go like the first time I wheeled my you know my my white board of crazy into a small room and pulled Kirk in and was like how do you feel about this you know what I mean like he's just been yeah that's the first version of the white boy go crazy and then it just gets progressively Creed so yeah so when we're yeah yeah that's oh yeah we're gonna now we're getting into it just to explain to folks at home the process sometimes of like breaking an episode and like breaking it down to you know each chapter and then the scenes within chapter and the beats within that scene and and how is that going to flow and where's the gameplay involved all that goes into it and sometimes things are changing constantly or like design it's like no you can't do this we need to do that or or or you know some other needs come up so having it be on a whiteboard allows me to be like oh well we can just erase it and like write over it and I can change the colors and look like a madman but it makes sense to me like if it's in red it means that's the emotional core of the scene if it's in green this is the action that they're doing yeah yeah totally makes sense unlike then after that's all locked I can like put it to paper and we can refer to what the themes and everything are but I've literally like at one point pulled Kirk into a room and he was like yeah sign off and then I just wield the whiteboard and she worked there and I was like okay guys like this is the pitch for this episode you know feedback let's see is this really flowing and that kind of thing so it just gets progressively crazier and it becomes the Bible or that episode for me even when I go to like write script pages so that board doesn't get touched by anyone like I basically just like a LoJack the board that was saying yeah yeah Vera will cut you yeah it's the thing I take it seriously I'm very curious as to whether you wrote that or if someone else wrote that from experience I wrote it because I liked them okay I keep their warning you know yeah I know I I think you know that collaboration Kirk early on ablai working on the whiteboards was a highlight I think of this process for sure for me yeah and that that was maintained throughout the development of the episode you know that was to always act accessible to design and narrative as we you know would have questions me like let's consult the the magic board you know what what did we you know if we needed a reminder because there's so many layers of depth to what's happening in the map and what's going on in the story you know so it's just a nice thing to have around and it was it was mobile to with as an overhead which was very helpful so we listened to the board that's assist the board that's currently in your home or is that a different board there's a different board because once we were locked at home for stay at home orders I was like well I have other episodes that need work so have you know white board legit episode fives white board right now haha telling you anything but this white board is much smaller than y1 in the office so like I have to keep like writing on and then erasing it and then taking photo taking photos and erasing and start over I'm like over and over again so yeah oh no I probably need to get you more white boards all right so everything else it's just the walls are now white boards so is there anything else you guys want to touch on before we move on to our next round of guests cuz I I noticed we've taken up almost an hour and it feels like 15 minutes to me because you guys are fascinating I feel like there was something that we wanted no no I I feel like there were I wish that they were I knew what players were thinking about some of the characters so that we could sort of touch on some of our intentions around that I know I do oh go ahead tom I mean I've seen a lot we'll talk about small yes and why he does what he does and and and why seems in some ways to be behaving a little differently than we've seen him do in the past or maybe you can speak to that yeah you know smaller is an interesting character and in in some ways parallels the kind of stuff we're doing with Bhangarh in that you know sometimes when a character earlier on in their career in a sort of political realm in this realm of power is doing things for us with a certain intention behind it and not that that's a negative intention it's the best of intentions likes motor brokered the ebon Hawk treaty that's very true motor is also at heart 100% a politician and you know it makes no bones about the fact that he wants things like sitting on his desk like who does that you don't I mean like so there is what we're seeing right now is now that Bhangarh is off the table in terms of legitimacy as an imperative the legions of of a legion motor just assumed oh I can step in I'm Conor and that's not the case there are there's a new generation which Krisha very much represents and to a certain extent the steel war band represents of like there are others who have a say and what the charr going to be and how they're going to move forward and we're not just going to you know step back motor and let you decide on all the things because you did this this admittedly thing what they have in hoc treaty will depending on your point of view you did this thing and that that was really like impressive but like mal says you bring that up all the time like what have you done lately you know I mean like I think that there is an aspect of that too and like motor is what we're seeing is someone who's watching some of his power a road a little bit and he has a very specific point of view about how to deal with defectors how to deal with traitors he's also been on the the front lines of dealing with renegades for a very long time all of that is in firming whose motor is and why he takes the actions that he takes and and also informs people like Ephraim ephram's been watching hate tear the char apart and even the flame Legion to a certain extent apart for a very long time and so his reaction to that you know the idea that this civil war is not just about numbers it's not just about like how many troops is Bhangarh have on his side it's also about what does it mean to be char who are we after this you know it's not like we can still be warriors who have value in how we love our war bandmates like we're band equals family the char not heartless and I think that when people talk about the char and they're like oh they're going softer but if they're not going soft they're nuanced they're yes warriors they will take you down which we see quite a bit like Krisha doesn't want to take nobody on the other side wants to take out all of the steel band you know more abandoned they the respect their respected like ease young up in commerce have done amazing things on the opposite side of the battlefield like Krisha folks are acknowledging that right they have value what we want is for them to come to the right side of this choice of this line in the sand but if they don't whatever we'll cook them out because that's what's necessary that's what's needed to that's what needs to happen because there is a right side of this and there's a wrong side of this and it's sort of building on when we were setting up in the prologue which was you know bang gars being the propaganda machine that he's that he's spouting is all about Chara above all and that's really what the line in the sand is about right like this when we're saying the civil wars about the sole of the char or the char going to move forward into a future where they are espousing this char above all sort of nationalist viewpoint that's very much based on like hatred and fear of others or are they going to have a different future that might be working with others and still being proud of being char right and and so that I think even within the Imperator's it's what we see with smote err and how you know there's a question about what direction does he want to be in right now he just wants to take out beggar because he wants to be yeah thank you all right what his motivation is yeah exactly curtain like who are you young whippersnappers and even malice is gentler than he is liked by a lot so there's an aspect of that yeah mm-hmm-hmm I really appreciate your note about out there not heartless there there no others more to them um something that I see a lot of in in all games is there's this there's this feeling of I don't I know that I want I don't know how I feel about characters talking about their feelings and their lives and all of this but well we don't want I feel like are just paper mache figures with guns that won't push this toy soldier forward and have him shoot the thing and I feel like the jar more than that of all of our races are more than that absolutely absolutely and I think that like you know an older version you know in gw1 when you were this story was the human story and we're looking at the char through a very particular lens like like yeah things were bad like right things were rough we were at war they you know committed atrocities we committed atrocities like we as humans on the GW one side and so you know once we have altered UW to where there are now a playable race we're immersing in that culture especially in high screwed saga but get to know the other sides of that and I think that that's really important and you know I think that was smote er motor has he is a very he's an older school in a similar to Bangor has an older school view of what's acceptable because they lived through very specific Wars right and so I think that even the war crime because it is a war crime thats motor is completely aware of the fact that he's about to ask you to drop this grenade and he knows it's a serum grenade right like that's part of the thing and that's part of ephram's attitude about some motor in the end too because you know ephram's like you cannot choose to have my people be party to that like that is not your decision to make right even in wartime so I I hope that he even asserts that level of dominance I'm sorry no no go ahead Kirk I just gotta say even a search that kind of dominance over the over the commander right like he knows dang well what he's sending you out to do and how it is you know the the meaning of what he's having you do which is essentially some of his dirty work right you know that is very intentional and he is it is a power move for him to do that and ask the packed command well be commander the Dragon Slayer what have you to do that event ask when he has people could do that you know right right I mean it's to him it's just what we need to do in order to win you know it's a battlefield decision I don't think that's motor morally and anyway thinks of himself as the bad guy in that situation like they need to take back the territory they need like they have a kind even in killing cinder to him it's like why are we negotiating with these kids anymore like we've taken the territory let's keep pushing let's go get Bhangarh right like to smote her that's all legit to us to Krisha to you know to rile it there's there's lots there right like we're not just on the other side why are they on the other side what are they looking for you know all that kind of stuff so um I hope that we'll have conflicting feelings about smote er about how we approached it like I if people feel impassioned and they're having impassioned conversations about our treatment of characters in this episode like then we've done our jobs right I want people talking at char 100% agree with that and and I to tie back to what you were talking about what though is still war been before - it was we didn't decide to have you play as Ryland and to spend time with the steel Morgan and it's given fire for no reason we made that decision because we knew what was going to happen in this episode and we wanted players very much to feel like they understood and like Ryland and understand and like cinder and Bachchan and rinoa and Nicobar and and see them as people see them as individuals and and really bond with them so that when they are killed and especially cinder who's who's the one that's closest to Riley that that we all you know that we as players feel something you know and and feel the outrage ats motor doing what he did and and understand you know how Rylan feels when he when he says to Krisha I trusted you and then leaves because because in that moment what he's basically saying is you know this is broken beyond repair and you know where that's going to send us is you know like I said forty is darker even than this and it and we want like you know I told the story I think in the last field chat I did about about David Simon the oral history of the wire where there was an actor on the wire his character got the script and his character was getting killed off and he went to David Simon said why why are you coming off everybody loves my character name times that that's why I had to kill you off because it'll hurt me most of its you and and and yeah we we it matters to us a lot that our characters are not paper then you know people just run around with guns like Ruby said that that they are three-dimensional human beings are the equivalent of hearing people they're dimensional people and yeah and and that that you see them as such and you understand them that's part of and that's part of the richness and complexity that Nogueira is so good at that is just a baked into how she does what she does and and and the other writers did a great job with it too um and yeah I mean that's what we want yeah everybody's part for everyone else and Aaron and Aaron and Shane Michael are two new writers who did the events and the ambience which you know I hope everybody is enjoying and when there's vfo you'll get more ambient like they this was their first content released for us and they knocked it out of the park so yeah there was a lot of new blood involved with Newton a new quarter and yes kudos to all of them they did a fantastic job yeah as always this is this is a small representation of a huge team work together really really well so congrats and thanks to everyone on there all right well thank you guys very much for your time I appreciate it um Kirk please don't leave we need you for this next segment all right stay forever please stick around for just a few minutes guys and we'll be back with the a a little bit more of the no quarter team bye guys all right are we good hi guys welcome thank you for hanging out a big patient yeah why don't I have the two of you introduce yourselves and talk about what you worked on for this episode first a knee then Eric hi I'm Anna Vandermeer I'm a senior game designer I worked on chapters 2 & 4 and some smatterings of the open-world stuff like the the caravans and the hungry centuries and such I'm Eric I'm a senior software engineer now or realistically eternally in a Content program which means I'm a programmer and designer kind of equal parts and I worked on some of the tech stuff to make the some of the well this work in PvE a Kirk mentor the reward a turn and then there's no like sector L has the stuff I do the vistas and then I did rinoa the to grow of pieces in the lighthouse and then in this part of the meta finale fight and then I did the final chapter the turn about was I didn't do the boss fight as Justin but everything else that advances and chapters 2 & 4 that was shoulder-to-shoulder and distract destroy and distrust right correct those are your two okay awesome well let's talk first about bringing Eric you mentioned working on bringing some of those weather elements over to this PvE map do you want to talk a little bit about that uh yeah well too bad well it was when came in it was like I think we can just do most of this stuff so I can't take too much credit most of the feel of a push-pull hold a sector kind of thing comes entirely from well design side so like Kirk's brain in the open world people I'm not part of that the reward coordinator is the system I actually built that long time ago for our thorns and had very specific uses on a couple of apps we kind of like curse and move in a different direction and then somebody came to me a coder who doesn't work anymore like he wanted to use it in love WA so it sometimes used there some UI so it's like my baby has changed and I need to change it again to make it work for this new map with our new needs there so I mean that wasn't too bad it was mainly like Kirk said just kind of exposing more knobs there's a lot of a lot of programs work is just taking a thing that happens and behind the scenes and making it happen a little bit more in a place where designers can mess with it so once we got that there was a lot of like Oh clever use of existing technology by the design side to get to you like all if you hold this face you get these rewards you know this basic at these so yeah we just found a good way to kind of make use of you either already UI is actually really tough it takes a very long time so we didn't have to do too much good the other part of the sector outlines that was harder than expected but it reads pretty well people get it pretty quickly and I think it immediately visually says you're in a bubble map it's like what we're training so that was kind of a very early request we Kurt identified that very early on we need this so it wasn't too bad but just kind of poring over my stuff and well but I've never seen more but that's most of programming is like well I don't know what this is what's the effects to it yeah one of the one of the goals with drizzle would Coast as a map you know was trying to have the world versus world experience have a little bit different context and so but while maintaining as much as that messaging as we can and that includes things like you know the iconographies try to try to be consistent constants like you know the the supply caravans these that the sector outlines though the reward track you know as much as we can that wave for players who aren't as engaged with world versus world maybe they play a drizzle wood coast and like hey you know this is this is actually interesting maybe I want to give this a shot you know and vice versa to make sure that you know we get more visibility in those kinds of mechanics in messaging in order to you know maybe get some people to step out of their comfort zone a little bit and get something new a shot if they hadn't yet sure well what we're akyuu talked about I'm sorry Kirk you talked about this some in the last segment but the other two of you Eric and Annie what were some of your biggest challenges and getting this episode live yeah right away for getting rid luck to follow you he's stubborn dude and setting up pretty late scripting yeah I know you wouldn't have gotten that from any part of the game the the scripting to get him to do stuff to follow you to behave properly was was very complicated and required a lot of work and I really got a like hats off to Carson and to the testing team because a lot of these things were things that just had to be tested and multiplayer and that's not something I can do on my own as a designer and that if there's a bug I can't find and murder myself that makes me very vexed so so having to track down stuff like that there was also unique just to figure out storytelling in the open world with that particular mechanic what could we do what couldn't we do just it was a lot of jumping in like welcome back after seven years jumping in on the deep end like this is all the things that have changed there's a whole heck of a lot you know and it was just really complicated but fun to jump into and and try to figure out and be as as clever and a stubborn is possible to try to get stuff working and I really relied on a very patiently and in a very very patient team to help me out with a lot of that stuff because it was it's it's got some big complex guts it sounds like it so before I before I ask Eric more I'm curious about the reluctance Oh what was he doing what was happening oh gosh well for one thing there was there the imposter system that was yeah about deciding had to change that and there's some weird if I if I explained it in detail that would put everybody to sleep there's some weird there's some weird ways in which stuff has been you know when you're when you're dealing with a game that has so much like technical history to it there are these ways that things have been done for a reason way back when that that that structure remains and so suddenly thinking about storytelling in a new environment goes well okay we can't we can't have this guy say this scene and unless it's in this spot but we can't have him do this yeah it was a lot of really crazy complicated stuff and it felt like trying to unpick a just like a a massive chords and just trying to find out which went into what and what was possible what was like potential and trying to get trying to make sometimes very triaging assessments about like well we'd like him to do this sort of thing would like you to be able to do this kind of thing with them but it's going to take X time and we only have half x time like we do this cleverly is this gonna cause too many bugs like there's there's always an element of triage to desire that could be a heartbreaker that makes that makes sense you're building on seven plus almost eight years of layers of game and there are a million moving parts anyway so yeah I can absolutely see that and you're trying not to have seven favorite locks running around a feature good if it were lux how about you Eric yeah the I think I'm gonna actually play the devil's advocate for me kind of because the timing of the pandemic hi by the time we were sent home I was kind of it was really well defined went to pieces I was gonna own one most of these sort of big unknown like tech pieces were in place and so it was kind of just like you know heads down work on this boss fight to boss dies horribly and this instance so like at being able to log in quickly and do some work was actually really useful for me I didn't have to drive into the office or stay late or something um I can justify I had idea about how it should work let me try it actually helped me I will say my instance mayest but turn about there's I mean it's very cinematic just cuz like it has a synthetic but there's a lot of dialogue and we getting people to know what's going on when their eyes are drawn to like the chat log or the speech bubbles while also paying attention to like pretty frantic couple of beats I guess I should spoiler warning if I'm gonna talk about innocence that's entire show or long past that 15 15 minutes in by the way everybody's entire show massive spoiler but I so for instance a good example would be when you chase Ryland that's supposed to be like you're just hearing these conversations you're not just like reading them and then very carefully like there's complicated scripting into the fireman zones that Tracy put in we build up the fog as you make progress down this way but actually is very complicated to do and that's tough of you if you're having to read the dialogue especially cuz these people are following used a lot on the behind you so like best I'm just gonna have to shine better when the vo comes in but an example of something where work better I actually after work with no beer so most people probably don't remember but there's a beat in the hallway in that instance a few get send her out you're walking down it you encounter Ephraim taking some owner to task for the Syrian crystals thing it's a cool beat I really like it and like there's a lot of cool staging in there you know it's slaughter doesn't he doesn't get down to like fight he stands up and results poetry the way I was supposed to play out they have their they have a conversation you know smart is like guys if you've got the clause and at that moment you're supposed to go break it up that's not how it plays in the in the final but that was the script he pressed the button to break it up and then Whitlock says something it was a little weird from a gameplay perspective I hit break it up in gridlocked Iseman but more importantly because we didn't have vo relock was behind you and most people didn't even seem it the speech bubble or he could tell that he was talking to smote her when he says you know I close my eyes East I'm just like banger so I worked with movi receive like hey you know could we switch this up and there were a couple things we tried and the simplest we came up with just had writ like step forward and join them we actually called them to the email for the angry Chara power triangle where all three of them are like against each other's faces and then you do the break it up so like we had to think about those things to make sure like hey people need to see this there's no vo to cue them in like through their ears so how do we get around that because that instance had to be very synthetic feeling because there's not that much gameplay until the big fight the end we really had to pay a lot of attention to that so like that was a challenge but I felt like some of the we had to build up this way work from home infrastructure and like really intentional channels the communication among team members some of that stuff actually helped facilitate answering those questions and let me actually get two really cool details in that instance boobs tank which I don't think anybody seen yet it's nothing the hill but he runs off during the fight the hot fog reveal a lot of stuff it really helped to have work from home alright that that absolutely makes sense being able to and I I do appreciate I've said this before I do appreciate that my commute is like 40 seconds now and I'm sure that helps yeah shipping without vo is something I feel like we've we've talked about it a lot just because we've been talking about it for so long Reed chatting about this for several months but if you guys can just talk a little bit about how a little bit more like what Eric was talking about how you communicated things knowing we didn't have that we weren't going to have that at first and we aren't going to have it until we can get everybody back in there yeah challenges it was interesting yeah I still remember when that that call was first made you know no Vera and I were talking to me sure I was like can we do this like can we ship a living room episode without vo is that even possible like we're such a voice heavy game you know and then it kind of we kind of realized well we we don't really have much of an option here you know we have no idea when this is going to calm down so what do we do like how do we action this and you know a big strike team was essentially formed of what can we do in the time that we have to kind of mitigate this the best way possible right that included many different options some of which we were able to do some we weren't some provided their own sets of challenges right you know some things we took for granted like what Eric was saying with the text bubbles you know you don't really have to worry about those as much when you can just hear relock talking behind you but now we don't have that okay what can we do about that you know huge kudos to the audio team for for putting together the the set of grunts is what we kind of were calling them you know we have a big library that they were able to make very quickly for all of the race gender combinations and then essentially what we had to do from there is a big group effort to come together and analyze every single line in the entire script for the entire episode and on a one-by-one basis say hey is this is this line what is the emotion of this line is it an angry reaction is it sad what what emotion is it trying to portray right and that isn't something you can just run a script and have a general so that is something that the entire team had to come together across an audio narrative and design and figure out like what are our standards here how do we make this call what should this sound like you know and that was incredibly challenging but also really it was really nice to see everyone come together because we wanted to do whatever we could because yes we know you know we want vo too and that's why when we are able to record we're gonna put it in but we also want to have new content out there for our fans right so figuring out as much as we could do and in doing so we found a lot of things we're just like what what can we do here that's just a general quality of life improvement you know for those of our players who are hearing-impaired you know how do we make life better for them in our game you know and so we have a bunch of stuff that we learned coming out of this process you know and who knows how long this lasts but you know maybe we can put some more thought into it and who knows where we go from there but you know it was definitely a huge learning experience and but everyone came together so quickly with the the common goal of let's do what we can to mitigate this and still have this feel really good and I think it was tremendously successful given this you know the circumstances and some decisions were made you know like the generic MPC talk lines that were pre-recorded have been in the game forever when you talk to some NPCs they still won't they still are there they're there lines when they engage you in combat or you kill them or they kill you they're still there your character saying I can outrun a centaur is still there you know the things that that would be even stranger to not have them so I think those help carry a lot of the burden along with the grunts conveying some of those emotions first are more significant you know lines to all come together and work in a way that I felt was successful yeah I think I think there was a strong element just from the conversations that I participated in and from what I've seen after the episode was life and even as it was being developed that the whole that the whole feeling was okay yes we don't have vo but we have a lot so let's see what we can do with let's do the absolute maximum that we can do with what we do have instead of just oh well there's no vo there's literally no point I mean I like everybody forward such a good effort no go ahead yeah I had full confidence in in the the nonverbals at least like being functional doing the intended thing working well because the we knew that we were going to be having to basically get the player to look around a whole lot more and with the situation where you can't necessarily see the speech bubbles if you're too close and ambient's aren't printed I think of the chat log so having you know hearing spatially where stuff is with grunts just as like a quick sort of reference like I'd worked on stuff before that didn't have a nice juicy vo budget and I had to rely on stuff like that and knowing that that had that kind of level of functionality to do the basic level of what we intended that would at the very least make sure that the player didn't miss anything important that made me feel confident about that and also excited to see all the stuff that's added and what people suddenly notice and like the nuance and all that glorious stuff that the vo is going to add what do you find what gets in so I'm looking forward to that yeah for sure a lot of that is a lot of the stuff that we all said you know is harder to notice but you also just come to kind of expect it now so like we we used a lot of our announcement tech you know to say so-and-so is being attacked you know this base is under attack this base is captured you know just doubled it doubling down on message messaging in that way but we also have things like you know a lot of the times when you're in one of the bases and you're doing something an event might start and if you're busy and you might not notice immediately so we said hey hey audio team what can we do about this you know and they made a bunch of really cool like drums that play in warhorns that'll that'll go off you know I think when a defender vent is active a mortar shell shoots up into the air like a little flare and emergency flare you know little things here and there just to get your attention either through audio or visual just to draw your eyes as much as we can since we don't have those video call-outs you know so it's all been really yeah Klaxons make everything better in the best way you know the end of the use this word plays I thought I would blunt it eventually and and knowing there was a squeaky door no it still just means that the world's ended you need to leave now like it never got better for me I've actually had to turn it down it's awesome yeah no no it is it is terrifying in the best possible way it's one of those like really good scarce and like I said in the last segment even knowing the squeaky door it's not gonna help it's still terrible because our audio team is too good yeah they are yeah so again shout out to everyone who worked on this and we haven't we haven't done this yet we've talked about it a lot but I want to take a second for a huge thank you to our voice actors who took the time to help us deliver that message we're not gonna be able to do this everyone who participated in letting us know letting the players know this is what's happening is fantastic and I think we all really appreciated that yeah so do you guys do you just want to talk about some of the some of your biggest your favorite things in this episode some of your biggest triumphs especially getting just the one right luck yeah we all went a lot even though we all went fifty it's doing I'm gonna go on for a while so Eric you definitely go first so for me it was so I had my two big two big pieces of content and I think for the instance it is there really like I said cinematic feel especially the end the fog reveal we weren't sure that was actually gonna work Tracy put this giant environment zone which just means this area of the map is foggy and then lets me play with the knob that determines how foggy and it didn't like it was a bug with it that we didn't know that so until near the very end that like moment of hey wait it's too quiet can't see anything the curtain lifts fairly organically naturally it wasn't working I have to rip this out how we need the script work we fixed the bug and not that's work and like oh man that people really have that reaction to watching streams and something like Justin for the boss fight it has this sort of Thunderdome of fog and locks you in and we got perinea to jump in we got two tanks there's a the frost legion has a tank and actually slower if you watched motor he says I'll take the high ground it goes off to the left most people don't notice cuz they're busy fighting he goes off to the left and he'll jump up and run up the ridge and then he has his tank roll and when you call in the SAS button it fires could see it so like touches like that I think I don't really care if people see or don't see all pieces what I really want to hear is oh when people hit those beats and so like when the fog lifts a few kill veridia and the new tank is there that the frost they join is rolled forward the frost legion guys are all doing their customers loads that i built and it says retreat people and then the fog slowly swallows all that like to be continued in a later episode that feeling I thought really came off and so I was I was really pleased that people weren't kind of scared and I say all that it was probably just that stupid siren but whatever it was yeah it's fine yeah we may talk about fairing later but he was the other my boy fare and a beer because I kill him a lot we have to talk about that after any but I want to hear what any thank you so by the way that there are plans set up where it was like oh yeah the the crap that's motor has you get the beginning of I just noticed like chapter four becomes that tank so he is making you like do his shopping so I being being me I like a dramatic thing in kind of a a nostalgic thing dramatic thing I really liked was the sequence with the the grenade that was that took a lot of time not because it was like that complicated but because there was a lot and just getting it right and I know that there's moments where players kind of feel like they're in a bad situation where they're kind of frustrated with it because nobody likes to be put in a point where they have no choice but it is that kind of level of desperation in the situation and I like that right Locke's reasoning for first stepping forward and when you actually go into that bunker and see how horrific it is although I because I'm terrible I did really enjoy making it art request that was like impaled char oh oh no I'm horrible I'm a horrible person so you know when to that way and I mean I had so much fun talking with no beer about it and really like trying to find the pathos in the moment and like being like what what is this place specifically it's Rd oh I bet this motor would take it really personally if this is a lot of iron Legion people like if his some of his best and brightest defected and this is where they're working on stuff where he'd be angry enough to just want to want to blow that up like he's he has his reasoning it's all like logical but he is a kind of a spiteful character and that makes sense for him to to do that and scripting the whole situation where you go in and you investigate stuff over it Locke is doing his CSI thing over in the corner and examining the yeah it was really great luck see as I examine the body that that took a lot to get right and it was really enjoyable to be able to dive into that level nuance and the other one the nostalgic thing is Starlin Gleaner back and their couple and yeah I'm not glad I think bad happen to them I've pretty much like that I the charkh have always been my babies I really loved those two and I actually like crawled through a bunch of different reddit threads and stuff just as I started to look for what people's favorite NPCs were what ones they were missing and those two hadn't been around for ages and I thought that their Ark was really interesting and the fact that at the end of the personal story they're saying oh well you know we obviously feelings for each other but we can't get together because we're different legions like now that there's been dragons like oh god got killed a lot has happened that makes that kind of like well but we live in different cities kind of things seem so small and and in Chapter 2 and where they they're featured you see a lot of blood and ash actually working together very well and there's sort of this exemplar of that and that's a huge contrast to chapter 4 where smote er is just ordering you around going need to know need to know nice no and talking a bunch of crap at the the poor flame Legion rep that's they're like ephram's not they're ephram's on the field doing stuff and motors just telling people what to do and so the the big difference between the two of those was was fun to underline and also let me bring in my favorites from back in the day I think you're allowed I think that's okay and I think well you know go ahead I think a lot of people like seeing those not necessarily callbacks but these familiar faces coming back so yeah that was something that was really important in developing HR episode right and we try to do that with bound by blood as well just the char are a race that in the game that we don't have as much focus on or haven't in the past and our living world episodes so we wanted to use both down my blood and this episode you know to really do them justice and and Annie was amazing at you know bringing up characters that we could reuse or beets that were important you know and making sure that we're doing our due diligence on them right I can't one of our QAM beds was also pointing out a lot of that kind of stuff which was both of them were incredibly helpful and making sure that we could have those little payoffs wherever we had the time to do so I can see Kent doing that he is awesome alright so Eric Eric we we mentioned Ferren and how is how its Ferren involved in this episode exactly yeah crash Fork it working on a boss fight especially a lot of what you develop our skills what we call basically things that a character can do and these are not born like on the battlefield if you don't start in the middle of the encounter you start like on a test map where as much as possible you're in a controlled environment so I was working on the heart pruning skill that is super complicated we wanted to make sure we brought it back because it was in the previous incarnation of pinellas tank but we wanted to be a little bit upgraded and I want to see what he was about tag so supposed to spear you and pull you in and well there's a lot of pieces to that so bit by bit we build it up the way that works for me is you spawn a tank in and then you spawn in a target and I always my starting point is always at mooks I don't know why Randy programmer here a while ago taught me moose so most but Musa they don't have all the same animations as characters so it's not a permit starting point plus they were very ornery but I had the velocity wrong on the launch to the tank so it's just rocket in the air alright I'm done with the ghost I'm moving on so what I needed better a like a character targeted mimic a plate or better I just like the first name that came to mind was Lord Ferrand so I had it spawn a lord fair that I got hit him like getting speared and is awful and like stuck on the tank and then launched off and then there was a bunch of ferren's I learned he's a very dodgy fellow like not in the nominative way you know forum says any he dodges all but he was fair is that kid around but when I turned off his ability to do anything it was much more doable and the thing so there's like there's like 20 fair ins they give speared and they pulled on and they get washed off and then I didn't have a great way to you know if you want to try again like okay I saw that round but I got to see what it's doing in slow motion make sure they're right no I didn't a great way to respect him but I had a great way to murdering because we have these tools for killing bad guys quickly so I was just waited this like rain of fairings would follow me like guys that look good good job shafts murder and then I apologize linearity he then was my target later for developing all the other skills the rifle so he's been shot many times the run over so he's been flattened too many times and then the burn I hear that there's a there's a bouncing like fire grenade thing that she shoots and that I learned he has a very loud scream when he goes I apologize personally because there's like horrible yeah I look good but you know he helped me out a lot this episode is in part brought to you by lore fairness many of them anyway so but the thing that you did in all of this that I like best is that she captured some video of it I I did so if you have this we can look at it yeah can we yeah yeah I love in the first you missed one and he's just standing over here like don't move he won't notice yeah so but it it works better than the moose so now you have to keep doing it yes but this boss but he came back and he's still rich you know so alright well we are we are getting on to 40 minutes so we have some more time but I want to see what else you guys want to touch on that you especially enjoyed or that you especially like seeing the reaction to once it went live yeah yeah uh or or peachy's reaction at the grenade was an actual drop jaw and I was like yeah that was that was a really dirty trick so in the Kudus yeah oh my god and also audios work on just that Clank Clank Clank of the the grenade going at before like chaos and disaster erupted was like oh this is good death screams oh yeah very well in my line off camera yeah I feel like it's super strong because it you your mind fills it in and then we fill in for you later but yeah the it doesn't work without the audio I think giving you that sort of foretaste it's like the thumbs to dress apartment like you Oh something's bad is happening and then me and I I'm with you I watched several streams and I kind of cut often I cut to the big moments and so many people I mean roaches stops this is I'm not throwing that down others were just oh and they would cause they just wouldn't close their windows they didn't know what it's like no war sucks man yeah I find it conveyed that pretty well like like having moments that the just straight players are nowhere in there like where did this come from I have to make this kind of decision now like game with awesome cat monsters in it like no we're asking you tough questions you have to you have to think about this now and you have to you're a part of this you're in here so thank you guys too for dragging us all in there in the best way all right Kirk do you have anything else Kirk's like I'm here I'm just you know the reaction to the meta and the push/pull feel the map is I'm personally very happy that people are enjoying it you know a lot of work went into all that you know it's a lot of people have correctly identified that it is reminiscent of some of the early pit bits from like Doric Eric and I both worked on like Doric you know so there are roots all around and this is you know it's a good example of us just trying to iterate as much as we can and take and learn from every release and to find ways to make it all better and you know more enjoyable as much as possible you know I'm glad that people are enjoying the little hidden things in the map you know that the including the tangu or a tengu spoilers in this episode was important to me because you know we this this area if you familiar with guilders one did have a tribe of tangu in it and that tribe is also one that we saw in heart of thorns and their status of what they had as a home here was up in the air and I wanted you know to make sure we could try to find a way to clarify that as much as possible and you know when it it goes to show that the the charr campaign through this area the Dominion campaign wasn't it's not just char that are losing their homes or losing their lives from it right you know the the more native species in the area yeah have have fallen victim as well you know the tangu were driven out of here by bang gars forces you know just little hidden bits and pieces here and there i think really helped ground the episode and in the map in in the context of what's happening throughout the course of the world so indicators that this isn't happening Rach you exactly I got to bring back chair trail signs which is a thing that I got to to make back in the original campaign that I I really loved and it's like mmm here's a suitable place for it for Ashley agent to communicate stuff and was overjoyed to be able to bring that in because I had so much so much fun making it initially which was back in the day it involved me pulling an artist in Matthew Medina into a room taping 10 whiteboard markers to my fingers and just clawing on a whiteboard like how would char do this and like I wanna keep that ridiculous that's going for as long as possible again game development that's what's involved sometimes it's Ludacris wipe work shenanigans I like it seems to have worked out there was many time where Eric Annie myself Paul Raymond the entire team would often just turn around when we're all still in the same office and just be like this is this may be crazy but what about this what way is this gonna work what a crazy idea but it always ends up well maybe this isn't as crazy as it sounds you know maybe we have a tank that you know harpoons you maybe we have a helicopter that picks you up plate and picks up a giant tank and flies around with it you know maybe we bring back these really cool little hidden things and you know maybe main players notice maybe they don't you know just like so many different voices in the room in so many different perspectives so awesome well thank you guys so much for your time I appreciate it I appreciate you helping us make this work from our respective homes yeah thank you guys all for no quarter watching all of you guys watching thank you for spending some time with us too thank you for a hundred episodes of guilt chat because wow how did that when did that happen yes we'll have Kermit arms and we are owed I think we wrote a lot of parties at this point but we are out of party for this so thank you all for watching thank you guys for spending some time with us and we will see you on the next skill chat