Guild Chat - Episode 54
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Guild Chat - Episode 54
- The following is an unofficial, player-written transcript of the episode. The accuracy of this transcription has not been verified by ArenaNet.
The episode of Guild Chat aired on Sep 7, 2017. Host Rubi Bayer interviews members of the narrative and creature teams where they discuss the story and setting of Guild Wars 2: Path of Fire™!
there's a crisis going on in alona in an area that we have not been to in 202 years we're going to go back to the Crystal desert five whole new maps bigger than any map we've done before iconic locations exploration discovery it's going to be really cool hi everybody and welcome back to guilt chat a happy Thursday we are just over two weeks out from the path of fire lunch so this is our last guild chat before we go live with Pat the fire today we're gonna be talking about the crystal desert maps and story and some of the creatures there so I'll introduce you to our first round of dev guests Matthew McConaughey Steve why don't you guys say hi hi I'm Matthew Medina I'm a story team lead for path fire I'm Connie Griffiths I'm also a story designer on Matthews team steepling I'm one of the game designers thank you guys and we have the latest round of goodies from WeLoveFine like I said last week we are WeLoveFine is getting ready for the path of fire launched just like we are so we have Connie scored the joy a t-shirt yeah we do have some cool new t-shirts from and they're available on their website - the googly eyes Connor brought in a list of googly eyes and we were maybe messing around a little bit so that was fun but a little fiercer looking it was as much fun as sticking a basket on Balthazar's head yeah yeah we should probably show them what they actually look like there there's I still would not like go up and snuggle a Choya just or Balthasar really anything here because they're all dangerous or pointy or Bernie in some way or another yeah bout Balthazar doesn't do hugs he doesn't seem like the nicest dude and yeah that could be a different that's a very different feel Chet okay so oh you know what okay here we do have one huggable thing I forgot about our quaggan mug which you can I know I love it so you know why I love it is because it's huge and I know you feel I should have put my coffee right yeah feel how much I love all the coffee that you can put in this thing so huge quaggan mug that you can pre-order from we left fine right now alright so why don't we jump in and start talking about where we're going and have fire because we are going back to the crystal and I know I'm not the only one happy about this can we talk about I mean if you're a long time Guild Wars one player Guild Wars 2 player you know this is a familiar place with a big history and a lot of backstory and the first thing that I wanted to talk about with you guys is how did you go back to this place making sure Guild Wars 1 players felt like they were a you know we're going back to a familiar place without making Guild Wars 2 only players feel like they were left out and like it was just one big backstory that they weren't understanding yeah it was one of the chief challenges I think we had when we first sat down to talk about where exactly we were going we knew we were going to the Crystal desert and the north part of alona but that's a very big space anyone who has seen the maps on our wiki or in game knows that there's there's a lot of ground to cover and and there's also a lot of history there from lore 1 and the first thing we we said when we sat down to plan out where we were gonna take the story was the thing we have to avoid is making it feel like we're just taking a tour of teria because there's definitely an easy way to do that which is hey there's this spot that was in prophesies there's this spot there was a nightfall and you know yes we want to include those things because they're relevant there they're powerful places their place there are places that we want to return to but we didn't want to make it feel like everything on the checklist was getting taken off the the list yeah it's similar to the release game where you know we looked at places that was in Guild Wars 1 and said which what would happen 250 years later yeah and you know is there's some visual storytelling some remnants of the past and you know what places you definitely want to revisit but not make them mandatory you know it's it's all part of the flavor of the world and I was gonna say both Steve and Matthew you guys both worked on Guild Wars once so yeah after one who is you know relatively new to the team I joined for path of fire development and that was actually a really important thing was to talk with some of the people that actually worked on nightfall and on prophecies and understand what things had emotional impact like what things did players remember what was what the community really have strong feelings or memories about and find a way to to honor them in tough fight I remember idris owning me oh yeah and we're gonna talk about the hydras here in a little bit because that was one of the things and we were talking about that the other day the first time one of them like it hit me with meteor you know like meteors just started raining down I just sat there going well I guess we deserved that we kind of we kind of did it for me personally you know I hopefully out a lot of the maps in Guild Wars 1 I'm actually one of the guys who helps make sure that the world maps match up and so if there's a major landmark I'd love to you know see what happened to it you know 250 years later yeah you have like it's like a 500 megabyte yesteryear something that's layered of yeah there was one map here's the Guild Wars 2 map and so that we can actually verify ok pixel for pixel this is where things would be obviously in 250 years and especially with the upheaval of the Elder Dragons things can shift and change yeah we don't want the world to feel like it's completely static but it helped us plot out okay here's where am noon Oasis was and it was this tiny little outpost right on them barely anything to right yeah and now it's this massive city so like we had to construct what would be around there so wrapping seekers village into it so that it's sort of on the north side and so all that stuff is stuff that we love to get into as designers yeah and some of the maps like our map artists are amazing you know I know Justin he you know and tears that they both you know and Jesse they all know the maps really well they worked on Guild Wars 1 and so you know we actually can just you know get the hide maps from the Gilders wanting to use them as a basis for you know Gilders two maps but you know they just went overboard and just totally made them all these unique places that go visit and find yeah you were saying you worked with Justin Fossett oh yeah layering those maps yeah he he's one of you know the original set of environment artists that made those maps and so he knows those like the back of his hand you know yeah so putting in all those touches not forgetting you know what used to be there you know that that's that's having that callback is great but it's not you know something that you need to know so since you came in for a pacifier development do you feel like we struck a good balance I think so I mean for me a lot of it was being new to the project there was a lot of like learning and catching up and talking with people familiarizing myself with the lore and that included like doing deep dives on the wiki's like watching YouTube videos and it was really great where I could have the perspective world I'm not as familiar as some of these folks about what went on during the crystal desert and so it was sort of like a good litmus test we're like oh well does this make sense if I'm not deeply steeped in what happened yeah and that's a good thing to have I think because we have players who are exactly like that it's not just okay who's been around since the very very beginning yeah and we can't only design for them so I think it's appreciated there was a conscious decision where there are so many times when we would put stuff in and we would say is this too much of an inside thing right like you know would this make sense to someone who doesn't know who's just seeing this for the first time so that's definitely something we kept in mind we were designing the content yeah and and for a moment in the story where it is kind of necessary for us to have that backstory we made sure to to seed it into the story so that players who are coming into this expansion not knowing that lore can get it by playing pacifiers so that hopefully you know we've made a smooth on-ramp for people who do need to understand the history of the place because it is it is an integral part of the story that we tell but we want to make sure that it's as smooth as possible for everybody that's plain I mean there's definitely places that are you know so iconic that you know you have to go there or and they're so monumental that yeah they would survive you know 250 years I think actually for me that's what interested me the most because I don't think it's just it's not just about the story right like the world of Tyria is one of our major characters in our game and I think that looking at it our characters have changed over the course of her story and part of it is looking at Theriot looking at Ilona right like how has it changed in the last 150 years how have the events of the world reshape the landscape how does it affect the culture how does it affect the people right we're just we're not just making NPCs and designing gameplay like we're talking about how a living breathing character has altered over the course of time yeah yeah um you know what that's actually something else that I wanted to get into you were talking about the population and the culture and we're not only going into a part of the world that is very different than what we've experienced before but we've got we have social situations and we have a culture that's very different and there was a lot that you guys did to work with that so do you want to talk about that some yeah actually I was so impressed so for example I saw on a number of designers desks and especially our writers or even art our systems are in fact he was the one that was spearheading that Josh Diaz they had books like the history of salt right North African cuisine right they did their due diligence they went the extra mile to learn more about the real-world counterparts for Ilona the inspirations that we draw and you know for the crystal desert like they really went into trying to understand like how that worked what how did these people live right what food did they eat and you can sort of see that that trickles down and so many things that you can find in game the cooking recipes you were saying Josh and you know making coffee oh yeah yeah you actually you should talk about that you know Josh really wanted to get involved with these recipes and make it authentic so he reached out to a group I don't know the specifics but but how they how indigenous people would make you know coffees and due to the ritual to make it and what it would feel like to be you know let's say someone who's refugee coming not in best circumstances and then just bring a little bit more authenticity Oh actually yeah no Josh also yeah Josh also organized a meeting with the writers and the narrow desires to meet with a woman who runs a refugee group here in Seattle and sort of talked about the experience so that when we you know created our refugees that are running from Balthasar that are fleeing the crystal desert that that we could be well informed and make sure to you know approach and depict this situation with with sensitivity and you know a better understanding of what it's like yeah yeah we I think got praised for the way we depicted the cultures of yellow nians and bobbies and all that in nightfall and so we had a high bar for ourselves that we had set and we we knew that if we're going to go back there we had to do the same thing again we couldn't make you know a bunch of you know the Crichton outfits that are all over the game like we couldn't just put those on people and have it look right yeah so we wanted to make sure that we took all the pains necessary to create authentic looking you know characters authentic looking outfits authentic culture and architecture and all of the things that you would expect to to find if you go to a new region or in rare cases originally been to before but it is new to Guild Wars 2 because we didn't have a lot of the assets that we would need to build alona and crystal desert region with the you know the core set of things that we had built for the launch game yeah there's a lot more that you can do all of these years later yes anything they totally I mean it's been 250 years when we last left Ilona you know pulao joke owers up becoming you know he had returned and so you know what has happened you know he he's very prevalent and so like how do people live under you know his rule basically what's that like it's not good well it depends on who you ask it's true so you know you're gonna have people who feel oppressed and want to flee and who are throwing and then you'll have those who are sympathetic and think djoko's man yeah praise Joko suddenly I'm like djoko's the man suddenly I'm picturing this on a t-shirt which is probably not something that came out of I don't think you're putting in game he is the type of guy that you know thanks pretty highly of himself so he seems like that like so all of this but this stuff all made it into the game like you were saying the cookbooks and all of her cooking recipes makes sense from though yeah from that study so you know we added a number of new recipes to path afire and all of them are inspired by ingredients that you would find in the North African region in the Mediterranean region the new recipes that you can make also are inspired by ingredients and recipes that are from that ya know I mean it's a desert region and so you know we find a flower it's gonna be a desert flower yeah yeah but you know a desert you know the Elan has also been diverted and so it's not just all desert let's talk about the NPCs and the characters that populate the world a little bit because you were talking about the voice actors and how we worked with that to make sure and it's not just it's not just the things that you find lying around the world it's the people there as well so do you guys want to talk about the voice acting a little bit yeah I mean we when we first got around to casting you know we we we cast are we have kind of like a stable of people that we have rely on for a law of our voice-acting so we cast them and you know immediate it was a obvious we got some of the voice back that no this doesn't sound right like it doesn't sound like the region should sound something is alright right like and we we we want to honor the you know the right sound for this region as well so we went back we recast actors of color and took a lot more pains to make sure that hey when we have a role it has to sound like you know the kind of person that you would hear in this region and not just somebody you know doing an accent or putting on a bad voice you know I mean our actors are wonderful but you know there's there's just an authenticity that was missing and so we went back and redid some of those roles yeah and we're gonna talk about that later but it's it is difficult when you've put a lot of work into something to have to stop and say okay this this doesn't quite feel right we need to backtrack and do that again so oh we recorded the entire vo or one of my stories but I mean that's what I love right that as a company we're committed to doing the right thing and yeah sure cost extra money you know all that jazz and yes we record the video so it was important to us that as Matthew said right that we have the right sound for two people that we're creating that these characters are authentic both in voice and in appearance yeah I mean we just wanna make memorable characters I mean in the story and in the open worlds as well in the world kind of complements the story you know we did a lot better time talking between open world and story teams to coordinate and to have feel a little bit more holistic so that you know when things dovetail into one another you see characters that hopefully are memorable and you know one of the things I worked on was some of the hearts and yeah you know I always remember you know from original release farmer ADA the and her apples but to make memorable NBC's like that so that you know you could go through the game and there's definitely some hearts where you could just finish without ever talking to an npc and you know in the open world I'd like it to give a little bit more character replace some of the ambient conversations near waypoints and services so that you'll overhear those just to create a background for the story of telling one more thing that I want to address on just on this subject on making it work so well is the new faces and hair that we added because I know there were a lot of players a lot of you guys were really really happy about that and the fact that we just put them in character creation so when you build a new character when you make your new path of fire character they're right there and that felt so good yeah and now that was also another thing and we're praising Josh Diaz a lot today that was also one of his calls as well where we you know when the artist said hey we can we can give you all these options for NPCs we were like that is awesome like now we can build all the different characters that we need for for the game to tell the story but it was obviously like couldn't we make these available to players too and he was like absolutely and we're not going to make it you know we're not gonna hide him in the you know the makeover kit makeover kits we want everyone to have access to them as soon as we are done with making them and we ship them to everybody so that they have those available as options and I think it's the right thing to do so well yeah it's not a it's not a special or fancy hairstyle it's just an it's a hairstyle yes everybody should have yeah yeah I think you guys everyone involved did a really good job on that yeah I'm incredibly impressed with our I mean I remember when we first got them across my desk okay you know I just had chills I was like this looks like what we expect to have in the game and it was just so refreshing to see that you know we were taking those extra pains to make sure that we had all the right pieces yeah from the concept thing of the you know new armors and to the you know creating the faces and the hairs and you know the armours and rigging them all the different you know skeletons it's a big endeavor I'm excited I'm excited for people to see some of the new armors yes very very soon I'm excited to see the cosplays oh yeah yeah well we've seen one and I'm sure we will start a cosplay community you guys are amazing you guys are fantastic so I know last week we talked some about we talked a whole lot about mounts in path of fire but you guys worked with that a little bit too and I want to approach that from a different angle since we're talking about things that fit in this particular region and you guys worked a lot on what what type of creature would fit here in the region yeah you know the that the important thing for us with designing the mounts wasn't all but you know it was centered around movement mechanics but it was also okay given those move mechanics what actually makes sense based on the region so all of the mounts creatures feel like there's something that had evolved and you know been a natural part of the desert environment that these people have learned how to domesticate and put saddles on and start riding around so you know the Raptor definitely looks like a you know a scaled lizard that you would find in the desert the springer looks like you know kind of a combination between a desert rabbit in a you know kangaroo rip and a kangaroo rat so you know we have a lot of that where we tried to again keep the authenticity and you know hopefully they with their visuals tell a story of like this is how they came to be this creature sorry we were distracted by the spring he's kind of fantastic but you know we designed the maps to take you know advantage of these mounts and you know our artist did a great job you know creating places that are accessible and take advantage of their abilities but we also have you know fewer waypoints the desert is vast these are the largest maps and so you need these mouths to get around I mean it might look like a long distance but when you're on a mount it's not that long it's pretty quick yeah yeah and we've got the skimmer which you would think might I think a lot of people's initial thought was well desert why which you know a you can use them in court area so that's handy but there's also some water happening there it's not just dry land everywhere well I mean with the Elan flowing we definitely wanted to create like natural habitats for the mouths feel like they could live here this is where they could have been raised and that was their home so let's get right yeah I mean the the interesting thing too about the skimmer I think sort of boggled a few of us early on was it looks like a sea creature right so what is the secret you're doing the desert but then if you look around you see sand sharks you see sand eels you see somewhat aquatic creatures and if you think back to the history of Guild Wars one we know that Abaddon you know had a falling out with the other gods they struck him down in the battle sort of created what used to be the crystal sea and turned it into this crystal desert so it kind of makes sense that over the hundreds of thousands of years since that momentous occasion some of the sea creatures that used to live in the crystal sea figured out ways to survive on land and and so this is sort of the result life finds a way yeah interior is nothing if not dominus so yeah it does it's it is handy it is convenient it works but it also does speak a little bit to the history and we were commenting that evolution seems to have a really fast interior sometimes in life sometimes do whatever works but you know they started out maybe in some of those low-lying water areas and you do what you can mm-hmm I mean story and I'll take advantage of amounts redesign events that have you utilized them give you advantages when you're using using them we just wanted to integrate it a little bit more so that it felt natural yeah well I think it's working out pretty well I was playing around on the skimmer yesterday and it was so much fun let's move on and talk about some of the characters that we're bringing with us to the desert because there's there's a luckily you guys had a big cast or quits really hard to figure to figure yeah so just bring a huge parade to the Crystal desert with you all right everybody come on here we go yeah I mean we first started talking about it we we put all the names up on the whiteboard right and we said okay big whiteboard who who's coming with us and we we really want to make sure that the names that were left on that list made the right sense for us for the story we were telling some of them it didn't make sense because they're dealing with other things back in Tyria some of them are indisposed some of them have you know other agendas that they would rather pursue and so what we ended up with is RIT lock Kanak and Kazmir can you say that you're incredibly diplomatic some of them are dealing with other things you're talking about because we're all aware we are probably all aware I just yeah I'm Bram fan so I can't get just my main guy he was I worked on the flaming frost dungeon so Bram and I go way back okay he's my bro broham yeah so relic shows up in the first story instance which some players have already yeah I met him to you know experience through the previews and stress tests and there's there's a whole thing there where players are waiting to heal they've been wanting to know some key information that he's been holding on to for quite some time yes later Cub is his thing that will not be a thing for much longer without saying too much because I don't want to spoil we definitely are not going to take no for an answer in this expansion so relock will have some things to say and yeah that's about all I can say about relock and they cannot kanakas just he's our cool sort of like you know he's he's had a really interesting path I like him so much he's been a criminal he's been a mercenary he's been and you know less than cooperative prisoner got a title it yeah so it and now he has his freedom right he's he's out from under the countess's control and he really doesn't quite know yet what to do with his freedom and so he kind of shows up in the desert because being what the commander has turned out to be not too bad for him so I think he's looking to explore any chapter in his life and he sees that the commander might just have the next answer yeah I kind of love that that Kanak is like I'm free oh no what to do with myself okay I go find the commander yeah he's really good at being under someone's thumb and being salty about it and yeah laney yeah which was great and fun because he's got the snark down pat oh yeah I mean I love that we included him not just because I was like oh thank god now we're gonna have some fun snark inner instance yeah yeah but now yeah but now he's his own man and it's kind of like oh gosh I didn't think what do I do yeah well I mean rounding out our cast then is Kashmir and I think Kazmir was an obvious pick because you know we're dealing with Balthazar we're dealing with one of the six we're dealing with human gods and you know one of the things that was very interesting to us on the story team was okay well then what does this mean right Kazmir in many ways is a proxy for human players and for players that are not playing human characters in Guild Wars 2 right but you know still identify from Guild Wars 1 or whatever she kind of becomes his vehicle where we can explore that right like we didn't want to just you know have like can we oh well if L start a bad guy so Kessler's all important oh yeah we want to explore you know how would you react right if one of your gods comes back and is it not a good person yeah because this is the foundation of her entire life yes I mean and I liked it to where it was interesting we did a lot of passes on Kazmir zark and again don't want to spoil anything too much but you know there definitely was a sense where you know Kazmir has had quite a journey right and I think that it goes a long way to help develop Kazmir as a character right she's not just like a like a fluffy pretty thing right like this is her standing up finding her voice evaluating what it is she believes in what she's willing to stand up and fight for and I think that's an important journey for like anyone to have right so no spoilers right but yeah I I'm really excited for players to sort of understand in the sea the journey that Kazmir goes on with you yeah it's gonna be interesting to see how she deals with this and how she moves forward because it was it came at an unfortunate time when she found out oh that's Balthazar yeah and it did completely break her and I know there was a lot of and I know that was my initial reaction was oh my gosh you just stood there and look what you let happen yeah but that was that's like we were saying that is that was the basis of her life and it just broke in front of her eyes so yeah the the living world team do a great job in Episode five yeah where you know you the the were able to show that initial confrontation and you know we've shown the footage also and some of our trailers where you just see Kazmir she just sinks attorneys and in the enormity of what she's confronting right in yeah it's heavy stuff there's a lot to work with going forward to him that's like you said it did seem like an obvious pick but I'm still so glad that she was the obvious pick and then we got timing in her backpack always in the open world you you will hear you know NPCs talk about the heroes who wants you know visited terior there I mean I the crystal desert they're like legend now and you know well they'll talk about though the heroes who saved omona nightfall yeah and you know that's part of their history now and so there's a little bit of callback there for those characters but those are you know just something you know tried to make the world feel you know more whole there's there's some stuff to watch for yes sir without spoiling yeah but there are things to watch for Connie you mentioned kazimierz arc and we had talked before about going back and making changes when we were recasting voice actors and you guys had to do that some with story as well so you guys run with that yeah I mean you know we're a studio that sets higher and higher standards for ourselves every time we put out a release so you know we did this heart of thorns we've done it with every episode of living world season three we continue to do it four paths afire and there was a point in the path of fires development where we sat down and we we had everything blocked in and we could play the story all the way through and we found plot holes we found things that just weren't they just weren't good enough yet and so you know you could continue to polish at that point and just really well maybe it'll get there right like or you can take a sledgehammer to some of the scripts and we opted to do the sledgehammer approach I mean it sounds worse than it is I think in some ways it's it's not fun while it's happening because you you are sort of invested heavily in what you're doing at that point still even though you know it's not finished yet and so it can it can hurt to have to go through and rip apart what you did but I mean I think that's that's the journey every artist and every creative person goes through talks about our studio culture a little bit twos like we want to get things into the game as soon as possible so you can play it see it and see how it feels and then then you have that chance to make iteration on it you know get you know another pass you know tweak around it's something that you know even from you know the early days I'll get killed one getting things into the game giving him playable and then if it doesn't work get it out of the game yeah I mean there's concrete examples like the the the the instance that people get to play sparking the flame that's probably I would say the fifth iteration of that instance really yeah there's been a number of them that we've built and scrapped its ouch but at the same time I think it makes so that that version that's in the game is one we absolutely believe in because we have worked on it over again and over again and now it's like yeah that is what we've been wanting from the beginning and it's just sometimes it takes a while to get there that's part of the creative process so yeah well thank you guys very very much without too many spoilers or any spoilers that you're coming I know I look at you because I'm the you're the person that I asked can we spoil things yeah what are you most looking forward to player seeing and pacifier I know what I'm excited about but you go first well I was gonna say but I don't know if I can talk about you're also the person I go to where can I talk about that yeah I I think that I'm really excited to see things we we definitely revisit we definitely revisit certain things there are stories that don't always get to be told in game that have been told through like our franchise novels yes that's true and you know as many of you know those are considered canon and you know sometimes there was a time or we just weren't able to do it justice in game and so I feel like you know going back and hitting some of those beats going back and addressing some of things that happened off screen so to speak yeah I'm really excited to see how Claire's will react when they actually get to see those things right like you know we read reddit we read the forums and we see like go back to this talk about this and I wish that we could address all of them and unfortunately we can't yeah but the ones that we can let's just say that we definitely try and hit on some of the things that we see people clamoring about them and it I as you know a developer really want to see how players will see like reacts to that yeah I can't talk about mine in detail but I have sort of you can be vague yeah I've hinted it on my on my Twitter that there was an idea that I pitched it one of our story meetings and I said what if we did this crazy-ass thing yeah and the rooms eyes lit up and I was like wait oh that always feels good and then they're like yes let's do that and then we all rolled into it and we discussed all the options and I will say having played it not that long ago like last week I can say we fully realized that idea and I'm just it makes my heart so proud like I can't believe so many a thought my idea that was crazy was cool and B that we actually deliver on it in every way that I could have ever imagined it's really awesome to see so no spoilers maybe next to guild chat where we talk about the post path of our story episode we can I can tell you more about what that was for me you know I worked on a lot of the Googlers one maps and just to have players revisit those locations those iconic locations and how they've changed and their reactions to them that's one thing I'm looking forward to but also I'm looking forward them finding you know a story or an NPC that they really thought was you know interesting or you know memorable be it you know someone a kid you know a family you know what their plight was that I like those kind of smaller side stories that we try to tell to help create the ambience of the world yeah yeah me too all right well we are going to take a short break and then we'll be back and we're going to talk about some of the creatures that are hanging around in paths fire so stick around thank the three of you for spending some time yeah thanks for having us thanks and we'll be back in just a minute I think that good story is pretty universal finding ways to tell stories that touch everybody stories about conflict about love about friendship and in our case it's in a fantastical background with dragons in the end of the world impending returning to Ilona and crystal desert is something that we have been planning for from the beginning of the launch of Guild Wars 2 we're bringing back old gods why not visit old places it was a pretty easy decision to go back to Ilona to give players a little dose of what they've had before but expanded and to perpetuate the story we've begun and to address some of the major questions players have had you do want to present your players with mysteries you want them to go on a journey with you and exploring and answering these questions they want to know what happened to the gods they want to know what happened in the last 250 years in the crystal desert and most of all they want to know what happens to their character it makes more sense for us to go down the road less traveled and find things that make players question their actions as opposed to simple answers our players are smarter than that it's a pivot players have been contesting against elder dragons since the game launched we have beaten two of the other dragons of a possible 6 and as a result of beating these two cosmic scale entities we're starting to see the repercussions it seems very much like we shouldn't kill anymore elder dragons but lo and behold here comes Balthazar the crystal dragon Crockett auric is one of the only viable targets left we've received a vision from the eye of Jan fear that showed Balthazar active in the crystal desert apparently hunting prophet ORAC I think the fact that we're fighting a god this time around is pretty heavy stuff and not just any God mind you this is the God of War he is so consumed by his purpose that kind of character is exciting to write for because he never gives up there's a problem in front of me I'm gonna beat it into submission and stomp over his broken body and move on to the next thing but he's always moving forward so players know what Balthazar as objective is but we don't know his motivation we have to make sure he doesn't make things worse in an hour a bad situation we have an enormous list of interesting characters and it's challenging to have them all involved at once we knew what the players goal was we knew what our antagonists goal was we chose those characters who could help the player achieve their objective in terms of story arts we have RIT Locke he makes his return to the team he is one of the few party members that has been in the crystal desert before RIT lot gets to confront his past and the things that happened here and for me that was a great opportunity to connect with players over this beloved character there's also Kazmir who I find a very interesting character exploring kazimierz crisis of faith was enormous fun as a writer and a narrative person it's a really meaty issue to dig into one of her gods has come back and is walking the desert it's really hard to ask her hey ya fight against someone that you believed in all your life the strength of your team is based on the strength of your teammates and because of that we have focused quite a bit on the relationship with these characters how are they going to solve the problems that confront them while following you going down that Laura rabbit hole can be a total trip for me a lot of it is relying on my teammates story is absolutely a collaborative thing we talk about what is this person's internal struggle would it be believable if this character used this weapon in this fight and once we all agree then it can be really awesome in that we all hit it at different angles we ask art support we ask the writers to support us we make gameplay that supports that so we all try and reinforce one vision for the story path of fire is a more complex story than we've told before once you enter the desert you're not going to want to leave and that's what I'm hoping that genuine reaction is I really want players to feel excited about being in this new part of Tyria and finally I want them to feel an even greater deeper connection to these characters that they're growing alongside them you I and welcome back to guild chat we are back with you and clay and we're going to talk about the creatures in path of fire so I'll let you guys say hi and talk about what you worked on for path of fire a hugh Norfolk used to be PvP designer creature designer nice I'm Clayton Kisco I'm a game designer okay well why don't we start with the big guy and talk about the Hydra because wow that was that was a thing yes people don't really know hydro is you understand hydro was one of those ones where you know I joined the team and I kind of came to join the team a little later than most some people started from the very beginning I kind of jumped on about halfway jumped on the movie train right and everyone was like you don't worry we're gonna do Hydra it's gonna be great I'm like okay cool we have all these other you know armies and stuff we're doing the forged the awakened even the brando a little bit and they're like yeah okay so we talk about Hydra and it came down to like okay Hugh it's like getting really late in here we need to get this sucker started and I was like okay well let's let's do we have time to even commit to this you know we had you know artists we had effects artists we have my artists I mean we have like creature artists animators I mean all this stuff right this was really late in the game you know ghosts of other creatures already had art effects you know design this guy literally had nothing let's make a Hydra let's make a Hydra from sweaty hammer and you know sometimes I know if we have like the base animations and rig from a creature we can make it real fast right first throw a skin maybe address some of the you know some of the way he looks a little bit yeah come up with some new skills some new effects that's much easier to do than going like alright we got like you know nothing we had talked we've talked about that on a Gil chat before where we reuse rigs quite a lot because it saves so much time and would you guys rather a spend her time making the most of the time would you rather spend the time making a brand new rig or using a rig we have so we can get more content going exactly but in this case yeah it was one of those things where I was like we it get a really got to the point where people were like you know I don't think we can do this you know we don't have time it's dangerous because we've never made oh you don't we haven't made this rig before yeah it's got nothing right yeah we're building this literally from scratch but you know what you want with the team we're like y'all right let's do this you know what yeah we we need to commit to this we need to start working on this now let's just jump on this so I got the whole team of you know animators effects artists creature artists me and a couple other guys like okay let's start let's just slam on this thing as fast as we can kind of drop everything let's work on this well because it's the crystal desert and hydras and Guild Wars one that was a thing yes I mean even previous living world episodes people were expecting hydras right now the joke was always that they had we we want to make hydras and I went over to my creature arson like okay you know what kind of ideas have you had for Hydra and he looks at me goes I'm not making a three in a chicken and I was like excuse me one two three in a chicken I want to - say anything check out and then he showed me a picture of the old gears one hydrant you know the stall juh sometimes blurs your vision a little bit rose-colored glasses for sure but nostalgic glasses are powerful so I was like come on man it's not that bad let's go and he opened pink I'm like all right looks like three a chicken maybe alright are you just writing a raptor it's three in a raptor come on man and and he's like I'm not making that now what okay okay okay well we don't got a lot of time what are you making he's like humming Hydra I was like good enough let's go this is where you're on the team so he starts you know he makes this thing and you know he kind of conceptually told me kind of what he was looking at right he one of the nice look very serpent heads he wanted the big hulking body and I was like okay yeah let's do it I have no idea what you're talking about but let's do what all makeup skills for that I like I like the words that babies are also great and so I just kind of like my thinking goggles on I was like serpent heads big Barmes we can do it so we had some we had a couple ideas of like he's now punch you with his arms and then because I'm thinking he's like the Hydra standing on two legs but no he was actually all four legs so it looked hilarious when he like I'm a buncha and so I talked to my aunt yeah we need like it's punching motions and something that's gonna be sweet and then he's like like so we can happen like his body on the ground he's gonna like a little bit he'll use like one arm and do like a one arm to kind of hook yeah and then they said Hugh please stop playing fighting games yeah exactly and then well then it was like okay we'll do it so they like just dubbed one and I was like that looks hilarious so let's not do that I'm so sad we don't have these because you were described was this when he was like jumping through the air no there was that was the other one okay so we said you know okay what other skills we looking at like we want like you know he's got to do his meteor that's really important yeah that was like the Hydra thing it's okay and then we're like okay we do like some kind of movement screen as well just queuing or not perfectly great job good job Matthew um so we're like we want movement it's so we're like okay well how do we we want him to be able to move but we wanted to be a little quickly because we're trying to get that kind of combat feel we're creatures aren't completely stationary buck right of course that was the house about a second yeah yeah so we're like okay what if he like what if we like jump through the air right cuz get these big strong arms mid like grab the ground and throw himself for and I'm like uh that sounds ridiculous all right man let's try it and so they looked like a really bad Godzilla movie where like it was just like a guy in a suit just like and I was like please don't I don't want to make that do that it's so we we went away from that and we you know we went with the - the run skill and I think that turned out a lot better it kind of puts his head down right it was good right it actually somebody brought up speaking of the head someone brought up like the center had kind of having these like spikes on the side like these kind of like sites almost on the side and that was an early design for one of the skills was be using his head to kind of knock players around uh the problem being was that it looked hilarious where he's swinging his middle heads in the other heads like you got a bro it's fine we're just back you're watching and it just didn't it doesn't feel right right but so so we get on all together let's we fast-forward we get it all together you know and he didn't have the head cut off mechanic of the time right and so Wow get him together we busted hump for a month I got like two people like literally like I had to drag them to the meeting because they were like it's asleep because they worked so hard right and animations work great effects we're coming and they looked really nice and I was like all right here we go show it off to the big head honchos oh that's right sign it all off right I'm like oh please don't be like this is garbage please and you're so excited because you've worked so hard for so long so hard I'm excited I'm like all right guys it was I gonna feel like a brand oh this is the hydro with like aerodynamics like brand new coat of paint look at this he's got two seats in the back like I was ready for speed six-speed automatic and manual at the same whatever you want it's on this rig it's gonna be sweet uh and you know they they were like oh that I'm like explain the skills they're looking at them and like everybody's good no I alright you that's great they just kind of got up and left and I was like did I tell you the six-speed manual if that is impressive come on man I everybody's busy right everybody right this is really close to the end of thing and I was like this beep busted hump to get this thing out no one was like floored they were excited it was happy it was done it was more of a feeling of like thank you good thank goodness this is ready yeah but I was like that's not good be like 40 people when we end this show there better be like 40 people outside that door waiting yeah that's why I'm saying it I was like okay here we go I went back to my team I was like okay like they loved it it was good but they know they liked it but they didn't love it what can we do to take it to the next level what have what crazy thing can we do and I was lucky because my the same guy who's like I'm not making chickens I'm not making four yet chickens he looked at me he goes Hugh I mean I did this thing you might be able to use it I like made the the model have like different meshes where the necks are detachable like a Hydra would be and I was like Jimmy yes I was like okay we need something we need to calm hence we need to cut the heads off that's that's I dry in a nutshell right and they're like okay cool Oh what what does that look like play I was like throw it together we'll figure it out I don't care so I started throwing it all together and I was like hey we need like a Hydra head to fall off and it should die in the leg laughs dying is cool we could do what the faxes I was dad but wouldn't it cool if the head just like wobbled around I was like yeah but I mean that point we need a new rig too like one of my enemies walked up to me like he won the Nobel Prize he's like Hugh we could just use the rig from the worm head I was like yeah I was like wait a minute you're on to something it looks just like it we can do it so we threw together he's a queue it might not look good if we did it and of course when that rig is scaled up to like monstrous size yeah because it's for the triple trouble worm so that's like 0.1 scale to match the size well we got to work and I was like yes it works it looks cheap you're genius so I even though that price of course like Nobel yeah it's really it's really important to highlight and this was over the course of what months two months yeah it was like two months just get this sucker to where it is seen easily when the community I love our community I just I want more people to know like when they're like just get hydrogen and it's like talk to you about that process it's like in the multi people like hard work failed attempts iteration it takes a lot of work to get to this point you guys did such a great job and I hear the story and I'm sorry that like you didn't get the standing ovation with six speeds but I remember when you unveiled this to our team in like a bigger setting yeah and seeing the heads chopped off like that's a morale boost in the eleventh hour and I know it's it's rare to like do something new from scratch at that point yeah but it just like if we were floored we were absolutely like happy and excited to see this thing come in so spectacular it was kind of one of those things to where I wanted I wanted you to go in and see the hydro be like wow this is cool he looks awesome his skills are cool his meteor effect looks great but then there's that moment when like and it was great it was like so warming to my team when we did the first beta event right and people fought Hydra and they were fighting it and they weren't even paying attention right because they're like I'm just watch the skills and stuff and then all of a sudden they look and they're like wait a minute is he missing heads look look around the crowd there's just the head just littering by what where did that come from and then they watched again right in the way holy crap his head fell off yeah you know it was that moment of like what's so gratifying yes it feels so good and of course you know I'm gonna throw a slight hint because someone told me like all right you all right that's cool you cut the heads off a Hydra what you know his head usually on the highway listen I watched Hercules I'm sorry hey hey I just wondered ahead grow and it's multiple I was like listen man if I was gonna do that I'd be more of him I wouldn't be working here I'd be magician right if I could do that but it may be a hidden thing somewhere that you may find out in the future so keep your eyes peeled to hydras in the future you may see something I did ask that question I'm sorry I do I wasn't gonna ask it here because they don't wanna like devalue everything I did but I was gonna ask it so you don't know I definitely tried yeah I definitely tried but just keep your eyes peeled on hydras and you may see some crazy stuff in the future man all right so and this is I'm gonna think of this story every time someone is like why don't you just yeah everything that comes after the word just I'm like because this yeah this is why this is one reason why definitely okay so everything after man I've there was some player he was live-streaming and there was a twitch clip I don't know if you saw it they really do that and all of a sudden it's just screaming yeah no don't bit screaming screaming fear happiness or a little bit of both yes well everything after this feels anticlimactic but there are a lot of other awesome creatures in there did I mention the armies I mean we've got three forged awakened and a little bit of Brandon yep okay natural right but naturals you don't really think about its army but it technically is an army right natural creatures like Sankar yeah okay so you want to run through yeah so I'll talk about forged obviously okay forge these will most most know them obviously having played the story the first story in stance taking a person hurt they are Balthazar's kind of minions here are suits of armor that he's kind of infused the souls of you know his guys for me it was awesome because it was like I got to play with the human rig which means I got all the animations I get the idea ability to play a fire that's always fun and then also you know the fact that we kind of went and did some unique things specifically one being the surfer right that was one that I was like super excited with I was like yeah we can do humans we could do these we could do that it's cool but like I want like some big cool guy and so we're like what if we had a guy like play with like a static shock like some trash cans on his feet and just floating around I was like that sounds ridiculous but in a better way than the flying Hydra of course yes that bleep a fly by Deidre but yes no and it was really cool I felt it was really awesome to be able to go and kind of break out of molds and do some unique kind of acids again that was a brand new brand new rig as well you know being able to get this dude who's like I don't know what he was doing his feet flying to the desert it was kids trash cans awesome static shock sounds to you yeah and then of course we had I don't want to being the living tank I know some people sauce into the living tank a little bit big gigantic monstrous do with cannons on his arm looking like this he's sweet right again and I know kind of you know one of the things that we really strove for for the creatures team was creating with silhouettes for the armies right when you see some guys on like this guy here a human looking guy right but then a big silhouette in the distance you really know what that is right see a big living take you see the guy surfing around you can kind of at a distance kind of tell how the fights gonna play out just by looking at the guys right let's go ahead and talk about the oh wait you awakened yeah they're they're my favorite I think because I've worked with them so much yeah yeah they're correct me if I'm wrong anyway please basically djoko's minions right his is his group of creatures we've got the awakened soldiers we have archers my favorite part of the or rather the favorite creature that I like of the awakened is the Anubis yeah right he's great cuz he walks and he's terrifying he'll jump on you pounce on you you're stunting he's just kind of whaling on you so whenever I see group or and usually it sparingly that he isn't around there I always like there's a level of terror that rises I'm gonna plant Oh but yeah and they they're there mummy they have the mummies which are like the lower of the hierarchy and they're kind of more dumb and there's roast if yeah yeah we went through a lot of iterations of the tour used to be even more vicious just slowing down constantly but we got it we got that to a good point they feel so much different than the forged and the the the other creature branded right you told me you're like you really is nice that it breaks up yes something we did we took a little bit like a different direction that we've done in the past we added a waking Brandon and forced three main armies that just keep things fresh and so when you're going from zona zone map to map sector sector you're getting a little bit of splash of difference it's just really good yeah and it's also really cool too in certain zones when you see maybe an awakened approach of fortunes yeah what happens there right yeah yeah oh yeah yeah and like just watching how that plays out is really fun and it's it's it's interesting cuz it feels in the sense of why we call them internally armies they actually feel like different parties right they different armies go like each other yeah oh I did not know this but I am super interested to see but it is it's good it's good to be able to differentiate between those and to be able to build something distinct and varied and different armies that players can easily differentiate between yeah it helps build our world and flesh out the scale of it you you get a sense of like okay this is the awakened campus what they're doing move a little bit now you see like way ok this is the forge camp this is what they're doing over here like yeah both aesthetically in gameplay exactly it completely like like you said just by looking at whatever you can be like oh I know I'm gonna fight some forged here I know I'm gonna find some awakened and then kind of in the middle ground you don't you can kind of like oh man this is I'm kind of in this territory where I like I maybe fight both at the same time maybe a Sancho joy will come out of nowhere it's true they'll try to hug it that idea but you know yeah the thing that I've got the wakin that really was funny to me was like how we kind of played off this kind of tar kind of thing right I think you said it's called immortal iterations but I think the funny thing was like death skills being like when you kill and awaken he kind of like erupts and just oozes all the juices yeah I think that was interesting right because the forks don't do the whole death scale thing but these guys every time you kill them and it's kind of like explode your stuff right and just kind of leave that kind of trail behind and I think it's interesting right it's an interesting kind of dynamic on an entire army that's kind of their thing yeah I thought we did a really good job of just adding a ton of things for players to explore and find there's a lot of content oh yeah in these maps I do want to touch on the branded army a little bit because we've got I mean we've been dealing with branded quite a lot and did you just take what we already had and move some of them over or did you make some changes and updates yes I think that was it was interesting when we talked about brand it because we already had a brand an army right so of course you can't go crazy because weird have them but you can take it upon 11 that's there we go so what we did is we looked at them and we're like okay let's update some stuff I mean it's kinda Sencha lis like the brand that are kind of far away from home right from interior but then this is like this is their home this is where is where Papa lives right so this you gotta be you got to make sure you're strong when you're my Papa I just want here to describe everything yeah great so but yeah so essentially what we did is we like okay let's let's think about like a power like the a lot of the guys that you already fought and seen let's take those up guys up a little bit stronger let's make them give it a big slightly twist to kind of what they already did and that's kinda what we did with them to kind of take them from ten or eight stack it up to 11 so it moves it up to a level for a lot of those guys okay it's just I've been doing a lot of shadow runs at my second account right now trying to so really that just sounds like a lot of punching to me it's definitely a lot of like crystals and explosions and oh cool yep that's all right how about sand sharks you mentioned sand sharks and I got excited because they're there's so much they're infuriating the most fun way because they just sling you into the air and I have to laugh I mean I want to be angry and I imagined sometime down the road I will be but right now yes hysterical so Sam sharks again you know it's funny because this the idea or from a lower sense kind of made sense kind of what Matthew was talking about previously on the show you know about how these aquatic creatures kind of had to live figure out how yeah but I thought it was funny because I thought about street sharks immediately when I said as soon as I saw them I was like I was gonna jostle I'm excited so it's funny because we actually had this idea a long time ago back in world world when we'd release the Crystal desert map we said you know what we need some sand sharks cuz you know why because yes and then they're like that's crazy we would never we would never do yeah just jostle we'll never do the wrong meetings oh yeah you definitely be in the meetings we're it but yeah I know so it's like you can - that doesn't make sense right all that stuff but then when we talk about going to the crystal desert and again were kind of was like yeah these some of the quality Reacher's kind of had to kind of dried out and they had to live and I was like you know what that sounds like to me sand sharks that's what that sounds like to me I know they're like well that's gonna be weird it's gonna be toddler no no no no it's gonna be jocelyn yeah it's gonna be joseph and then what happens how is that not a skill that they write that penis should mission it should definitely be it's like if you get enough around if you for from around they're all different colors they'll like come out of the ground be like yo this is gonna be sweet up from the 90s Joss you're like the only other person there was about I chose like tears tears on I when we were all team we said Jocelyn at least 5 million times but yeah so and the thing that was really cool about wow really cool about the the sand sharks was you know the animation and kind of the ideas behind again I kind of came on a team late so I didn't get a chance to really go in depth and kind of work they were doing but when it came on the team I saw their thing I was like this is exactly what I want I wanted to be in the sand I want to run around I wanted to blow me into the sky I want I want this guy to feel like a big menace giant you know because when you think of a shark when they're in their natural habitat they're scary yes they're very scary they're very fast they're big right and I was like he is his domain is everywhere yeah this is this is I don't want to be in the sand when it's an shark I'll go and watch yeah now you're witness the one thing that makes sense and we laugh but it does work yeah and these guys are part of what you were calling earlier the natural army natural army and how did how did you come up with the list of okay these things are the natural army this is what we have so it's funny because one of them I think one of the things we did right was we kind of went into thinking about just desert in general right like okay what makes sense in there we went and made like as well as taking the Gil Wars theme into a cave right I think that's really important so you'll see like stuff like San Lyons our San lines but they're rock they're very rock themes right like almost like you know Serengeti but with a little twist because there's a lot of rock and areas around there and so I think that's really important sand eels were another one right when we thought about you know we kind of want to give more silhouette we wanted something small but we wanted something that still kind of fit that theme right and then of course my favorite and also one of the greatest things chances to Sarah for always pushing to be the baddest the best that we could be with making these guys amazing the little puffs of cactus delicious oh yeah even get there I don't actually know I mean I I definitely know when we were when I came on the team that they were already existed but it was one of those things where it was like you need something that is represents the desert so cacti were one of the things so we'd like okay what can we do with cactus that makes sense so we actually talked about one of the the big amount right leaving me right now the big wooden guys treants tree nut guys you know they we talk about making them cactus right what if those guys with the big clunky guys what cactus were like yeah but like taggers don't look like that but they don't look like the giant tree looking guys that don't make sense right so like okay well what if we had like a kind of a more unique kind of smaller rig so we thought okay what are like something that we could do that's kind of cute that we already have let's try what do we did the quad if it's a quaggan but from hell yeah whatever loggin who was filled with delicious delicious watermelon goodness on the inside right and so it we decided like let's try throwing it on this rig and see what happens and we kind of got this first it was super cutesy because you know it's it was like based off the quaggan and then we're like what if we made it like a pug kind of ugly cute but if we just made it like a derpy face where his eyes are off be maybe look in the wrong direction and what if we gave him like teeth because that's just weird and you know we kind of just did a bunch of funny things and at the end of the day kind of came up to the Toya and then we said you know what come here go through animations write the death animation it was just using the quality of death animation so it was always sad and we're like what if we did something crazy what if we what why don't we just blew up right we're like yeah blow them up yeah that's that's great it's so like well we blew them up then where the hell was incites gonna be like what's the inside of a cactus we're like well that's pretty no no one Rock it's kind of yeah there's not a lot but if he was like what if he was a fruit what if he was delicious on the inside we could just eat him all the time and so we did it we tried we're like Lauren let's try this and if we didn't it was hilarious right and then we also gave the deaths kill so they pop they like do like conditions based on what color they are sort of chill and I just noticed that they were different fruit yeah yeah again it was kinda like this flavor thing right we just kind of just kind of kept throwing ideas out there crazy ideas and it kind of all came together this is so - because like from an sure people want to know about well like yeah it writes its that cuz like it's so much fun as a game designer to like you use this like it's actually pretty simple creature right there's not lots to it but like kudos all the designers in the overworld and that thing and ran with it like I know Sarah did something really special with it that I'm sure players gonna be excited about like fine and like yeah we just we went off on this thing because it was just inspiring it inspiring on its own it's one of those things to work when you see it right it's kind of like you don't think about it when you're thinking InDesign especially for our kind of game you get caught up on the lore and the seriousness and some of the things you talk about and then once in a while creatures team just drops a gem like this and you're just like okay I'm gonna do something hilarious right what oh we can do with this and of course shadows despair for doing the legendary bounty events yeah we talk about those of us yeah but we have Cherubini animations cuz he was kind of a small creature right what blow him up you crazy stuff and then Sarah was like what if he like he looks like a ball we just rolled around oh my god I was like I was like yeah we could do that it's pretty simple and then she's like what if it just kept getting stronger and stronger and some of you know people may know about some skills in other games where people roll out a lot and then it slowly kills your entire team of happy monsters and you cry as a child because that Jim was the worst Jim in the entire world show us you Sarah for replicating that in our game it was it's great I love it and it's kind of a freedom we have right when someone has an idea like that and then we just run with it right it just works and it's awesome you also spits out when we were on the beta event creatures teams and I sat on the rock and waited we just wait did you yeah and we're like somebody will unlock this bounty yeah and we will see the amazing happen it was awesome all right so that's he's part of her natural army I want to make sure we talk about like the meerkats and the Lions because people need to know Clayton yes yeah the meerkats are great they're they're one of our ambient creatures we use them also with a heart in another map which is really fun kind of like a whack-a-mole yeah kind of gameplay going on but yeah in terms of the warthog and the meerkat a--they referring to the Lion King shout out that we had so yeah they're they're really cute creatures I don't know that they do this like fun little animation where they like they they scurry and then they pop in a little hole and there's nothing at oh yeah I think this I really do enjoy we we let the animators run free sometimes uh-huh you know I mean cuz they create some of the graces I mean the mounts right the raptor mount who does like the dog lay and like the fun little yeah it's that's really that was honestly a thing of love right that was just labor of love for our animator and you know he just did it and he's like I don't know we'll use this but like I was just prototyping some stuff and this is really cool and then it just became Michael that is its that's shadow animators are just absolutely very much so meerkats are just an awesome creature and they are so glad that we added it and we're not just relying on like a rabbit well that's like we were talking about before what makes sense for the area right yeah well I saw somebody even in chat like before we started today say we just had the stress test a little while ago and somebody was asking who did I saw the lion in the warthog in the meerkat and I need to know who yeah yeah yeah that was me Sarah also pushed me to do that she can't gave me the green light on that one it's great I mean as it games that like I played our game I played other homos and just little tensions to like to detail these little things nuggets that you can go with my necks or just fun exactly like it means it means a lot to me like I love seeing that stuff so it was really fun to create this for our fans and I've said this before on previous stuff we've we've had there are more out there so I'm excited to see what people find alright you'd mentioned boss bounties and there's not just one giant Choya spitting out lots and lots of little troy but you just worked on the boss families and the whole like build a boss thing yeah you want to talk about that of course you created well you you worked on it I worked on yeah I work with it yeah so yeah I mean the big thing was was you know we wanted to come up with a system that kept creatures and experienced events kind of fresh yeah right they're always a little different always a little different because you know running the same creatures and stuff like that it can get a little monotonous but I mean the skills are always fun and it's always a fun engaging thing obviously sometimes they'll do things to you you've never knew which is great and also awful sometimes but you know what we wanted to create a system that kind of gave us a little more control to do some things right it's that's when the you know the bounty system and the build of our system kind of came to be you know it's very simple you go up to a board you take it it kind of spawns dude right and the dude can have sometimes fun and awful little buffs on themselves that can do some really interesting things right and so it came to be is like you know what okay what do we we need a system that can you know keep these features fresh keep these keep this bosses fresh right and then it was okay let's make it player owned right and that's what the kind of the bounty system kind of got smashed together with this right a man it was really really interesting kind of how it all came to be what I want to talk about the bounty system a little bit yeah yeah so the bounty system is really great I know there's some comments earlier is asking about world bosses and stuff I mean these guys aren't just any dudes these are definitely champions that you're going out it's it's just a fun feeling you go to this like main hub community you pick a bounty and you all mount up on various different mounts that we have and y'all just like Caravan over there to this like spot where this bounty is just like wreaking havoc and then y'all just hop off engage him and then attack them I think the key part about what you had mentioned is that like it keeps things fresh and there's like game in game design and development we can rely on randomness and that goes so far there's also you know too much random can be badly which we kind of ran into with yeah but like we've made we've put systems and hooks in place to allow us to kind of rein in how much randomness there is exactly I felt like we really landed on a great spot like a spot that feels like he's this guy that I played yesterday like I fought he's gonna have different skills and it's still gonna be balanced I feel really unique and different at the same time that's all we know that really well and we as like designers of the bosses also try to pepper in unique skills to these specific creatures right like hiding it for example you know we'll have his Highness skills but we'll put some some new things because maybe he's a champion or legendary yeah and on top of that we have to build a boss which is random selection like yeah crazy magic gone wild inspired skills yeah it's all based on is the concept look based on like ley line energy and kind of like empowering some of these creatures that are kind of a Maki and you know in the Oasis and in you know the areas do you have a favorable of course I mean it's uh it's funny because I have a couple that I really like one I really like is right now when you're seeing on the screen spinning lasers i okay this won't bugs me not like a bad way but it's like when I see the laces like crap yeah like uh cuz it's like I just gotta get out of the way with these things yeah I think that one's really fun I think there's a couple others that I really really like stop go yeah okay that's my favorite stop goes really good I really like that one cuz it's it just changes up the gameplay and as long as you're paying attention it's not really that big of a deal but it's kind of like when the boss is doing some interesting things and then you're also trying to pay attention it can get a little chaotic but it's kind of a fun game that you play it's a little mini game you play while you bury your kid you play red light green light yeah yeah yeah so it's basically like yeah you have to stop moving basically when he has like the red light on and green light you have to move or you start to kind of damage that's super fun cuz it just changes the way our combat come to you we're just we don't do that often in our fights so it's really cool yeah legend just so the champions get two of the buffs legendaries get three of the buffs but man let me tell you some of the times yeah sometimes we'll play creatures I'm like that was great it was awesome man that was like super easy and then sometimes we'll fight the same guy which said need to go back man that was really challenging hard but it was fun still like I think that was one of the big things we get up we actually canned a couple of the skills because they were just at the end of the day that when we played him it was more about call most like a frustration instead of fun and so but the thing is that's nice is that it doesn't ruin the entire system you just cut it out throw another one in and Zed see right and we can always add more like this the system's really flexible and robust I love it I think it's it's a solid addition to all the other stuff that we have going on here yep I think it's a good point is it's just kind of a nice addition yeah to the hard draw the things that are in the game mouths its story and lore and open world and offense it's just kind of a nice little addition that if you're if you want to get with a couple your buddies and it'll run some champions take one of these guys off go fight and have some fun yeah I imagine there's gonna be a lot of like command chains two weeks I know we're almost there you guys crazy you guys really really the whole path fire team has done an incredible job getting all of this stuff in there so I know you guys are really excited for everybody to get in there and start can't wait running through it alright I have we're getting pretty late but I do have one more thing that I want to talk about that you guys worked on we talked about hearts earlier and we were talking about mounts and how to get those and I wanted to talk about mount camps versus hearts and how the design of those work differently I'll make this I'll wrap this up really yeah we'll just give a little preview yeah absolutely so like the key thing about mounts that we found out really early on is that they're an engage mechanic besides the exploratory mechanic and so and all of our hearts really revolve around some type of combat mostly right so when we got to making camp specifically designed to rent a mount and do activities around it was a process of like iterative and like feedback design we got to the point were like okay it's really just fun to never get off the mount and just run around so for instance when you're in the Raptor camp Sara did a really great job just like Raptors like bugs that's what we came up with and so the running around jumping over canyon it's like collecting bugs it's so much fun we even have like and a little bit like of like the races of just knowing how to like tiers and if the other environment artist did a good job of creating these these camp spaces that really highlight flow for the mouse just jump over move up down and get these things that we kind of put out front of player yeah it's all about movement it's all about like using their their movement skills and trying to not get them off the mount as much as possible if they do give them a mount nearby that they got if they don't home it's just a completely different way to think yeah right exactly so there was like some some hurdles that we had to get over but I think we landed really well even I like even the little ambient rewards you were talking about the Raptors like bugs so we're gonna run around and these little hearts and I made my I made my mount happy yeah yes yeah and it's not even it's just pure playing for fun which oh hey it turns out that's why we have games yeah yeah so yeah even on the that tiny little scale it doesn't have to be you know huge boss bounty right all the way down to these tiny little fun things right has been implemented well what I've everything that we've seen and everything that you guys are gonna see very very soon it's so hard for me to not want to just vomit out about this boiler this is like our entire life is we want to tell you guys everything yeah we're almost there we're almost there you guys extrude oh all right you guys are almost there - in just over two weeks we are all going to be playing pacifier and everything you guys have done gets to show off all right I know you guys have a lot of wrap-up work to do so I will let you back to work and thank you guys for hanging out with us thank you both for spending some time having us on yeah yeah and we will see you in-game very very soon bye thanks guys
- Guild Chat Episode 54, Guild Wars 2: Path of Fire™ Story and Setting on ArenaNet's official channel on YouTube