Guild Chat - Episode 71
Guild Chat - Episode 71
- Title
- Sixth Anniversary Livestream
- Host
- Rubi Bayer
- Guests
- Mike Zadorojny
Alexander Youngblood
Matthew Pennebaker
Matthew Medina
Nick Hernandez
Eve Eschenbacher
Tom Abernathy
Alex Kain
Benjamin Arnold
Jessica Teddy Croft
Karl McLain
Maclaine Diemer
Katelyn Isaacson
Alina Chadwick
Clayton Kisko
Linsey Murdock - Date
- August 28, 2018
- Official video
- YouTube
The 71st episode of Guild Chat aired on August 28, 2018. It features the sixth anniversary celebration for Guild Wars 2 with birthday messages from partners, interviews with Guild Wars 2 voice actors, and developer guests to talk about the past year in Tyria.
Transcription[edit]
Introduction [6:36][edit]
Rubi Bayer: Hi Tyria, and welcome to the Guild Wars 2 sixth anniversary livestream. Six years! I’m your host Ruby and we’re going to spend the next couple of hours celebrating the last year of development of Guild Wars 2 with you guys as a community. Whether you as a player took your first steps out of your player character’s racial city; Hoelbrak, The Grove, Black Citadel, Divinity’s Reach, Rata Sum. Whether you took those first steps in August of 2012, or if you took them yesterday, we are really, really grateful that you’re part of our community and that you participate in this world that we built. So, thank you for spending this afternoon with us to join in the celebration, and I hope you enjoy the next couple of hours. We’re going to be talking to some of the development team that has worked on Guild Wars 2 over the past year, looking back over some of our favorite memories, we’re going to hear from members of the Guild Wars 2 partner program, we’re going to watch some interviews with Guild Wars 2 voice actors and just kind of look back over the past year and enjoy ourselves. We’re going to start with the Guild Wars 2 game director Mike Zadorojny, but first we’re going to take a quick look at a video that some of you may have seen earlier this morning, the Guild Wars 2 sixth anniversary video. So, sit back, and enjoy with us!
Guild Wars 2 Sixth Anniversary Video [8:01][edit]
Mike Zadorojny: Over six years ago, we launched Guild Wars 2. It was the start of epic journey for us as developers and for you, the fans, and together we’ve seen the community grow and flourish into what it is today. Now we want to take a chance to look back at the journey we’ve been on, as we’ve been learning and iterating on how to support and grow this game and celebrate together what it is to be part of Guild Wars 2. From the very beginning, we knew we wanted to bring Guild Wars 2 to life, continually evolving it through new story content and features. We started with small things that rippled throughout the world and then we went to lost shores. We told a brand new story line on a brand new map, with a brand new feature, the Fractals of the Mists, and it just kept evolving from there.
Tom Abernathy: We were embarking on a journey that nobody else had really tried to take before. To tell these stories that basically are richer and deeper because of the fact that they go on.
Mike: It’s like watching your favorite television show, except being a part of it.
Tom: Over the seasons, Living World has evolved constantly in terms of how we think about what the story is that we’re trying to tell.
Linsey Murdock: We had a ton freedom early on in Season 1 to figure out what Living World really was.
Tom: We were trying out new ways of telling stories in games, and it took us a while to sort of get a feel for what we could do.
Linsey: With Season 2, we tried out something pretty radically different from Season 1. We decided to tell a continuing story that would lead into our first expansion.
Mike: And we started to explore new areas like the Dry Top and the Silverwastes.
Linsey: With Season 3, we tried to develop a bit of a formula for what each episode was going to be, creating a process that would allow us to release big, meaty story updates, and then also start layering in some of the content that happens in between episodes.
Crystal Reid: Things like new rewards, new masteries, new raids and fractals.
Mike: New ways for players to explore, to discover and to be a part of this evolving world.
Tom: With Season 4, we wanted to push the boundaries a little bit and see how big our story could get.
Linsey: We wanted to really show players what we could do with this kind of storytelling.
Mike: Bigger adventures, more exciting foes, and a more epic storyline. Living World just isn’t about content, it’s also about features.
Tom: Living World provides us the opportunity to tell a larger story across multiple episodes in a way that dovetails with other things about the game; features and mounts, to all sort of integrate and support each other.
Linsey: With Living World, we like to provide something for all of our players. So, with each release, we make sure to include updates to our story, but we also have a lot of other content types that we add like raid and fractals, and new legendary weapons, and new festivals, and the current events that come out in between. They’re all part of the Living World.
Crystal: Festivals are great because it’s smaller bite-sized content that we can give players something to do during episodes. We have festivals like Wintersday, the Festival of the Four Winds, and Halloween.
Linsey: They all show the status of the world and show the way that it’s moving forward.
Mike: Looking towards the future, we’re excited to keep delivering on the promise of free, engaging, episodic content in Guild Wars 2. You can expect more great things from us as we move directly from Season 4 into Season 5.
Linsey: This means more engaging stories that expand the world of Tyria, new maps to dive into and explore, and more gameplay features that change the way the game is experienced. We’ve already introduced the Roller Beetle mount in episode 3, added a new raid, fractals and more, and we’re going to continue this season’s story and add new feature content in the coming months. We’ve got another raid, a new fractal and one of my favorite features of the season, Sun’s Refuge. It’s a personal character instance in a familiar and historic location, that goes all the way back to the original Guild Wars. You’ll be able to rebuild the settlement with opportunities to unlock NPCs, collections, and rewards.
Mike: And all of this without a monthly subscription fee. The remainder of this season is going to be one heck of a ride.
Tom: We’ve really got this hurtling cannonball of a story that is so powerful that it needs to keep going.
Linsey: The most epic stuff we’ve ever done for Living World is coming in Season 4.
Mike: We’re pushing the limits of what the game can do, and what we can do with the story, and we’re excited to see this payoff in cool ways for you, the players, and to keep the story going into the future with Season 5.
Discussion [12:58][edit]
Rubi: Wow, congratulations, that is a lot.
Mike: Thank you, yeah, it has been quite the ride. It's hard to think about that it's been six years since we started on this journey. And there was another, you know, 4 or 5 years before that in terms of development. This franchise, the legacy of everything that we're doing, is just, it's exciting to be a part of the passion that you see around the studio. You know, internally, we're celebrating and just really happy that we've had a chance to share this journey with the players because at the end of the day we couldn't do this without our fans. And to see how welcoming they are to each other, how kind they are to new players, to us as long term developers is just phenomenal. So yeah, I love hearing all the personal stories that we get from this in terms of what the game has meant to players and it inspires me to push harder in terms of what we can deliver because it's just, again, we can't do this without the fandom that has generated around this game. And I really feel like the community that we have built or that we have laid the foundation for is just one that I'm just blessed to be a part of because this group is just so much fun and I hope we get to come back and do this for years to come, because this is great this is what I live for. And to kind of see where we go and what happens next is just going to be one hell of a ride.
Rubi: Yeah, it is something that I wanted to touch on. You mentioned seeing the community support each other, which is absolutely one of my favorite things and makes me so happy, you and I and a couple of our developers, Clayton and Byron, we're running around Gamescom last week, first of all, it already feels like so long ago. But, we were talking with members of the community on the show floor and I remember, there was one, it was a group of three and they were all guild mates that we were chatting with and they have been planning getting together since this last spring and it was all like this big road trip that one of them organized and this was their in-person meetup, because they are such good friends and they've known each other in-game for so long and Gamescom was their time to get together, because this friendship has transferred into the real world and there were a lot of things that they told me and I don't want to go into them too deeply, but there's a lot of real world support that they give one another.
Mike: Absolutely. And it's great, because every year that we go to all those Gamecoms, PAX, Paris Games Week, any of these these conventions, even the smaller ones that we attend, whether officially or unofficially, it's always nice to see the same faces coming back and they're always bringing new friends, it's always about 'Hey, look, I met somebody else now and this is the friendship that we've developed.' and so, you know, I am, I'm so honored to be a part of this this legacy of this game, because I care more about what we've done for the community than anything else, because again, this is, I look at my job in terms of what I'm doing for this game as I will know I have succeeded when people come to me in five, ten years down the road and talk about what Guild Wars 2 has meant to them, that they remember fondly the events that we were, you know, how we were fighting Palawa Joko, what it meant for the conclusion of season four and how the big epic journey that we're going on at the moment. These are the things that I want people to have fond memories of and about the friendships that they made along the way, and then I will know that this, everything that I've done here all the hard work that team has done, has paid off, has been worth it.
Rubi: Yeah, thank you guys, thank all of you for that, because that's why I think everyone in this building does what they do. There was a player who works on one of our fan sites that I was talking to at Gamescom and the reason we were talking way back in 2008, when I was a brand new player, one of my, excuse me, one of my first Guild Wars friends was someone who met her now-husband in Guild Wars and they're now married with a son, but they founded a fan site that is still going strong to this day and I was chatting with them at Gamescom and that's one of those legacies that started in Tyria and lives out 10 years later, and that's exactly why.
Mike: Yep.
Rubi: yeah, so we were watching the anniversary video and we're not done.
Mike: No.
Rubi: We're not gonna go home today and not come back. It ,I hope, I'm planning on coming back to work tomorrow.
Mike: Yeah.
Rubi: We have a lot to do.
Mike: I think I left the Gamescom community event in Germany last week and I said I'm not done yet.
Rubi: Nope
Mike: There's so much more that we want to do. So many more stories that we want to tell, you know new fractals, new raids.
Rubi: Yeah.
Mike: Improvements to PvP, to World versus world. Like, this is a living, breathing game and the, the enthusiasm and the passion of the people that walk down these halls is that collectively we have more to give, we have more to show and our story and our journey with Guild Wars 2 is not done yet.
Rubi: Yeah, so we're going right into season five. We're not, I mean, we're still, episode four is coming.
Mike: Yep.
Rubi: And but, we're already looking ahead to the next season.
Mike: Oh absolutely, you know these are exciting times for us in terms of what we're trying to accomplish with the great strides we've told in terms of the narrative storytelling, the cinematic storytelling, the overall gameplay design, the features the systems design. All of us has been working towards building up and, and being able to accomplish greater tasks and greater feats for what we want for this franchise and you know a lot of the foundation that we've been lying this year has been getting ready for what comes beyond. So we still have some amazing things to sights to see in season four, some great climactic fights.
Rubi: Yes.
Mike: That we need to overcome as a group, but the, the anniversary video was more of a promise to our fan base that this is not it. Like this is, we're just laying down the foundation to continue this and and go beyond what we've already kind of just been doing already.
Rubi: Yeah and all of you, please keep talking to us. We, we love hearing from you. We love that feedback. We, we listen and we want to know what you love. We want to know what you want more of. We want to know what you think could be improved.
Mike: Absolutely, internally we are paying attention to all the communication channels, whether it's the forums, whether it's Reddit, whether you know messages in-game. You'll always find me running off my tag, because I want to hear this stuff.
Rubi: Yes.
Mike: Like I said at the beginning, like this game does not exist without you, the fans and so your voice matters and so we do collect. We do look at the feedback. Obviously, we can't do everything all at once, but we have some internal priorities that we're trying to to work through, so that we can make sure that we are creating something together with the player base and it isn't just us kind of just releasing things without a plan or without a purpose.
Rubi: Yeah, so but we have PAX coming up in just a matter of a few days and I'm thinking back this time last year we were gearing up to announce Path of Fire.
Mike: Right
Rubi: And again like Gamescom it seems like it was both five minutes ago and forever ago. Before I let you go. What have some of your absolute highlights of the past twelve months been?
Mike: Shipping Path of Fire is my number one.
Rubi: It's amazing.
Mike: Yeah, like a lot of the initial planning and what we were trying to accomplish with the mount system building on top of the masteries was, was a huge challenge for us to overcome and how we were going to use that in the open world. The, the stories that we were telling not only on the maps, but in the the personal story or through the story journal. Those were very, very personal moments not to use the term over again, but I mean and we also threw some twists in there. Like, I'm not sure everyone saw how the first time you fought Balthazar was going to end and so that allowed us to kind of lay the foundation of where we were going moving forward and we made a bunch of decisions on Path of Fire knowing that living world was coming on the heels of it. So we knew that we were going to be able to spend more time focusing things on, on more challenging group content, meta events, those types of things or map wide events. And then you know some of the stories that we were telling like just going into episode 1. We had like a fractal, we had the open-world story and the, the you know the personal story was taking you through that map all telling you about the same location in different moments in time and a key character that was there throughout all of it. So it was a lot of fun to kind of be able to tell those stories in those moments, but I think a lot of the stuff I'm looking forward to at this point now, is like the road ahead. Like, I'm super excited and we're super ambitious in terms of we're trying to accomplish. So thank you all for this past year. Thank you for six years of supporting us in Guild Wars 2 and buckle up because we're not done yet.
Rubi: Oh man, right. All right, well we're going to let Mike get back to work and stick around, because earlier this year. We've mentioned it a couple times on Guild Chat. We were down in Burbank recording for Episode four and Festival of the Four Winds and episode three. It was a pretty long recording session and something that we did, was a series of interviews with the Guild Wars 2 voice actors that happen to be in for recording sessions. So we're gonna watch several of those this afternoon and the first one is coming up right now. So let's hear what Steve Blum has to say about playing in Guild Wars 2.
Interview with Steve Blum [22:58][edit]
Steve Blum: I'm Steve Blum and I play Rytlock Brimstone. Charr! Rytlock is- He's amazing! He's... I think that, besides having a warrior's heart, he has the purity of someone that comes from a place that wouldn't necessarily be as barbaric and that shows through every now and then. He really cares about the people around him. "The fool was on death's door and you could have been killed rescuing him."
My favorite thing about Rytlock is actually something I found this morning when I was looking stuff up on Wikipedia. He was sort of the runt of the litter. He was... They called him Runtlock, I guess when he was training as a young kitty cat and I was kind of that kid, too. I was the smallest and the weakest and bullied a lot and having to fight through that, emotionally and physically, made me a much stronger person as I navigated the world and I think that that's worked in his favor also. For me, Rytlock's voice has remained the same pretty much. He is who he is, but I think that just carrying the weight with him that he unleashed Balthazar unwittingly... There's some guilt there and I think that that comes through every now and then, and that wasn't necessarily present in the very beginning. I think he was just trying to figure out his place and his new surroundings, but that that guilt, I think, has become a factor for him and may be a driving factor for him. "It's true that we're stuck. The bridge towers in front of Joko's fortress make it impossible to approach."
If I was to give Rytlock some advice, I would tell him to let go of the guilt. It's time. He's a good guy. He didn't mean to do it and (whispering) Sohothin was worth it. It was worth it! I love emotionally difficult scenes. For a large part of my life, I tried to hide vulnerability. I tried to hide emotion. That's kind of what a lot of us are taught in our families and when I have the opportunity to do that through any character, I relish it. I like to go to the deep, dark places. I love to bring stuff up that's uncomfortable for me, the more uncomfortable the better. So, as long as I don't blow my throat out doing it, I'm willing to to go to every emotional depth required for the character. It's actually fun for me.
I don't think I know anything about Rytlock that nobody else knows because you guys know everything about this game. You know everything about our characters. You tell me what my life story is. The only thing that I would say that I do know is that there's this guy who is not necessarily a warrior on a daily basis who is voicing this character for you, so if you've never met me in person: I'm a lover, not a fighter. So take that to the bank. "We'll keep the Awakened off your back, guaranteed."
So many great moments in voicing Rytlock. It's hard to pick one out. I think the greatest moments for me actually were after the fact. When I go to conventions and I see how Rytlock has affected people out there in the world because I'm sort of insulated in this little capsule here, this padded room. When we're recording this, we don't know what the response is gonna be until we get out there in the world and people come to me at signings at conventions all across the world with their warbands talking about their experience. And to embody any character that has an afterlife like that, and affects people and touches people, makes everything worthwhile to me. "Okay, charr! We'll take point! You with me?!"
???: And they're like, "Nah."[verification requested]
???: "We're gonna go get a Starbucks. You tell us when you're done."
(laughter)
Living World Season 4 Episode 3 Long Live the Lich Trailer [26:55][edit]
Palawa Joko: 10 seconds to curtain. Places for act 1! Places for act 1! Break a leg people. It's showtime!
Pact Commander: Joko has declared war and we have to meet him head on.
Taimi: Guess we are really doing this. I am equal part exhilarated and terrified.
Palawa Joko: Enough waiting, Joko is bored. Let's pick up the pace.
On-Screen: LEGENDARY WARHORN VERDARACH
On-Screen: NEW MAP: DORMAIN OF KOURNA
On-Screen: NEW FRACTAL: DEEPSTONE
On-Screen: ALL-NEW STORY CONTENT
On-Screen: NEW MOUNT: ROLLER BEETLE
Palawa Joko: End scene. (Laughter)
Discussion with Matt Pennebaker (Game Designer) and Alexander Youngblood (Game Designer) [26:55][edit]
Rubi: Hi and welcome back. Alright, let's introduce our next two dev guests, Matthew.
Matthew Pennebaker: Hi, I'm Matt Pennebaker, the systems design lead on Guild Wars 2.
Rubi: Alexander?
Alexander Youngblood: I'm Alexander Youngblood, game designer.
Rubi: Are you sure?
Alex: Game designer. That's why I'm here today.
Rubi: Ok, that's what it says. Sometimes he is other people.
Alex: Yeah.
Rubi: Alright well, why don't you guys talk a little about what you do here in Arenanet.
Matt: I will let Alex go first because his is a little easier.
Rubi: Surprise.
Alex: Easier? Alright, I'm a game designer on the current activities team. We had a behind-the-scenes where we talked about everything we do but we work on festivals, legendaries, birthday gifts. We do little events-
Rubi: All of those things.
Alex: All of those things, everything that falls between the cracks comes to us. I have been brought in to several different projects. I helped rebuild Lion's Arch. Actually, one of the first projects I worked on was helping Matt do the item collections. So that was a fun system.
Rubi: Oh nice.
Alex: I also helped out Path of Fire with the underworlds. So you guys can either hate or love me for Eater of Souls. I'm sorry.
Rubi: You hurt my feelings. Alright, how about you Matt?
Matt: So, I'm one of the design leads on Guild Wars 2. So I do things across the whole game. Primarily, I just help set goals and review, jump in on stuff when there is emergency needs for extra hands but yeah, more of systems level things with the game in the department.
Alex: You are being modest. He's done alot.
Matt: Yeah I was kind of like, I mean, I will let you have this but-
Alex: Matt's kind of an inspiration to me. He's been a mentor to me throughout my time here and-
Matt: And now I'm going to feel awkward to continue talking so the two of you-
Alex: He inspired me, because when I first started working here, I would talk about the game like "Oh this is really cool" and he is like "Oh yeah, I worked on that", "Oh this is cool" and "Yeah, I did that thing there".
Rubi: If he gets up and leave, I am going to be so angry with you.
Matt: What I do like to tell people when somebody asks me what I have worked on is usually anything you have loved about the game and anything you have hated about the game, I have probably worked on both of them.
Rubi: Alright, you mentioned birthday presents. Let's talk about those because this armor set just came out.
Alex: Yes, so this is a big year. Umm, every year we've kind of been upping the stakes a bit and we knew we wanted to do a really big gift this year. Umm, the armor is - we wanted to create assets that would look kind of unique and have lots of metal and look Salvatori and almost parade-like and I think the artists a great job on them.
Rubi: Yeah and I mean there was a lot of internal talk about that but in the end we went with armor set and it wasn't the only thing. It was just like alright here's your armor set and that's it for the birthday gift.
Alex: No, I mean every year we've been layering on more and more so you know this year you get to pick one of the armors, you get to pick two weapons, you get to pick a backpack the each character gets like a bunch of dye kits and a bunch of stuff.
Rubi: Yeah, I'm super happy with the dye kits and the Karma. Yeah, all right well thank you so much. I was - that's such an awesome thing to have in there. I was I spent probably way too much time saying there going "I don't know, I like them all".
Alex: What did you pick?
Rubi: I ended up with white.
Alex: Okay.
Rubi: I'm, I'm both happy and not happy with my choice because I also want a medium so...
Matt: I picked medium.
Rubi: I should have picked medium!
Alex: You should have. You made a mistake.
Rubi: I know! Right?
Matt: I also play Engie and Ranger so it was a easy choice.
Rubi: But, okay, see here's the problem; I have two mains it's an elementalist and a thief. There's no good choice here.
Alex: Yeah, but they're both very unique because they have like I know saying they have lots of armor on them right and they have actual metal.
Rubi: Give me both of them Alex. Give me both of them, right now.
Alex: You have to wait a year.
Rubi: I don't want to wait a year. I want them now. They are they're gorgeous and it's nice having the armor set as a birthday gift so thank you for that.
Alex: Yeah, of course.
Rubi: It's not the only new thing that we had though. So it turns out there's there's another thing that you worked on, Mr. Modesty.
All: (laugh)
Rubi: Let's talk a little bit about the novelties wardrobe and what is this, and how does it work?
Matt: Okay so for people who haven't been in game yet, or who haven't read the blog post or the patch notes, the novelties wardrobe was a place in your in your hero panel and in your wardrobe to store all sorts of kind of random bits and bobs we've added over the years. You know a lot of these started out as a 'hey can we do this thing?' and some designer made it work, and then it became a thing we do in the game and we kept doing it. Uh, accessing them from your inventory was really sort of cumbersome and that was the main thing we wanted to solve here was to just add a little ease of use, and so you know we added the wardrobe. There's four slots currently, chairs at the top one. Funny enough, chairs was actually the real motivating factor behind this...
Rubi: What!
Matt: ...which was probably this has been talked about, Byron added the first chair with one of the raids, see I never remember the name of it, I call it the Dhuum throne. [crosstalk 34:24] It was the bench bench of the I can't read the screen from here... of the final judge.
Rubi: Yes.
Matt: And I actually sort of told him if he wanted to add more chairs we needed a better system than it just sitting in your inventory and that was the catalyst behind all of this.
Rubi: You have to calm down with this.
All: (laugh)
Matt: So yeah we have that and we have musical instruments. This one was really important to me to have its own slot because I think there's a certain like very specific like player fantasy want to encourage with like I can walk around and pull out my guitar whenever I want like be that guy at the party. (laugh)
Rubi: Sure (laugh). Don't be that guy. Eh, be that guy what the heck why not.
Alex: That's so cool, that's a really good instrument.
Matt: You want to give a little background on the Charr bass guitar?
Rubi: What is this oh my gosh.
Alex: That is the first thing I came up with for the commerce team when I was an intern on that team.
Rubi: Are you serious? What is this.
it's a t-shirt all right guitar the guitar is a guitar or the Charter in game is the musical bass guitar but really it is supposed to be guitar good Char Char Char Char okay I just want this fight to have okay I don't have a horse in this race all right Nexus health items is very exclusively bundle items which is a phrase we use sometimes but it's not super clear which are just you know it's a item you hold in your hand this is primarily kites and balloons yeah look we added a bunch of really fun ones and look at that first one the big two I'm just I'm like just frantically hoping that Paul cooperates when I'm like we please look at that so this is this came out today this is uh what's the name of it the dragon emblem balloon so this if players will get a free novelty choice box currently I don't know I don't know specifics of how the Black Lion trading post work so I don't know if it's gonna be there but you can get this for free if you log in if you already picked something else from the Box you can purchase it for gems but this is this is what I picked with my box so well I don't know yeah yeah I've been running around on my roller beetle find this balloon all day have you really I mean not all day it's I chose how to live in life for three hours and we had a naked dance party in LA today as you do yeah so anyone who's there thank you for that [Laughter] final spot is the toys which is just and the rest I guess is the best way to put it things that don't really categorize terribly well we have travel toys and [Laughter] you know some this one didn't go there's some confusion I was on like it didn't go into held items this is the bouquet of roses because because it has skills and it does other stuff it's do I think it does costume for all like it's it's got other functionality and so we want to make sure that was a clear distinction so okay oh this might be the best look I've ever had at the bobble head laboratory down in a crown runway okay so this is this is just part of your wardrobe now it's you don't have to do anything it's just there what what do you do do you just right-click the things and add to wardrobe like everything else yes that's correct you know I this account looks like it's already got pretty much everything it has unlock yeah if you had sign in your inventory just right click on it you can unlock a thing I believe the tooltip on these should all say novelty locked or novelty unlocked so you they are somewhat searchable in your inventory but what about tonics oh I did not see you there and again for people I've read the blog post a a question we knew which was going to come up which is what about all of the transformed products of which there are dozens of they because there are actually over a hundred of them it's taking a little longer to you know migrate them over to the system and get them thoroughly tested so we don't accidentally break the whole game by shipping something fun so so they're in the works you're working I don't I don't have a specific estimates but but pretty soon and you know shorter than some of our sins that's shorter than some soon's longer than other sins but in the meantime we've got all of this stuff that is now coming out of your inventory and in the wardrobe and here's a whole lot of free inventory slots yeah that are now available I don't know I'm gonna do with my share different Tori anymore oh my gosh yeah oh I just got three free shared I have to go what I'm now curious okay water balloon well it's yeah I just I know the bobblehead lab and the water blowing thing I like to run in the middle of a giant crowd anywhere I see like a ton of players I'll just like run over to one side of the crowd throw down the bobblehead lab run to the other side and throw down the water balloon thing jeez what was the other I'd have to go back I know there's the third one I'd have to go back and look at the thing again and I'm not asking I'm not making Paul gleich go through everything but there was another thing in the wardrobe where I looked at it and it like registered in the back of my head oh I've got that in a shared inventory slot and I was so excited to have those inventory slots freedo Paulo's actors are maybe a little more helpful and professional and I am but he's showing the so all the slots in the in the novelties wardrobe can have key binds associated with them and so you can set its we want to make it work a lot like the mounts button and key bindings okay let's talk about that throw in a little bit it's just real quick because that looks kind of amazing and how can I get one well this is safe I just don't like to mess up the names so is the blazoned dragon throne I believe right it is available right now from the black line train company yay can we have Paul sit in it and that will entertain us while I ask you I have one more question for you guys I would love to hear about some of the your highlights from the past year of Guild Wars 2 development what have been some of your favorite things I think my favorite is we did this ley-line anomaly event yes big energy boss that runs like that immediately starts laughing a little bit yeah well because there was kind of a weird thing to happen with it after we released that content people started seeing that anomaly in the world and we had no idea what's going on if it but like players were freaking out so we added like some achievements to say here you saw it a good job and we added a quest that said you know you're not seeing anymore and the placebo worked we saw have no idea why that happened but it okay yeah that bosses fun the work on was it alright you met so working on the novelties wardrobe was a lot of fun I actually don't get to you know work on content much these days and so this was an opportunity for me to to you know get in and implement some stuff again which is really fun but beyond the thing we just talked about for 20 minutes I just have to say working on the roller beetle yes I worked with Joel a lot on sort of you know how do we make it feel as good as possible with breaking as little of the game as possible turns out we didn't iron all of that out but you players may have noticed there's some world that's you can do with the roller beetle surprise surprise this is my stunned face yeah I had never really worked with Joel before and you know I think bands fans of this stream know Joel well at this point and he's just yeah he's super bright and super fun to work yes and super sassy yes once you like once you get Joel talking about something he's passionate about I just want to sit there be like keep going tell me more because this is amazing it is is an experience in a very good way that's awesome well congratulations on another year of Guild Wars to both of you thank you for all of your hard work very very much appreciated all right well happy birthday yeah all right you guys stick around we have another short video and then a couple more deaths to hang out with Congrats guys thanks [Music] zero idea where the base is but I did find the name of a scientist there so if we find the scientist we find the base djoko's using to launch his attacks one of their convoys just received an unusual order to delay their taking their place should go inside the commander leaving me around in Chains not a chance [Music] and this [Music] still the star fine [Music] [Applause] my [Music] hey guys it's Aurora peachy I'm like oh force to livestreamer reactor and reviewer I just want to say happy sixth anniversary to go Boris - thank you so much for everything that you ArenaNet as well as the community of this game has given me over the past six years it's been an absolute blast happy birthday everyone welcome my name is Reagan and this is the sixth anniversary for Guild Wars 2 and I actually stopped playing around the time hotter phones was launched and then I came back for pacifier when I saw the news articles online and saw that a reading that was adding mounts to the game which I thought that is exciting I got to check that out and I think I can actually speak for his to the community when I say a reading that single-handedly has managed to create the most alive and characteristic mounts in any MMO out there today greetings ladies and gentlemen I am Durham Adrienne and I've been creating Guild Wars 2 content and live streams for about a year now and I want to start things off by saying congratulations to everybody involved with Guild Wars 2 from arena net right down to you guys the community it's awesome that we're celebrating the game's sixth anniversary so keep being awesome everybody and enjoy gilworth juice sixth anniversary celebrations I'm gonna leave you guys with a question what does falah wa gilko taste like serious question hey everyone Jeff Roe here guild will sue shop caster for PvP it's been an amazing six years six anniversary of Guild Wars 2 with this awesome community I've had the opportunity of course a shoutcast around the world at different events including packs south where it was part of the panel for part phone's the expansion announcement where I met my wife my whole life changed and I am now in America of course good well soon has meant a lot to me it's meant a lot to so many people to create as the team obviously create the game and you the player in the viewer at home have a great sick for anniversary I will see you soon his to another six and I'll see you in the mists welcome back to the Guild Wars 2 anniversary livestream and a couple more of our guild wars to developers why don't you guys introduce yourself and talk about what you've worked on here the past year I'm Matthew Medina I'm a game designer here the last 12 months for me have been pacifier shipping that getting them out the door and then spending a good amount time on festival to four wins that's right yeah which we just released as it says up there my name is Nick Hernandez I am one of the world qan beds and my job is pretty much you just make sure that all the content is meeting standards that we set for ourselves three minute and the past year has been pretty much bridging season three with Episode six two paths a fire and now us rolling into season four and kind of just the whole cadence that we've got going on yeah yeah it's been a really busy year and that's like I was talking about with Mike earlier this time last year we were just gearing up to announce path of fire and it was like this frenzy we knew it was coming and we were preparing we're going to tell the players this is coming and not only is it coming it's coming very very very soon which was just incredibly exciting and also kind of terrifying and it was like it has been this non-stop ride ever since and in between there we were bringing back festival of the four winds which is something that we talked about in a recent guild chat that you've been working on for so long yeah and I know for me that was one of the highlights of the past 12 months and this was something that we talked we touched on briefly in guild chat yeah but you and I were chatting after work and I don't even remember how it came up but it's one of those moments that like sticks in your head and you said fest over the Four Winds is coming back yeah and I just went I'm sorry what because it sounds like you said festival for the Four Winds is coming back and I know you wouldn't just like dangle that in front of me only to take it away yes that's mean and this like January yeah yeah January is when I really kind of got started on you know the first certain design pass paper design and and prototyping and figuring out what we were gonna do and obviously the the festival had run before so we had a lot of the groundwork laid but it was a lot of figuring out like what worked what didn't what are we bringing back what are we gonna leave on the table what do we want to add to it this year and especially because we wanted it to be a recurring festival making sure that was set up so that it was sort of a timeless thing that could come back year on here and not having to be you know revisited by the team every single time because we want to try to automate as much as we can so that festivals run smoothly on an eye on a nice cadence so yeah that was back in January which is you know not too long after pacifier ship so it was sort of a nice change of pace for me because pacifier as we know is big undertaking so it was it was a lot of a lot of late nights and stress of like oh my gosh this thing is really gonna ship after however long we worked on it so you know this was a it was a nice balance to my year actually because path fire was such a big thing and this was it's not that it wasn't a big thing the festival for wins but it was a nice sort of light-hearted he's a concert you know put a lot of like grueling time in on it yeah well and there is there is a difference between we have this story about you know we've got Krakatoa cruise this looming threat and we're fighting Balthazar and oh look flying doing upgrades yes exactly and not to trivialize one or the other but like you said that light heartedness it's it's nice to have that balance and I know a conversation that I've seen here and there is wire how dare the Zephyr rights party how dare you hey well because you need that you've gotta have the good with the bad right yes you can't just you know there's plenty of bad stuff that happens in the world all the time and if we just sat in well Don it all the time nothing would ever get done like you have to have that fun you know light-hearted approach to life sometimes there's definitely a metaphor for real life and gaming and there's some where that final but it's it's there well how about you Nick what were some of your highlights over the past 12 months oh god you have to pick one note pick several well I think at least something that I enjoyed working on the most was the Griffin collection from Pat the fire that's right that one was just absolutely amazing and shout out to rob Stokes who was the designer that went absolutely insane on that thing like he it was his passion project and you could tell I just remember like like the question itself in my opinion is amazing it is really real developed but like just seeing the system's behind it isn't saying like yeah so with episodes 1 & 2 we introduced these things called visibility channels which is basically NPCs will show up at certain points ability channels yeah okay and that depends on you know like this buff bag gets placed on the kit on the player it's all client-side before that we didn't have that path of fire so what Rob actually did was he made some absurd amount of different teams and stell thing like because if you look at the Sunspear sanctuary there is like what 15 NPCs there and like each one shows up depending on like the things that you do within the world throughout path the fire so whereas now you just set visibility channels before he had to do a lot of different team switching and applying of stealth and things like that and a lot of checking its progress it was insane like I actually remember looking at it and he had like just upwards of hundreds and hundreds of different teams and I think if I remember correctly dodge also worked on it he was like one of the programmers that worked on it so shot dodge - because lake without that kind of programming backbone to be able support this it would not have Co not though it would have not gone out the way that it did okay so when you say teams I hear teams here in the building yeah I'm sorry and I'm like wait a minute you said yeah and are we are we changing up the team's more than I realized Wow so in game what we do is we have different teams for different agents you know or our characters so like there are hostile teams like the enemies that you fight against Shen Guild Wars - and they're all red there's neutral teams and those are like the ambience they earned not the ambience those are like the neutral character is like the like the rock gazelle and stuff like that okay and then there's ambient teams which are like bunnies and bunny rabbits rats you know those those things and if you notice like some teams will fight like some creatures will fight other creatures but not fight you and vice-versa yeah each of those is a different team basically says like I can fight these teams I'm friends with these teams and so on and so forth so basically what we needed to do all right Lisa brought me in to do with this he needed to make sure that you're put on teams that made it that way the NPC's would actually be stealth to you but not attack you so they had to be hostile but not hostile towards the player it was absolutely just crazy I'm pretty sure it broke a few times yes I remember any time you mess with players and teams that yeah I remember there was one time actually on on that there was an example where I was standing there and one of our testers name was Johnny shot Johnny because he also worked heavily on this I just started like like he was taking damage he's like what's going on it I could see the NPC but he couldn't see the NPC and the NPC was just like attacking him and I was like don't move I was right now so if he's like but it hurt yeah it is I guess that's why this that one at least to me was the most exciting and I'm gonna stop rambling now because that's kind of exactly that scenario is exactly what I was picturing like something invisible is beating me to death what's happening you're supposed to be my Ally what's going on friends so I can't see what's happening I just know it hurts and I can't see it that's amazing it was it was a trip to work on Ellis yeah the behind the scene of a lot of these things that on the surface seem very simple but it's like this Rube Goldberg machine underneath is consistently incredible to me yeah and watching what like when when we found the Griffin and this is a conversation that I had with some players last week when players found the Griffin it was it was this absolutely incredible rush because we managed to keep that a secret and there were some players I don't know if you guys happen to be watching but thank you because you made my week last week this group that was saying we we figured that something that cool like the graphic you would advertise make a huge deal of this before the game but then we found it on her own in game and it was incredible and one of the guys who was talking to me said I was just like riding through the desert and I saw something swoop past me and I stopped he like pulled up and went what what was that and it was it was like not something he recognized and afterwards and he said retro actively going back and looking at the mount art and realizing that way in the background it was a little silhouette of a Griffin and putting all those pieces together afterwards was so incredibly gratifying yeah and everything surrounding that Griffin was just so much fun and knowing that it had that effect on the players and that all of you enjoy that as much as we did it was one of those where I I've been around the industry a long time and it takes a lot to sort of surprise me and when I suddenly oh we're we're not gonna announce this we're gonna hide it and we're gonna let players discover I thought why like this is like the premier thing that we're like should be with this expansion you would want to you would you know toodle you think I want to make a big deal shoes it's you know I also went to art school where the marketing was a big part of my education and so like that was like marketing anti marketing it was like no no we're not gonna put the big bullet point on the back of the box got weird right yeah I was like why would we do that that seems counterintuitive but then it works and so it was just one of those things of like wow that was an awesome moment yeah yeah and like to go off of that we like of course we all knew about it so we just had to kind of sit there and watch and wait for players to finally discover it to finally figure out the pieces because like you know we we couldn't touch it like that it was mandated it's like nobody in the studio can be the first one to get the Griffin yeah that was the thing I was gonna say because I don't know I wasn't sure if you guys remembered but and I think we may have talked about this at some point in the past but as soon as somebody unlocked it was going to show up in the API yeah so we had a studio wide mandate like Nick said where nobody in the studio we couldn't start the collection it didn't matter if they were ready to start the collection we're like sitting there waiting for one of you to do this and then there was like this mad in studio rush like yes we can find that but not in a bad way though it wasn't like hurry up it was mostly like just pure like we were waiting generosity it was like Christmas morning it was we're just waiting and so excited I think yeah we were just waiting for you guys to find this wonderful amazing thing and we didn't want to ruin it from in the studio yeah so yeah we were just like all kind of don't touch it don't ruin it yeah but he messed it up also because the fact that like we didn't we reward the first player that that's like and stumbled upon it and or discovered it correctly so yeah and with with this much notice I can't remember exactly what it's like in the back of my head going what I have for dinner last night I remember correctly but yeah we were going to give a prize to whoever the first person was actually discovered it because it just it's an undertaking to even get to that point yeah so and yeah I think remember correctly the person definitely tweeted out about it and they're like oh my God look what I got stuff like that that's I don't know that's what makes me love working here yeah just we we care about our community quite a bit yeah so the door just opened and I I figured it was going to be somebody coming in here to tell us what we did for the first player here's what it was three so is also there was this moment after you know because you got the unlock for the Griffin but then you had all the masteries that really kind of you gotta really need to really make use of the Griffen in a way that is super cool and like so watching players as they you know unlocked all of those it was just it was so much fun from start to finish to see how that collection was implemented and was delivered to players yeah it really was um and it was something that was a big topic of conversation was that it was a more expensive mount total of 250 gold in the end and something that I as a player who does not have that in my mattress appreciated was that it was broken down in chunks of 25 gold RIA like oh I can still progress I don't have to just sit here and twiddle my thumb's and farm up that 250 gold all at once it was it was a considerate thing for those of us who do not I don't have like a dragon horde okay and like you know the the Griffon was supposed to be this like staple amount like the the prime mount so I remember like we had conversations at least pertaining the roller butyl where it was like we wanted to make something that was like good and fun and that player does enjoyed what was more accessible than the Griffon but then over shine or wasn't over shined by the Griffon yeah yeah yeah which you know is a struggle also in itself yeah yeah we we have a problem at the studio setting the bar high for ourselves and then trying to figure out what we're going to do to take away from the bar we just there's there is that weird little dance of okay we did a really cool thing now we have to do a cooler thing that doesn't make it this thing yeah it's this weird little line to walk because I appreciate that whoop I mean I love that we have high standards yeah but it is yeah let's not let's not render things obsolete please yeah I mean it allows us to push for innovation like what I was saying from visibility channels like Rob kind of bought in this thing of like hey this is a new way that we can play things that like sets the bar but it's also like through that we found out a new way to do things that allowed us to push that bar even further so it's not just like one upping ourselves behind a new branches that we could take which just makes it super exciting to work here it does and I think the theme that I'm finding in everything that we're talking about and the thing that makes me so incredibly happy is the thing the underlying theme in all of what our highlights are is watching players discover these cool things that we've put in game and virtually speaking watching watching your faces light up and watching how much you love finding these things that you guys have created yeah so again like we've been saying thank you so much for enjoying this world and making all of this hard work worth it so yeah it definitely does make it all worth it yeah definitely yeah because I mean we're here because we love to be here and we're here because we love that you guys love to be here well I will let you guys get back to work congratulations on another year of Guild Wars 2 yes and you guys have more things to do to prepare for what's coming I think Z Z said buckle up and that's I was going through some upcoming content yesterday and buckle up oh my gosh yeah I know what you're both working on and I cannot wait for you guys to see what's coming up so it's gonna be exciting all right well why don't we take a look at another interview with one of our guild wars to voice actors and I will let you guys get back to it thank you and congratulations and have Anniversary you too we'll be right back hi my name is Yuri Lowenthal and I voice among among others Ferran and hero Truong sometimes hobo Tron sometimes Java Tron who hopefully will just he Letran they just keep keep trotting when I come in to record a session and I'm playing you know ashram ale or whatever that's great it's always a good time but when I see Ferran when I see as Ferran script I know it's gonna be an amazing day the delegation will be so impressed received by not one but two of the most distinguished heroes in the world Ferran is such a delight he is memorable to me and and and so dear to my heart because he is so earnest and so in love with himself and yet he is without malice at all if you were using that somehow or if you were treating people poorly because I mean you know except for Bongo who's you know bongos dude that's just bongos a lot in life I guess but he's just he's just so charming and clueless that that I I adore him I adore him mightily do I have anything in common with Ferran I wear both were both on the clueless I think on the clew the scale were both pretty far to that to that and and I do my best to live without malice so I would have to say and and and he's always got here's the thing I think we might we might share most of all is that he is infinitely optimistic but more so than he should be and I think I think we definitely share that because I am I am also I live on the on the optimistic end of the scale Ferran has changed over the time that I've played him for sure and and I love that I mean any actor will tell you that we love to play characters with arcs and characters who change as much as I love fair in the way he is it has been marvelous to watch him change over over time and dare I say grow up a little is that horrible but we don't want to grow up too much maybe maybe just a little bit seems to me this Joko has already declared war on us and I for one I'm joining the fight something that I know about Ferren that nobody else knows I'm always loathed to give up secrets about about fair and though the bluster covers I think the fact that he is very uncomfortable with with the ladies very easy do you didn't have quite the confidence that he would he would like you to believe but I think Ferran would contrary to popular belief he would love to settle down with wit with someone but but he's never been able to find that personal also also his first name's Bob Bob Ferran if I could give fair in one piece of advice it would be to wear pants more often no you know what no cuz I cuz I cuz I love I love that it would be to actually take those lessons that that Bongo gave him and practice more cuz I think I think he's growing into into a type of fare and that's gonna need to back up the words that that he says so so I think well well nobody's looking behind the scenes he should be practicing the he rowing so that when it comes time to actually be the hero he's got something you know like to stand on commander I did it the scarabs almost got me but that day needed saving [Music] Bob Ferran you heard it here for he's so great I liked talking with URI so much I could just sit there and chat with him all day he's like the sweetest dude so well thank you guys for joining for our Guild Wars 2 anniversary livestream thank you guys for sticking around with us happy anniversary congratulations on another year why don't you guys introduce yourselves to our viewers and talk a little bit about what you've been working on over the past twelve months remember everything Yvette Becker and the voice-over lead and I have been working on all of the vo for the past year and plus I'm Tom Abernathy I'm the studio narrative director which means I'm also the narrative director for doors to and over the last year we have finished and sent path a fire out into the world and we have done finished off Episode six of season three in the time that I've been here and then of course done the first released the first three episodes of season four this year and we're coming up sometime soon not gonna say when - an episode four it'll happen mister when at Gamescom asked me if I could tell them anything about Episode four I was like I can are you ready are you ready and episode four like winter it is coming for sure so um like you said the past twelve months and more because vo does like way way in advance as does narrative even further because you can't just get in front of the actors and be like make something up together in post there are some days when it's just kind of you do you and we'll figure but it is good to have some words well not yet I mean you know we we create the fictional context that everything happens in in all of the gameplay so in fact narrative is is you know for us at this company and this game especially narrative is basically it kicks off the process and a lot of senses it's us usually working closely with Lindsey Murdock who is the lead content lead design lead on gw2 and we start figuring out what the season is going to be a year before the first episode will be released on average I would say probably yeah 9 9 to 12 months so we have a pretty good idea at this point of things going into the future and that video came out today right yes yes yes there will be a season 5 so everybody now knows there will be a season 5 yay so that is the thing we've been working on for longer than frankly you probably would would think we would have been working on it and and at the same time we are in process we're literally in production for there all the remaining episodes for this season and you know that that process the process of from initially conceiving a living world season to the release of the last episode of the season is probably two and a half years plus yeah from beginning to end you know there is there's a well so what have been some of your favorite I mean the things that we've released and you guys get a pass on going much farther back into the past the past year what are some of the things that we've released that have been your favorite or some of or even with you Eve some of the vo stuff that we've had some really great sessions with our actions see we recorded episode three back in April I think it was April or was July eyes are coming up and so I'm living in late talked about it three different episodes right now yeah that's what Thomas thing we went and saw infinitive or whatever done I was just like traumatized yep yeah trying to keep everything straight in my head it's like which episode is that again because I gotta remember okay here we go it is hard because for us it's like everything so many episodes are in production at the same time at different stages and we do forget what happens in which one we just knew what the sort of total story is yeah like what's coming to my mind right now is all stuff that I can't talk about because that's episode four stuff that hasn't Trey it's coming yeah it's coming there's an awesome stuff coming we've got some some really great stuff that we've done as well we've gotten more diversity in our cast and that's something that was really important to me you know being able to add new actors and new voices and new types of voices in rather than just having a whole bunch of people you know diversifying getting more more people and and some of these some of the actors that we've brought in have just been amazing I mean all of our cast is amazing to start with but you know when you bring in a new person you're like I hope this works out and then you they come in and they just blow you away like yes well it has to be super stressful it's an unknown quantity and there's a lot at stake and that is that's an important thing to think about and I know we've worked very hard on that the past couple of years because of the regions of Tyria that we were moving into and we did need to diversify our cast a little bit and I feel like that's been really successful the actors that we've hired have been so unbelievably talented yeah I mean Ilona was an amazing opportunity for that and we've discovered excuse me a bunch as you said actors of color who we didn't know about and who ought to be getting work to be perfectly frank more often than they do who are fantastic and so that's a great resource for us because we love using them the pool of actors that we is now sort of part of our company has been greatly enlarged and diversified and and gives us all sorts of new sort of flavors to work with we called in a couple new actors I'm just thinking of her path of fire Sonya Leslie and Cherise booth and you know we we just wanted to make sure we had a breadth of voices in in Ilona they we got them in the booth they their credits on IMDB were you know kind of sparse compared but we get them in the booth oh my goodness these guys are amazing like find more stuff for them put them in the game wherever we can yeah I started writing roles for them specifically really they were that good well I I listen I met Sonia Leslie and I listened to her work and I was just sitting there in awe of how good her voice was she's very very good I had a funny story actually so near Leslie she is also the voice of the mother and teacher Susie on a kids show called Sid the Science Kid which my son and I watched yeah okay and so when I saw her name come up I'm like oh she's teacher Susie this is gonna be awesome and we call her in she's recording with us and I was like just so you know my son absolutely loves to decided kid you know watch together she's like I think that's the first time I can say that Sid the Science Kid has gotten me a job oh and meanwhile my kids over here going will you get Matthew Mercer's autograph well going back to what you were saying about you know we record so much in one session I'm thinking back to April because you guys are down there's so much more than I I've gone like once twice in four years but I remember back in April we were doing like episode three fest over the Four Winds a little bit of episode four and there was just so much crammed into that week and there was one there a fractal two or something oh gosh that's right there was also the fractal yeah that session I think was thirty five hundred lines yes so much yeah that's pretty big for us for sure it was yeah I'm just I'm just like counting how it's like two Studios eight hours a day five days yep hopping back and forth and we always have to do we have to record cinematics for an episode with the previous episodes session because the cinematics team needs that audio in advance because their work takes longer to do right so like you said a little bit of episode four and all of these all these various things you know yeah it's a lot it's a lot there's a it's a good thing we have great producers because and and Eve because you know it's a lot of material yeah well seeing some of once you see all of this work you've seen it done in the booth and you've seen it through you've seen it through the table reads and everything would have been some of your favorite scenes to see once we got past fire out the door what were some of the favorite things that you got to see on live and play reactions yeah and we've talked about this for but the the scenes in Episode one when the commander goes to the jail to bust out sighing and and and you yes and you hear oh yeah over the comm you hear timey begging for you wanted to know where you are in a very hushed tone and she begins weeping and and you hear people dying and screams and stuff and then it becomes clear that Joko has kidnapped her and is killing and awakening people in front of her basically to torture you to get at you right that for us was a really big scene because because it sort of staked out new ground in terms of how real we were planning to get with the emotional stakes and the the you know the weight of stuff that happens and and so we knew we were taking a risk we crossed our fingers thought it would work when we when we got the performance from Debbie that we got we knew as far as that was concerned she was amazing and and but you know honestly I thought we're gonna put this out and they're you know how far players are gonna be like this is awesome and the other half can be like whoa that's kind of a little bit's right people yeah and what was shocking to me in the best possible way was that within a couple of hours of the release of episode one we started already seeing people talking online about how how affected they had been by that and how for the rest of the episode they were just I've got to find Tommy like it lit exactly the sense of urgency and and and sort of ramping up the pressure that we wanted it to and they can't cuz I cared about her so much and everything right and and so it clearly succeeded in a way that speaking for myself at least I had no dared to hope that it would with a lot more people than I expected that it would and and it felt like a real validation of the direction that we were sort of wanting to go in and and the thing that's that's unique in a lot of ways about living world is that that you know we put that out and we're seeing that reaction within a couple of hours and and that very day we can then take that knowledge into our session sessions working on the other episodes that go okay now we have a sense of what they're going to be willing to go with us one right and and so the immediacy of that feedback loop is astonishing and so incredibly fun that's so that's that's the big one that sticks with me yeah again this speaks to something that Mike and I were talking about earlier we are here listening to you guys so hard and we we need to hear this and we want to hear what you have to say about this like people like Tom and Eve are literally taking it right back into the recording studio and saying okay here's here's what they're saying and it's right it makes an enormous difference it really is helpful yep and and and of course we wanted the impact on time II of those events to be something which lingered across episodes because we're a serial we're not just an episodic show our story line crosses episodes our character arcs across episodes and so there is we knew then what we could do with Debbie and what we could do with time II that she could handle the and we thought the players could handle and and not all of that has has come out yet but but it will and you know I think people like it well and it helps with Debbie specifically it helps talking to her and hearing what she has to say over the years she cares deeply for this character on a personal level she's not just coming in like okay who is this this this taemi but I I'll read this thing on this paper she knows this character and she loves her and she cares for her very very much and relates to her and she's got she's got this character in her head and it you can really tell yeah we have so many actors in URIs another one who's with Verity who do they've been playing these characters for a long time and and they have watched and participated in the evolution of those characters as well right one thing that we talk about a lot is is that a number of our characters including the the PC frankly are not exactly the same now six years down the line yeah as they were when the game first started and we we hope that we're always working to give actors an ever more rich and fully dimensional sort of a set of material to work with when they come into the booth and they do we give them the scripts and information ahead of time they know that what the story's gonna be they know what the arcs are and they come in really ready to play ball in a way that they don't have the opportunity to and a lot of the jobs they work and so that's another reason I think that they really like working with us yeah if there's a behind the scenes story that I kind of want you to tell because it really affected me we were talking about when Joe go kidnap Tommy and you were she was she was having to do that weeping oh yeah and I I will just find out this week because me oh yeah it was one of the most stressful sessions I've been in not because of anything that you know like was going poorly but because it was going so well because that session was like Debi Derryberry sobbing for four straight hours and she was like yeah we dim the lights everybody is just sitting there in the booth watching her performance like you know yes biting our nails were also stressed and please understand how tall is she she's no she's amazing but we're all sitting there just like like panicked and stressed for her listening to her deliver these lines and I have a Fitbit that my my pedometer here it also watches my heart rate so I bring up my data after the session and my heart rate was spiked like for the entirety of this session I'm just like in high anxiety just watching her I'm sitting there going this is going to be amazing when we get this into the game because if it affecting me that much just sitting here listening to it Beering being recorded like it's gonna it's going to blow people's minds yeah and everybody had very strict instructions you're going to want to comfort her when she comes out dude leave her alone don't just let her deal in her own way yeah we had more people probably in the control room that day then we then we ordinarily would like for a scene like that you you want to not put too much force on add stress to the actors you know situation but just because of various things that were going on we needed to have that many people down there at the time and my recollection was that at least three of them were in tears of various points during the session it was super intense and and and we you know we had a long talk with Debbie beforehand about what it was gonna be like what we're gonna want oh yeah she was she was before she went into the booth she had a good grasp on where we were going to be going and and was ready to go there and and and you have to I think respect actors and and the difficulty of what they do and and extend to them that courtesy of letting them know what you want and letting giving them the opportunity to to agree to go there with you because yeah you know it's not an easy job that kind of a session for sure normally you know normally with a recording session and I'm speaking in broad generalities of all recording sessions for vo games a lot of times the actors will you know see the material for the first time when they come to the booth and we made sure you know that we got a hold of her beforehand and said just so you know we're gonna be doing something very different just you know be ready for it we're gonna talk to you beforehand you know just to kind of mentally prep her for the session because it wasn't the normal guild water session yeah it's it's good to eventually prepare our voice actors for surprising things yeah story for another day but we want to elevate our material and the and the performances and everything to a level above what you usually get in those video games and other animated stuff things avoid right I mean if you're an on-camera actor or you're in a stage play you have at least part of a script and frequently the whole thing and you can study who your character is and and sort of do your homework before you come in do the thing right and we feel like it's only going to help our actors and get better performances out of them if they have that same kind of information available to them ahead of time so yeah absolutely so that is Tommy's time he's kidnapping and watching or hearing the things that Yoko it was absolutely I highlight in a very upsetting and stressful past year but something I'm going to I'm gonna jump in and give one of my own hearing Ferrand grow up a little bit has been because he kind of had to yeah has been such a huge highlight for me because again like you said Yuri is another actor who has a very real affection for his character and who knows him and has taken a hit who has walked this path over the years in Guild Wars 2 and it seemed fair and turn like and I say this with all love and affection from this gigantic doofus he is still like this lovable gigantic doofus but he's had to very suddenly like stuff got real right and he's had to very suddenly grow up a little bit and he's kind of he had this line at one point like you gave me a busy work before and I'm not having it anymore and I'm still kind of an idiot but I'm working on it right like Yuri is selling this because he's he's like got this thing where he's so proud of Ferren yeah cuz she's trying yeah he's an amazing actor yeah and hearing that when it translated into game I was like oh my gosh it's it worked because he believes it yeah well and and part of the the kinds of directions that we're going in that we were talking about a minute ago involves that right involves involves characters who we feel like the last time we left them maybe they weren't quite in a place that is where we want them to stay we won't we want we want to yeah I mean you know he's a character another example of somebody who who we felt like and and and this isn't just us I mean we were we were studying players talking about him and clearly they were not satisfied as a group with sort of where he'd been left as a character they felt he'd he'd become this emo mopey kind of stick-in-the-mud whom who they did enjoy yeah I mean you know well and his mom - I mean reason granted there was a lot of discussion about that back then and the a lot of the sentiment was players you're feeling something you're feeling anger and people don't always handle grief well right sometimes you handle grief like an enormous jerk right right or a child yes absolutely and and and I think yeah so I'm not slamming brandman saying that I think very good reasons for being in the space he was in but we felt like he'd been in it long enough and and we wanted to yeah we thought that that what the commander would want for him basically would be to give him a little kick in the seat and and say look you know you can't spend your whole life grieving for the things that you've lost we all lose things and it matters for sure and again that's a thing it that's not going away Bram's carrying that with him even as we move forward in a lot of different senses not to give anything away but you know we felt it was important that Bram began to grow up a little bit and begin to recognize that that he has a life that he needs to live and he has his own legend he needs to go make happen right and yeah and and and and it's funny because of course in Episode three particularly we had joke Oh joke was pretty hard on Bram choko choko makes some pretty harsh get whole scene mo keep like man you know yeah yeah the joke being stupid and all that kind of stuff Bram is not stupid but but we loved one particular thing that the writers are really really loved was I forget whose idea it was but when when Bram goes EP i de am i C forgot about that yeah so we're he still has a little ways to go he's not we're you know quite quite over all those things yet but there's more to come in terms of his journey and he's definitely a character that we're bringing back to life in that way I mean I'm glad we're moving out of that right yeah and I love that we didn't just flip the switch like oh he's fine yes he's growing this is the thing we don't want to make any anything like that happen like that right everything needs to be a multi-episode sort of arc it's a slow walk for all these characters yeah it is it's weird or it would have been weird for brimm to be like what no I was never awful to you right no no it's everything's fine we're happy now there were things that had to get worked through and so another thing that I really love is the end of episode 2 where you know they keep going through the portals trying to find their way back home and then the last one they're sort of stuck on this rock in the middle of space you know Thanos land basically right and they've got nothing to do and it becomes clear that the thing the only thing they have to do maybe is talk about right they're about to do it the gorg comes throwing them on the calm and it's a go thank god you're here okay we'll go home down right like we we wanted to bring them to that point but not actually let them have the conversation yet okay this is uncomfortable enough here we go right right yeah it's it's gonna be interesting watching his progression in his journey but I am glad like you said it's gradual thing not just okay everything's fine now yep snapping was in super poor taste go me there are more characters who those things similar things can be happening with yes we can we can say a lot more in a couple months oh man my theme for the day is I cannot wait for you guys to see what's coming yeah so alright well thank you both happy anniversary congratulations on another year and save me some pizza alright well we have you guys actually might want to hang out the room for a little bit longer because we have another vo actor interview yeah we're gonna talk with kari wahlgren oh yes she is awesome so stick around and we will be back in just a couple minutes thank you guys thank you hi I'm kari wahlgren and I play Kate Kate is very enigmatic I always like characters that aren't straight up good or straight up evil so her alliances are always a little bit in question in the game which is a lot of fun she's a sylvari and she kind of does what she wants she's not really playing for any one team hello tiny commander we have a lot to talk about don't we I think one of the most fun moments of voicing case was some of her her scenes with Faolain they were so lovely and deep and very touching and and I think they just kind of showed us some insight into her character that we hadn't seen before so for me personally I just I I really enjoyed that keith has gone through a lot and changed through the game and I think vocally it just kind of adds layers it adds subtext to the character which is always great you know when you have a game that is long-running and you get to know the characters on a deeper and deeper level that's like really fun for us on the voice-acting side because you get to explore different parts of their personality and you get to learn more about them and I think that comes through in the performance we have a lot of work ahead of us I think I can help with that I think my favorite thing about Keith is that we never know what to expect from her we never know who she's going to side with we never know if she's going to help us or lead us astray we never know who she's going to love she's just very very enigmatic if I could give Kate the piece of advice maybe watch her back we should collaborate again sometime [Laughter] here we go as you kind of we the gods saw there could be no victory in our inevitable conflict with the Elder Dragons that conflict could only end in two ways the ruin of the six or the utter destruction of t Ria's magical balance we only handed an elder dragon the energy of God what could go the awaken have been terrorizing our town caging anyone who resists know how much longer we can survive or even if she still remembers who her friends are [Music] [Music] welcome back thank you guys for joining happy Anniversary happy Guild Wars 2 birthday it's it's a happy day I am I am so happy that we're going through this and getting talked to all of you guys why don't you two introduce yourselves and talk about what you've been working on the past year I'm Alex Kane I'm a writer and narrative designer here at ArenaNet this year gosh I've been on a lot of things I started by writing books that showed up in episode 1 of living world I did some open world stuff for episode 2 I worked on fractal for the deep stone fractal I was the writer on that and next raid that we're hinting at but haven't really talked about too much but that's coming yes it is indeed something people know it's coming they don't know what it is I do sorry Ben same thing as him I worked on raids oh and Ben Arnold I am the Condor programmer for fractals and raids so obviously worked on raids and you know the random fractal updates new fractal is qol sometimes random things for living world and obviously path of fire stuff well first of all before wins - oh that's right yeah you're working a lot of the same things I guess yeah which is why I scheduled you gather yeah well what have been some of your favorite highlights over the past year oh you go first you don't have to just pick one I was kidding earlier oh okay I mean all my favorite highlights are like I think my most favorite highlight is the things that I can't talk about yet so yeah it is pretty frustrating but just being able to work with the fractals and rate seams together has been pretty amazing originally we were kind of more separated but our content had a lot of overlap so while we would kind of come together for for some meetings and things there were a lot of resources that like once one team would sort of miss out on that the other team had so when we sort of combine the teams it allowed us to kind of share those resources more efficiently we had meetings together to sort of plan out all the different encounters using the skillsets of both teams together and that's just been a joy I've enjoyed it and I think it's gonna be a good thing for the content going forward it's a fun group - just telling everyone in the same room you can toss ideas between the teams like oh this isn't good for the fractal but it'd be good for the raid you know and there's a lot exactly but gosh yeah I mean I'm also really excited for things I can't talk about but yeah III want to say that the festival the Four Winds was a really fun sort of highlight it was really great to see that stuff go out as quickly as it did you know that's that's just the nature of the festival I suppose and you know people have a very strong connection to the original festival of the four winds so was it was really fun to see that sort of immediate payoff for that but I think that the deep stone fractal was probably the most satisfying thing that I worked on that I can talk about that was you know sort of the first big solo project that I worked on yeah insofar as something is solo here yeah writing capacity you're always talking through your scripts with other writers and you're working with your table reads and you're talking with designers and yeah so that was a lot of fun I think it's I think it's on my mind because we were just talking with Tom and Eve about vio stuff but like we said we were working on I just happened to be in the recording studio watching when we were recording some of the vo for the deep stone fractal and hearing some of the vo was like the spookiest session I've ever I was just sitting there going oh I think that's Cthulhu stuff happening and maybe I should just leave because everyone here is definitely gonna die yes people I you know I I knew that players would figure it out eventually and I figured it out very quickly that the language that John DiMaggio's are not John DiMaggio's steve blooms character is speaking in the deep stone fractal is a vocalization of a written only text only cipher that was in earlier content in the Guild Wars universe and it translate perfectly to English like spoken word it was kind of nonsense and it you did get a lot of these you know it looks like a Lovecraftian sort of like there are 14 consonants back-to-back what am I supposed to do with that you know my kingdom for a vowel but yeah he he is Steve bloom he performed it admirably I I do I do remember hearing John DiMaggio there's a bit at the end where he's talking he's tea and Steve bloom were like overlapped a little bit and so he was timing it to Steve Bloom's original dialogue and you know just hearing John sort of you know like like what exactly is going on here who what is he saying just do it yeah and he did he did it really well it was a lot of fun yeah it was I was that a session that you Skyped in for I did Skype in for that one I wanted to go but I got to go to the next one instead which was so jealous I wanted to go to that I desperately yeah so that one was for the raid I actually got it wrong when I was just stick you lating wildly to even Tom before about the last record session it was okay it was for the raid and it was a lot of fun and people are should be very excited about it I am like chewing my tongue in half over here yeah quick talk about the last raid way the last one you mean the one before the new one yes don't talk about the one it's not totally code of change was really great all chains was a good one it was we should talk about that yeah please now on that one was a lot of fun to work with because we it was another thing where we were sort of like making a boss fight that was a god which reminds me of like Balthazar when we had to make Balthasar how do you make a fight with a god that feels like you're fighting a god but isn't actually like fighting a god because he would just wipe the floor with you and sure Byron did a really good job with like the actual doom encounter and just the whole aesthetic of the raid itself just the underworld it was a location we hadn't been to before raids and it was something that just the whole aesthetic give it it's not something we'd really seen before yeah and just that in itself and just all the encounters I think came together really nicely so if you enjoyed that one I think you're gonna enjoy the next one for sure III and I didn't work on it but I enjoy it as a fan yeah I've seen many playthroughs of it well going back I mean the underworld right in particular I mean that's a place that is iconic from the first guild wars and that feels like was that intimidating I mean was that something that you had to step back and take a harder look at before you went back there so luckily I didn't really have to because I didn't we didn't really fully merge the teams until sort of at the end of the development I just sort of jumped in there to help with building some of the skills out and kind of polishing up things like making all the weird cracky patterns on the ground for for doing for instance yeah yeah but just working in that space and working on all those things was a little intimidating because you have to make these skills that kind of complement the whole arena and complements the fact that you're in the underworld and you're fighting you know like a god of death yeah I feel like the god of death is probably going to win yeah had to feel that way but you have to always be able to triumph right yeah you get at least a shot yeah so what were some of the ql' things that you put out well actually just recently one of the big ones was that we shipped today the agony resistance changes now in fractal you can see the agony resistance up in the top left-hand corner which was a problem before because you would sort of jump into a fractal with somebody who maybe wasn't familiar with agony resistance or didn't realize they didn't have enough so then they were dyed to it and then we also moved the instabilities to the top right hand corner because having all those buffs on your bars all constantly shuffling around makes it really hard to tell what's going on sometimes but there's been a lot of things like we are I added the thick health bars options so you can look at how I see so you can see health better for your party or your squad you can see like who's in your subgroup instead of just in the squad and actually help healers kind of be healers in our game yeah and probably a lot of other stuff that I'm blanking on right now I try to do little qol things every now and then in between bigger projects if I have some downtime I kind of look at some of the low-hanging fruit and try to do some of that honestly all of those little touches like that they add up to make an enormous difference and make the game so much better yeah usually the little key oil patch notes are the ones that get the most comments and things like the smallest little feature but everybody freaks out about it yeah it's very true so all right well I will let you guys get back to work because apparently there's something else coming stuff we're like we're dying here you got seriously can we like push this anniversary back buy it buy a bit know there's there's stuff that you guys need to get finished yeah yeah okay all right congratulations happy Anniversary universe you're that HAP you never get back to work you have something to get out the door it's true alright guys stick around we will be back in just a couple of minutes [Music] what happened to you out in the desert it's a powder keg over there and that maniac has already lit the fuse one person against a god of war we know there's something in the desert that will help us turn the tide against Balthasar [Music] [Music] will this be your first god fight yeah you [Music] our fear he may get the weapon if he does the consequences will be [Music] we're gonna kill a god or what [Music] cannot defeat him on our own there's no coming back we must right now running both beside face me [Applause] [Music] head over to page three hey I'm misty Lee and I play rocks whetstone and various and sundry other human people and sometimes people that are dying stepping into the rule of an established characters sometimes really scary because you want to make sure that you're honoring all the mythology that has come before while also bringing a new heart and honoring the new line and the new adventures that they're about to take so it's a huge responsibility but it's also a tremendous privilege because what an awesome role right Oh Mike on our place is on the front with Rick Locke brimstone today we fight to take down a tyrant rocks is awesome because she's gruff and tough and has always been so independent but really she just wants to belong and she never really thought she could so the fact that she's now on this new journey and learning to function within this community she's kind of cracking open and it's a really beautiful wonderful thing to see this gruff exterior but this beautiful light on the inside they really are amazing fighters but they don't let fighting define them my favorite thing about rocks is that she has this playful gruffness that's followed by a lot of heart so she's got the sass and this brass and this really gold glow if I could give rocks one piece of advice it would be you are enough rocks and I have them coming cuz you know I'm pretty brassy and I'm pretty tough on the exterior but very soft and squishy in the inside like a lobster and it affects everything about her because you want to honor all this badassery and yet you want to bring that warmth because it's always there even though she's worked so hard to try to fight it and try so hard to be independent she loves everybody someday he'll grow up I have to keep believing that one of the most fun moments I've had doing righteous voices well it's all of them every time Bram is in the room with her I mean it's just it's like you know he'll grow up someday I have to keep believing that you know she's just so optimistic and yet tolerates so much oh my God we're done fantastic welcome back to the guild wars 2 sixth anniversary livestream I am here with two more of our developers why don't you two introduce yourselves and talk about what you've been working on here hello I'm just Croft I am currently a rewards designer you might have known me from living world from story from raid from everything all the things yeah a little bit of everything I'm Carmel claim and I am a game designer I are working on the skills side of things doing all the elite specializations you know I can answer lots of questions about those we did a lot of design on those so yeah that's basically all again alright well let's talk about some of what you guys have enjoyed working on over the past a year I know there's a lot so you can just pick out some of your favorites yeah whatever you ask me that I struggle because I'm like wait oh yeah that was no that was two years ago things it was here and half ago oh I'll prompt to you first Jessica how about Hall of chains so you were you were watching you interview abandoned and like you asked him some questions and I just wanted like I was sitting over there and I just want to dive on screen and be like wait I can answer that but I'm pretty sure no I'm pretty sure people want to appreciate now is your moment I would have appreciated it so much pains so I worked on Hart reins primarily on the regional concept of raid and primarily on does Mina's character and oh yeah eyes and everything leading up to that it was I think the thing you asked was like is there a lot of concern is it scary working with something as well-known to players as the underworld and the answer is hell yeah it is I mean like the thing is in its that rose-colored glasses thing like no matter what you do if you try and make something that was like the original you're inevitably gonna not live up to what players expect in their hash because like it looks amazing their head look it didn't look that amazing go look good nostalgic glasses are so yeah so like the the thing you run into is like do we try and ultimately like disappoint some people to recreate that experience or do we kind of like branch out we go for some of the same themes but kind of describe into in your direction make it our own make it the very guilt worth to experience and that's what we did it works for the lore of the underworld especially since it's an ever-shifting place and you know it's been a long time since you've been in there there's also love upheaval when you go in there if you felt no spoilers I guess for the raid but yeah it's our so far past the spoiler time limit on this race it's okay it's like being handed this cherished thing and then being expected to live up to the expectations of that that's what that that that's kind of the scary part it can be super scary because again the nostalgia goggles are so hard you're never gonna live up to someone's someone's memory of what they think it was like when it's not necessarily the reality I mean for me in particular to see that for me in particular is tricky because Lindsey was my direct boss at the time Brooke made the original underworld just taken up residence under my desk you are a brave person to me hmm this industry makes you brave it's it's very true there's a sound bite for you but it came out extremely extremely well I've seen a lot of player feedback on that one and a lot of people had a lot of fun with that so congratulations yeah how about a highlight over the past year it certainly was a big part of that year of my life right how about you Karl what were some of your highlights of the past 12 months the past well well I guess the the pacifier stuff the yeah I mean we were hard at work in trying to like get a bunch of new and cool elite specializations out there I put a lot of time and effort into like the the Weaver the elementalist stuff and working on a lot of like kind of fine-tuning like little pieces of like animation and and and and making sure that it felt like a very complete unique experience you just reminded me of something when you mentioned the Weaver because we had a we had a lot of our members of the partner program visit the studio to preview some of the new elite specializations oh yeah there's one partner and you and I like prowling around waiting for somebody to log in on the Weaver and one of our partners did and you and I were like standing behind that person waiting for them to start figuring out the Weaver it was it took a little while and then and then they are like as soon as they like you know like like change it to mints and they like oh what's this okay not changed in two minutes again oh what's this and then they started poking around I was like oh oh my goodness bigger and bigger and bigger know who you are that was every bit as gratifying as I hoped it be when we started figuring out way cool to see kind of one of the excitement building and like that just that that that realization of like what this is yes is really fun it was and it was hard for me just and I just I loved it just as someone who played that elite spec it was hard for me not to just like shove their hands away and be like okay let me show you I can't imagine how you were feeling just like keep it behind your back holding on yeah you know you know there's been so sad formally specialization is it kind of like and working on those and seeing those go out and people we are all excited and play the heck out of them yeah there's been we've been working out balance we've been working on like doing change reworks and all that kind of stuff and underwater was one of those dogs you got to kind of work on together Jessica and I and we had I I got to do a bunch of I'm wearing the shirt today we revenant hey underwater we get to work on that trident stuff that the that went out for them adding a new weapon to the game was really fun to just kind of like hey here's an update for underwire new weapon let's go and just get work on a bunch of the the reward stuff for that yeah I mean that was a really fun process just because as systems I don't know how much you guys know about the structure of our teams but systems does whatever any other team needs in terms of systems requests so like very often like I'll be working on one thing for like we're all Carl be working on like some pvp update and like they're like we're all on different things but for that on water stuff we're all on the same thing like Carl was showing me all these cool skills all the time and then I was like oh man okay I think about this I got it I'm looking super motivating for players actually see this stuff and so it was really fun like having that kind of that mutually supporting relationship there yeah um do you want to talk a little bit more about the systems team because most of you guys don't work here so I imagine a couple of you do guys outside the office don't work no we're celebrating today but a little bit please we have a lot to do but if you guys want to give like a high level what the systems team does and introduce your team to people you girls like things lead right this is a weird time to be askin right no y'all met everybody met they met panabaker a little bit earlier has been running he's been working on getting everything you say you're not more important than I am completely changed yeah so araignee has been working on I'm like kind of getting everybody together and and working as this advanced units over the last well that's another thing over the last like a bit of time and that's something's been developing recently we actually had a forum chat a little bit yeah and we got on there and like kind of a new introduced the systems team and talked about like you know the things we do and one of my posts was more about like how we choose to rework things or like what like what we do when we when we're looking at feedback and reading through the analytics and stuff like that and how we choose what what to work on for that period of time turn what we're learning here is karl has a very commanding personality oh cool she just believed in in this and you I would like to see us probably feeling it from you on the other hand I am awestruck at your ability to long no you're not leader and now she's gonna push you around so yeah at one point that was the that was my job to kind of like kind of steer some of the elite specialization stuff so but you know we we can we can work around all that kind of stuff I love it so back to underwater how was the player feedback how did it feel seeing the player feedback and all of these new things that you could do underwater once you guys got done working on on this because I know I loved reading wow look at all of these things that we've added I think I'm most satisfying part of that for me is much like the real world there is a lot of water in your eyes going to that one and they're like a hundred places you could have so yeah I took it the good way you're welcome there's so many there's just so many places underwater that players really had either no reason to explore and it's all of this content like it's entirely like landmass well kind of a landmass that just players don't go to and it was really exciting to see players actually be reinvigorated too and actually taking the dive back into the water yeah slip one pot in it's fine remember what we talked about before the water puns were just they were everywhere there was a flood of them thank you well I'm glad some of you got your toes wet okay so well thank you guys I know a lot of the work your team does is kind of in the background so thank you for everything especially things like the underwater revamp that goes out there and gives players a whole new area to explore and a reason to go back in there you guys have had a lot to put out in the past year and I know there's a lot more coming that again can't quite talked about yet okay even today we get to do some of that some reworks we got the The Herald stuff going that's right and then like we got the Guardian staff reworked I guess surprise surprise the gardius Taff got a little bit of a rework this this update we felt like the the weapon it wasn't cohesive at all is it its whole goal was supposed to be like this is your you know support weapon and it's sort of like it wants to be a little bit of healer and wants to be like kind of like this area control thing and it's also melee and so we kind of took one of those aspects we said it's less of a melee weapon now now it is it's going to be range it's going to be it's gonna happen it's to skill it's one of its defining abilities is now going to have some heels on it and it's gonna and so you're the Guardian is able to a little bit provide a little more support as with that weapon itself you know and it wasn't intended like this wasn't like we're gonna take this weapon we're gonna turn it into a damage weapon that's not what what this was about it's supposed to be like you have the ability to you know hit multiple targets at range now if you if you so choose but you know this is we're taking in kind of shifting to focus more toward that support awesome I got new effects and got to put those some cool new effects onto onto the onto the weapon itself it was really fun to see something like change I'm just haven't had time to log in at all today so I will go look very soon but I I was a little busy getting ready for the cameras speaking of heralds mm-hmm so I want to talk about a whole different Harold and that's you're giving me that look like I'm trying so hard to remember an employee named Harold I don't think we've ever employed okay not that we discriminated against Harold's don't take it that way but one of the things that's really satisfying to me as a designer is seeing something that just started off as a small side project blossom and and just become something that the fans are really excited about and I'm of course speaking to the lady kamila who is your Harold for so three uh like I was I needed to have an MPC that you could work with that knew things about you that's very excited about your history in order to do the the banner collection the back banner collection and the idea destruct me it's like there's this Harold that has sent you some mail throughout the course of your leveling up and seem to know a lot about you but you've never found out anything about them you've not you don't know what they look like you don't know what gender they are the owner what race they are it's like we should we should fill that out just to round out the world a little bit more and to bring back a surprised character that people might actually be interested in knowing more about totally and so yeah I ended up throwing it together the composite the composite is like what the character physically looks like in the world it's complicated but yeah I threw it together and I put her in the game and you know I thought she would just be like a stepping stone for the whole collection but then like one day I was being read it and there was this thread and I cannot remember the person who did the art but thank you so much shout-out to you person from reddit I don't remember the name but they did this thread about how like it lady Camilla is criminally unappreciated and it's like this appreciation thread for your Harold and they did fan art of the character and I was just so touched by that I love that yeah that's way cool tons of tons of comments about how she's the perfect gw2 wife who's that is honestly that kind of thing where you put this character in there because you felt like she needed she needed more there's this Harold that's been writing you letters and acknowledging your accomplishments all of this time yeah and this was just like a little labor of love over here on the side and that player feedback that's what we've been talking about all afternoon is that this is the kind of feedback that we love that keeps us going and it feels amazing to have that kind of feedback yeah I mean we were people we read read it sometimes it's not the best idea but sometimes you read it and I read everything picturing cereal boxes and like the bottles and yes I read everything I read everything I read those detailing off first because that's terrible no so but that kind of thing it is it's really gratifying to know that that work that you put in is seen and loved and appreciated yeah that's why I lot of us are in this industry yeah we're here because we love it and we appreciate that you do too so well thank you both for your time I appreciate it congratulations on another year of Guild Wars 2 six years you guys yes years strong yes here's to here's to six more we're still not off to drink my water okay cheers Cheers congratulations you guys you all stick around we will be back in just a couple minutes for the six years I have played girl to us too I have witnessed how this game that I love has have redefined the MMORPG genre I have adventured her beautiful lance and discovered in myself a spark of creativity kindled by a community of gamers I am proud to be a part of I am the Crichton Herald and I invite you to come and celebrate the sixth anniversary of Guild Wars 2 with me the sixth anniversary Guild Wars 2 is upon us and I am mighty teapot have been enjoying the world of Tyria since the very beginning let's all hope for at least another six years and remember our favorite experiences in the game some of mine include organizing the two glorious raid tournaments with thousands of viewers watching and of course racing for world's first in the five raid wings with Chaeronea I can't wait to see what a reading that hasn't still for us in the future I am confident there will be a truly epic adventure hello everyone my name is Sam and I have been an iron and a partner for nearly a year this almost coincides with the sixth birthday of this amazing game that we're all playing together this game that I call amazing because it has allowed me throughout my active years to meet some of the most wonderful people I could have ever wished for funnily enough I'm gonna be spending today's leading up to the anniversary with these very people at the gamescom festival and none of that could have ever happened without Guild Wars 2 bringing us together hi my name is Cassandra Logan and I'm an aspiring game artist my passion for video game art began 10 years ago because of a Guild Wars art contest this year like the exciting launch of path of fire as well as my invitation into the creative partner program ArenaNet and the killers - community has constantly inspired me to strive towards my dream thank you so much for your support of me and others like me happy sixth anniversary My name is Matthew Mercer and I'm the voice of the male Norn player-character I've been with Guild Wars 2 for a while now quite a while it's been a gracious and awesome ride but I've done a lot of things in between between each expansion of the game and so it's always kind of a fun way to keep to keep the character voice and personality it's a little bit of dialing back into the world thankfully they do have audio reference the last time you record so when you get in the booth you can match but your previous they did but also it's kind of a drive to the session is very much getting in the mind space your character and thankfully my character in this game the male Norn is a lot taller and brawny er than I am so it's it's a fun little little play in the freeway on the way over just feeling larger in there more dangerous I think I'll deal with it don't go anywhere the Sun spears will decide what to do with you one of the challenges for voicing a player character versus a non player character is non-player characters are generally story fixed meaning they're there's a moment in time and a scene in which you have to really encompass what the mindset of that character is and you can be more dynamic you can be more in the moment as a player because a lot of bits of dialogue have to fit together you have to find this sweet spot where things don't stand out against each other too much in case any of these branching trees of dialogue and such intersect but also sound natural and not everything sounds monotone and and the same note over over again so it's a very it's a very more technical element in the back ear - you're doing these lines so that's that's one of the challenges of doing a player character also the volume of lines comparatively cuz NPCs will pop in and out but the player is always there so the script is definitely a lot more formidable when it comes to recording for player character is definitely pacifier has been a real interesting experience for for my character of as a player character in general the it's not often that a character gets the opportunity to die peruse the afterlife and then struggle their way back and in doing so possibly upset other evils into the world that might come to fruition so for me I think it's it's fun to explore that kind of encapsulated trivia on the underworld and and and trying to salvage your soul in the face of despair it was really fun to take a character that has been very stoic up to this point you know the male Nord is very sure of himself and risen to a commander and to then be brought to that level of almost lost mortality I was kind of fun to bring that back and what kind of haunts him after that and then eventually just the the general loathing for Balthazar and and what he represents and his done world around him has been such fun to inhabit that I'm plenty of accounts to back that up then again Joko says a lot of things he claims he killed both Azhar I have everything to bring to this role is oh man I think for me who's generally not a big brawny guy I think it's it's fun to bring brings a thought that I can pretend to be and some people might believe it I see the player character at this point is now on this path of not just renowned heroism but it has responsibility so it's been great to write him to that point where he's now at the super frontline of these cataclysmic events do-or-die situations as to where it can go man I can't even begin to fathom like the scope is already so intense okay everyone listen up if you're human stay behind the bramble walls your roller support only I would like to see this hardened burly warrior have to make sacrifices that affect him in a way that normally a Norn who's a very masculine character cannot hide the emotions that brim beneath I think that'd be a fun exploration and for me it's always it's for some reason it's very impactful to watch the the armored exterior of a a hardened mercenary or warrior crack you know it has almost more impact at that point you know berm to break that masculine shell so I would like to see that explored more definitely if I could give my character any advice I'd say don't forget what you don't forget where you came from don't forget hard-drinking and whole brick cuz I know you've been on the road a lot you're not giving yourself time to relax unwind and get in a fistfight just for the hell of exciting that's the norm way and for me I would like to see some of that classic noir and kind of Norse influence you know come on here because it feels good kind of a scenario come back in but this is me okay [Music] [Music] that might be one of my favorite interviews I love that he's good sense of humor and energy yeah yeah and just shoots up like eight octaves there at the end so well thank you both for giving me a little bit of your time thank you all for sticking around with us for a couple of hours McClane welcome to time welcome to ten I'm talking because finally be here all this time I've made it to time yes thank you for our welcome to our time zone yeah well why don't you two introduce yourselves and talk about what you've been working on here the past year sure so my name is MacLean Deemer and I am the composer and musical director for ArenaNet and Guild Wars 2 and I work on music lots and lots of music much neverending train just barreling down the track Caitlin hi I'm Caitlin Isaacson I actually was the audio intern for the past ten months but as of a couple of hours ago and now an associate sound designer thanks yeah it's exciting it kind of definitely feels pretty surreal I'm happy you look like you feel a tiny bit shell-shocked yeah yeah I can dress you absolutely deserve this thanks sir I am glad to have you on board so all right well why don't we talk a little bit about what you've been focused on the past year because you've had a lot going on not just this yeah definitely uh what I've been working on I've got I've had a lot more kind of responsibility on the living world maps and stuff that I assumed I would as an intern coming in but I've done a lot of the ambience design different props and things like that I've helped out in the Foley room for a variety of things should I go into detail about stuff go for it yes please okay uh yeah I guess one thing that took me a while but was also kind of was really rewarding when it worked out was the turret system in Episode three it was kind of a thing that the audio team discovered like fairly later on into production cuz it's a little hidden in there and we were like oh boy look at all these turret look at all these effects okay so I kind of just did all of that and I got a lot of really good feedback from the team and kind of rework things and that sort of thing and I got some good feedback from from the players so it was really cool yeah that's incredibly gratifying again that's something that we've been talking about in here is that that player feedback hearing okay we've got this thing on life and we've working on it for months in some case we've been working on it for over a year now it's on live players have gotten their hands on it and we've gotten hear what they think and they love it thank God yes definitely yeah and I for sure check Reddit and stuff like that's that's real what have been some of your highlights would've been some of your favorite things to work on over the past year well there's two big ones I can think of that we're also pretty big hits with the fans so one of which was the quasi remix reimagining of of if you're not this night for the episode 3 teaser we were all thinking it yeah yeah so that was something that was kind of long in gestation that was an idea that that was kind of a collaboration between marketing and the cinematics team they you know they said what if we did kind of a spookier version of the song and they came to me and said what do you think and of course I was like sure let's try it and they said they wanted to do it with a male voice instead of a female voice as on the original with Asya and as soon as they said that I was like I'm gonna end up singing this I knew it I knew it because you know just from from this perspective of like time and budget reasons and stuff I was like why I know I can sing I'm a man with voice that can sing and so if I'm gonna be writing it I might as well just try and so it took a lot of there was a lot of like jumping around like what key works best for me because the melody actually has a lot of it goes very low before it gets really high yeah it's kind of all over the place it's kind of all over the place yeah yeah and just the physics of the way voices work it's it can be tricky to you know you're like oh this you know try it like singing the national anthem like you got to pick what note you start on there carefully and so this is kind of the same idea in that there's a huge jump kind of towards the end so I did some experimenting with the trailer came out and I didn't feel great about that version it was like good enough and it had to get it out but then you know the request came in of like there has to be a longer version of this and so I gave you a chance it was coming yeah yeah yeah so give me a chance to uh that's okay it gave me a chance to fix the mistakes usually when you put stuff out there in the world all you see is what was wrong with this and you never get a chance to go back and so this was a chance to go back and revisit it and we had some on the trailer too but I guess it on the final version there was some more contributions from Caitlin there's sort of an ethereal voice floating over the top of it that I think just gives it like this it turned it from something that was pretty good where all I could do was focus on my own voice and how much I hate hearing my own the sound of my own voice to something that I thought was really special and and the final product I think came out great and it was like the day came out I was I'm a late riser so we'll definitely roll over and grab my phone check Twitter and say 10 billion notifications I'm like oh my god today must have come out today sorry about that again yeah so that was cool that was cool it was amazing yeah thanks and then the other big thing was some sort of indirectly related to me was I was happy to bring back another fan favorite composer into the family uh Lena Lena rain she left ArenaNet maybe two years ago at this point as from left as a designer she went did something else and then she came back to Seattle around the end of last year and she had reached out and said hey I'm back and I'm trying to really kickstart this composing thing if you you know I loved working with you ever want to work together again I said it's funny you should mention that because you know Guild Wars is a very large game and I'm just one person and there's been other people that have contributed over the years and when Lena was here it was so great having her here because she was so deeply involved in the content and could write music for it I mean I understood it on a level that I couldn't because she was the one that created it so when she left like oh my god I'm alone I'm alone again I'm scared yeah and having her back was amazing and and I think it was something we kept secret for a very long time just like when can we tell people when can we tell people yeah I don't know I don't know but to have her back was really great so those are two kind of highlights of musically of for the last year for me yeah it feels really good having Lena back as part of our family yeah yeah and if you all wanted a couple of phases to go with the new version if you're not this night here they are so both of you that was that was something when we first put that trailer out and honestly when we first heard the trailer behind the scenes before it was even public we were all looking at each other going they're gonna want the full version we should warn him should probably let him know that they're going to be screaming for this yeah well it's you know I was really worried about doing actual full version because the lyrics there's a lot of words in that song and yes at the tempo yeah that the tempo that the trailer was at it would be like this 12-minute epic you know just constantly go here's the next verse here's the next verse but fortunately the first verse of that song the lyrics are pretty spooky like if you read them they're very dark and yeah you know the arc of the song is it starts off dark and then it's like hope and all this stuff and sunrise and all that kind of business but the first the first you have the first verse is all very dark lyrics and then there was that one change that Tom Abernathy suggested which was who needs the light instead but that one thing was the sort of whole thing that it pivots on and it makes that first verse very very dark which was fun to sing yeah I'm sure was yeah adding on adding on kaitlin's vocals yes and beautiful thank you I appreciate it yeah and Kahlan and Chris Burgess who's was part of the audio team as well he did the final mixing and he I think his voice might be in there a little bit too it was on the trailer version yeah I'm not sure if he put it in the the full version too maybe yeah I think I think when we did the trailer Kailen was out sick and I wanted her voice on it so Chris ended up doing a kind of falsetto thing and then when we got the long one yeah yeah when we got to do the long one kill his back so but Chris also did the final Mick and he's the one that really put the finishing touches on it so it was a collaborative effort for sure oh man I did not know that about Chris I figured he just saved it all for the jug-band version no he's got it he's got a great year and yeah better than mine for mixing like that but I'll take your word for it yeah okay that's awesome well thank you for contributing to the final one that was it really did add a lot to it thanks I appreciate it I'm super happy that I've been able to sing here I did a lot of singing in LA before I moved here so it's nice to keep going yeah yeah I was mostly professional singing in freelance variety of music and audio stuff okay a couple years Oh keep going yeah yeah we're just now meeting you on this show so yeah yeah sorry I wanted to do I went to USC for music mostly voice and Composition and took some classes and sound design and things like that and I chose USC because it has a really good games program so go USC free publicity alright they don't need it there yeah so I once I graduated I was I sang it a whole bunch of churches which is an interesting thing to do as a Jewish person I probably wouldn't have thought that that would be my future as a child but you know it is and different different choirs and oh yeah I've been taking lessons since I was kid and man was I've been in choirs since I was nine and it's kind of like the most sort of like consistent thing in my life for sure awesome yeah and the hope at least for me is that we get more opportunities for her to sing on on things it's nice to have a new voice as part of the pool yeah so we're gonna try to make that happen super down well I'm like locking eyes with your boss going oh well what are you guys without giving too much spoilers what are you guys looking forward to oh boy without too many spoilers I mean I forged the players yeah I definitely look forward to the players reactions I feel like some of the stuff we're working on for the future is really really fun and just I mean it's fun when as a person working on the game and you have to kind of like play the content over and over and at least as a sound person you're kind of sitting there like yeah that sound I know and you like watch the same thing over and over to make sure it's kind of good but it's and I'm still enjoying it so I think that's a really good sign for yeah well so I guess they semaine ssin that season is happening so so season 5 is coming and just this past week I have been working on new music for the end of season 4 trying to use eclis set up season 5 and so a big goal of mine is to do something that III just because of time constraints I haven't had as much time to put this level of thought into what melodies what motifs are gonna represent what and and how they can develop and and there's been a lot of like laying the tracks before the Train just to get stuff finished but now I've got a little bit of breathing room and what I really wanted to do is have longer melodies rather than just couple note a couple notes that represent characters different things that can be broken apart and expanded and there's there's some really cool stuff coming up for the end of the season that's gonna set up season 5 musically and for all the kind of musical detectives out there which I know there are hopefully there are some bread crumbs that they can follow all right you guys have something to look for awesome well Kaitlyn we've had you for a year now just about all right so well congratulations on year one thank you and here's to another great one with you thank you for being a part of our team and congratulations again Thank You Elliot yeah and congratulations to both Fiona another awesome year of guild wars 2 thank you and here's to many many more yes absolutely you guys stick around we will be back in just a couple minutes hi my name is Camille Meese but you may know me as Randy Orton I'm a full-time freelance artist that streams on Twitch and also create a partner for Guild Wars 2 six years ago I ventured into this beautiful world and has since been a one-trick asura engineers striving to be a great DPS and even better floor tank for my raid group I've traveled the world to visit all of you amazing people have become my peers my mentors my best friends and even found my love I will cherish these years of in-game events story updates and forever be thankful to all of you who have made a difference in my life thank you so much and we'll see you around coming years friends hey guys this is joy from the French community here was to shop so six years already ready this is going so fast so Dan scarlet mordremoth laughter love Chuck oooh what's next I'm so excited to discover this I like to thank Aaron with permitting this game but under all the players in the community to be so amazing through the years in game or outside like at the first Elan we're organizing every year see you are interior hi there I'm joined Jess a partner twitch variety streamer I've been playing Guild Wars 2 for the past 5 years and I love enjoying at this charming game and had some wonderful community from the heart of thorns and path of fire expansions to living world seasons that set our hearts on fire like Corinne to updates to existing game modes like PvP and world versus world two new players joining us and old fronds returning to the game there's been a lot to praise joke over the years so please join us in celebrating the sixth Guild Wars 2 anniversary oh hi there I'm crew from proof gaming and congratulations Guild Wars 2 for reaching six years time flies so fast now my favorite moments from Guild Wars 2 would probably be the expansion launches for harder thorns and paths afire specifically path the fire because I skipped school and played and reported and I'm not condoning skipping school but if you happen to be sick I won't tell anyone now go out and save the world and save tyria hey guys how's it going choksi here I just wanted to say congrats to ArenaNet for pulling its sixth year with Guild Wars 2 the community itself is just amazing because you can find just about anything from talented artists fashion enthusiasts and there's about anything between I really do cherish each moment I've had in this game especially with all the people I've met from all over the world enjoying the same thing but with that said I just can't wait to see what's to come for the future of the game and I wish everyone everything that a happy sixth anniversary bring that down under pray for them and this is too far 139 or 30 the name is Lex Lang and I play the character char male who's the playable character well it's always exciting to voice a non human character mainly because you get to do lots of vocalizations that are more animalistic and the body size is a lot different and you know when you're playing an animal versus a human and so you can adapt your performance based on you know those qualities and it's always very exciting for me anyway to play creatures and you know demons and big characters Wolfie both that kind of stuff Kanak get back to work we can handle this I like the stability that he brings when he's present you know there's a certain strength that the charr male has also a sense of knowing that he has when it comes to like maybe what to do next I like to bring that sense of myself towards into that character as well because every once in a while like I feel like I know what I'm doing or I know what to do next it's very rare but yeah that's a fun trait to bring he's constantly going up against bigger and more capable opponents and so you know he went from starting where where it was killing a dragon and then it was killing you know God and undead and now you know he's going through all these different challenges and so it's it's it's pretty cool to see that character evolve and like keep on taking the steps and power up and up each time lead the omec on and ghost legions to the frontlines the scarabs will be thickest there if I could give the charm male any advice it would be forge ahead and keep going even though you feel like quitting sometimes he just keeps on having to face these insurmountable tasks and opponents and somehow he continues to get through it and you know I would say that would be my advice is even though you want to just throw in the towel keep going keep going that that that end result that you're looking for is there follow your dream charm ale just follow it keep going I will Bram for you and for Tommy the acting challenges are just that we're as opposed to character that's like a stationary character you know saloon owner or whatever it may be you know as a city dweller or whatever their role is to be plot points sort of throughout this story where as a playable character is constantly making these different choices and there's a variety of different choices in the performances as well that will take the story down different paths depending upon which adventure you go on unfortunately farad's right djoko's declared war and we have to meet him head-on where do you see your character's role and his voice heading in the future why don't you like it to go ah well you will have to play the game to see the answer to that I already know where it's going and it's awesome it's awesome you're gonna love it you people at home are gonna love it everyone's gonna load it so it's awesome this is I can't say I've already been I ready to sign the things say I can't say but it's it's off the charge cool off the charts cool yeah Guild Wars 2 char male baby [Music] you [Music] commander there's something I have to tell you I went into the mists after my sword but I found something else refugees are pouring in from Alona if he kills an elder dragon tyria will they cannot stand history above his arse right [Music] I just can't I believe one of the guards gave up on us all this [Music] [Applause] [Music] all right welcome back to the guild wars 2 sixth anniversary livestream we're going to chat with one final round of guild wars 2 developers why don't you all go down the line talk about who you are and what you've been working on here at over the past 12 months Wow my name is Alena Chadwick I'm a Content program of a living world I worked on the first instance for episode three and a whole lot of things in the background my name is Clayton Kisco I'm a game designer here at ArenaNet I was the team lead for episode 2 so I've been working on little world content and I am Lindsey Murdock I'm the lead designer on living world I work on all the episodes do all the things I do all thanks I try poorly well let's do just like we have with some of the other devs let's just talk about some of our highlights and what your favorite things have been over the past 12 months there's a whole lot to choose from hi whoever kit you guys can fight it out over who wants to go first I guess I started talking so I guess I just volunteered myself okay so in the first instance of episode 3 you rescue yeah I'm terrible with names do your robot friend you place from being turned off and it's terrible oh yeah and this is adorable and there's that scream and we got a custom animation specifically for bushes scream oh my gosh Ellie is a magic person just to be clear yeah yeah I guess we didn't have super emotional golem anims did we No not really it makes sense so oh wow I had no idea I mean I I noticed the animation I picked up on it but it hadn't been like I didn't know to register the absence of that animation in every golem I've ever seen in the game in the past years so that's wild yeah we've actually been getting a lot of custom animations for living world this season yeah both for cinematics and for just in-game moments to try to elevate that quality and get some more emotion out of our characters so it's been pretty great I don't want to put you two on the spot but can you think of more as examples if you can't that's all the examples I'm gonna be able to think of are in content that we haven't shipped or talked about I always I work like so many months and it's hard to like rewind my brain be like okay all people have seen is up to episode 3 while we were breaking for the videos that we were showing about that that internal panic of trying to remember is that released or not yeah that's scary that's okay that's that's super interesting though and I'm glad to hear that we have these custom animations coming out and how because we talked earlier a couple of segments back about how those little things add so much to the game and it makes the world feel more alive yeah yeah so we'll keep rewinding your brain yeah I think my favorite thing so far has been the fans reactions to episode three is ending if that's a spoiler no we're right eyelid deep blue somatic right like we did mocap for djoko's you know all of that was super custom Orient's animations coming out of the cinematic all that super custom that's right I am will not forget the first time I saw that when he's I mean like he's just building to his crescendo and she just comes out a freaking note incredible I was reading the Twitter stream and people were saying the exact same reaction like that I just lived generally gasped in real life out loud where that when we were talking in the in the meetings trying to figure out how to play that moment there was a lot of sort of contention and back and forth of like exactly how to get the drama that we wanted and I think the way I put it is what if she just punches him straight out of the cinematic takes care of his most dragony way she can problem solve that thump when she hits like kudos to the audio team yeah because that was like visually it was really shocking but the audio was unbelievable - it all worked so beautifully dusty yeah okay yeah that was absolutely one of the one of the best surprises because I was not spoiled the first time I played it I played it before release just checking it out so I generally try not to come on guild chat not knowing what I'm talking about I like to at least know what the content is sorry I'd played through it and I remember I was at my desk and just like whoa that definitely just happened one leading up to it was the episode 3 trailer wait was that the episode 2 trailer again I'm trying to rewind my brain going I know the one with fear not this night in it yeah yeah we really teased out joke oh you know you first hear his voice over comm and episode 1 we didn't let you see him yet and then you get a glimpse of him for the first time in episode 2 and then three is when he has this big moment of course yeah so um I want to ask and probably this is mostly a question for you Lindsay because you've been on the game for so long how I guess how did we get Joko to where he is because he basically was in Guild Wars 1 he was a huge joke he was a joke and the thing that I was always thinking about when we got to Guild Wars 2 I was like oh my gosh I can't wait to I would love to see like some slapstick between him and the Mad King and I'm so much happier now like this I never six years ago I never would have seen this coming but I loved it like how did we get here yeah internally Wow yeah you know I I was nervous for season 4 to be taking on Joko because he was such a joke and um and gilworth one and let me just say really quick that I think the best cinematic we ever made for Guild Wars 1 was the cinematic at the end of her eyes story where he kills plow joko and I think the best cinematic we've ever made for Guild Wars 2 is also plow jogos death so nice entry there yeah I was nervous about how we could you know really make a great villain out of him cuz he seems sort of one-dimensional and and that's that's largely why we decided to kill him off fairly quickly to take care of him fairly quickly rather than build you know multiple seasons out of him as a villain since he is fairly OneNote right he's just laughably evil legitimately like freaking terrifying yeah yeah so once once we kind of like nailed down our arc for him and our amazing narrative design team got their paws on him started writing lines for him they just elevated him so much that by the time we were in you know getting close to our vo deadline for episode 3 everyone was saying man I kind of wish we hadn't decided to kill him off so fast like we're enjoying this so much we're enjoying writing for him we're enjoying listening to his lines his lines the the stuff that the statues spit out in the open world map oh man amazing so good and and I actually was really fortunate to be invited into the writers room while they were working on on those lines really developing them in table reads and and that sort of powwow brainstorm you know um place where you're just spitting out you know how about this how about that was some of the most fun I've ever had in my job narrative folks like is really fun and then when you get them like reading lines in character hilarious Alex Kane does it great anything Alex Kane did a pretty pretty great joke Oh in those meetings although although I really loved Samantha doing line reads for a character in Episode four that I will not spoil which was absolutely great cuz she's just loves that guy so yeah no table reads can be real fun we're going into table reads on Clayton's content soon here exciting so yeah oh my gosh that's yeah we we just tackled him I don't know like we just we decided we built that this arc we we were like okay we're gonna have him do these things and these two I put in these episodes leading up to this big thing and then we'll kill them in three originally in our original work on this season we're actually going to kill him at episode 2 but we wanted to stretch it out a little bit more and and then just our writers they did too good of a job really did I I remember I passed by and I don't remember which story step I was on but you walked in and like there's this this guy's like sobbing by his dead wife's bedside and joke I was like it's like you don't even want to see your wife again and I'm pondering how to sit this isn't it's like the worst kind of torture and I'm going wow really we kind of went all in here didn't we look at that yeah he's a very poorly mustache seriously what fun villain and now he did know he did [Laughter] yeah when she's like sitting there knowing on him and time he comes in and time he's just like oh oh that's not okay yeah we were talking about vo earlier and that was one of the sessions that I was fortunate enough to get to watch and tie me or Debi Derryberry giving these like time ease gags and and retching reactions were amazing because they were even even like down to that like the nuance of how ill do you want her to be exactly was that was like how hard we were working on getting this exactly right yeah it was it was very fun to watch good question to her to be like yeah how ill are we talking everyone we scale from one to test and then I have Volkoff is right like she's amazing at what she does she'll be able to like hit any anything you were to give her I'm sure there was a whole like scale of retching yeah Debbie's performances this weekend yeah this season timey has been through a lot and Debbie's Debbie's performance has been really magical and something that's really emotional you know so that's that's kind of this season has been that's a good highlight it's just Joe goes whole thing and Irene coming out of nowhere and I love knocking him right out of the frame that was that was such a good call so I actually want to back up because you mentioned you worked on a lot of things behind the scenes are there things that you worked on that got into game that players would recognize that are a recognizable change like Ben was talking about like QL changes so I'm trying to remember exactly when this went in but at some point between Episode six of season three and Episode one of season four we added what what we internally call visibility channel tech oh yeah we were talking about that earlier yeah yeah basically you have the ability to assign a channel to various characters in the world and then turn on and off those various channels put playoff yeah Nick was talking about that I'm saying that it was much more difficult than he kind of anticipated at first and there were some fun bugs in figuring that out yeah this there's some there's some rules you have to follow just because you can't see something doesn't mean it can't attack you you can change that you can make it so the problem is just because you can't see them that doesn't mean they can't see you if they can't see you they can't attack you so yeah when I implement this I'm like okay I'm implementing this technically you can use this on hostile creatures you hold don't do it you don't want to do that famous last words he tells us things to designers the designers get all creative and visibility channels have some restrictions to them but it's allowed us to do so much more storytelling in the open world it's a big reason why we're starting to actually see our friends in the open world Maps interacting with us yeah on certain steps because we can actually do when you're on this step see this scene you know that kind of stuff and have States changed that way yeah and it just I think it allows us to tell the story in a way that feels more integrated with the world ok we can't just when you're on your own story and you want it like we have an instance where you want to talk to Bram in the open world and we would love for Bram to follow you and talk or do everything right but we can't because if someone else is also on the instance right and wants to come up and talk to brim start out all over again we don't have the ability to do that we still don't really have them to move around yeah but we can have a static Bram and you can have this conversation the open world with him now and he could be invisible for people who are not on that stuff ok yeah so if we need a character to come in and have a moment with you in the open world we can do that now thanks we play a specific visibility and that is that is actually an interesting limitation that's come up multiple times where like designers will be like design Eocene I'll be like hold on wait a second you just had that character do something recurring in action like play Nemo to something and everybody is going to see that regardless of what this part of the step that on you know it's it it's tricky it sounds like it but it worth it oh yeah oh yeah but like I said Ali's a magic person she just makes things work so there's a lot of tricky things that we wouldn't be able to do without her she just jumps in suddenly it's happening I have a call to my desk yes all right yes well I will accept that I will completely accept that so we've been talking about just some highlights over the past year and one thing that we've talked about over and over is feedback from you the player and things that we've heard about the content that we've released and things that we've put in what's been some of your favorite player feedback over the past year what have been some of the your favorite things that you've heard from players there's a lot there's covered and that could be in person - oh hold on now I got rich gears and I guess I'm gonna give I'm gonna what you guys are thinking I'm gonna talk about one that just I got a kick out of when I was watching Clayton talked to players last week because Clayton was like talking to a big circle of maybe like six or eight players while we were at Gamescom and one guy was like okay what's the easiest content to make in game and I think I think maybe the goal right and I could I saw the same look on Clayton's face that I see on Lindsay's now because Lindsey's like thinking about this she's like huh okay and Clayton's immediately like the wheels start turning and it was too static and pcs having a scripted conversation just like like emoting yeah it's just like throw some emotes on them and give them and it was like it's their video no and there you go emote talk loop and it looks like they're just having this random conversation and simple and it was it was the answer and it wasn't really it's not necessarily like playable but it was I mean watching and Byron had a lot of similar conversations um Byron's they were asking Byron to explain what is what is your job what exactly does it mean what you do and Byron said okay what I tell people is that I tell the guy tell the game if things are a cat or if they are not a cat I wish you would have used to just tell people that I write quests and I spawn monsters now trying to describe my job well my job is different now I don't know how to describe my job you like make sure you make sure the people who are doing those things do it well yeah right I would imagine you're basically looking at all the other people never making monsters yeah yeah I definitely that is definitely a piece of it yeah right now yeah I also kind of help people get set up with the stories that we're telling I'm also like lore continuity in a bunch of ways there's a lot yeah there's a lot but those questions and the answers that you and Byron gave yeah opens the door for okay I kind of understand this so now I can ask slightly deeper questions about what you do and how this gameplay works and watching those conversations and that feedback once once you guys were giving players a better understanding of here's how my job works and here's exactly what I do like what does game designer mean I design games what does that mean watching the players ask more and more intricate questions was an absolute thrill that was like one of the coolest things I've seen in a while yeah yeah I've definitely done my even with players in game asking me like what I do and a lot of times they think when they hear designer they think art do you guys get that too yeah they think art and I don't actually I'm I went to school for art but I don't actually do any art in my job and so playing that almost like 20 questions to like narrow and for them understanding what we kind of do it's it's tricky explaining this sort of it's like the ideas behind the world I mean we're talking to players who play these games specifically ours but like then you go home to like holidays and talk to in-laws and like what do you do like I don't know where to start but it is so cool to see the fans so interested right and and it's always an amazing opportunity to like educate them or share with them or like kind of show them a little bit behind the curtain yeah I feel like we get better feedback at that point because as soon as I started describing those easy pieces of content we had a couple like of the those people asked those questions the fans asked us questions like started to like brainstorm ideas oh you could do this like yeah exactly yeah and that really opened up you know it was a fun conversation to have yeah that was enormous ly exciting I love that yeah yeah we're running okay so we are running a tiny bit short on time we have about five minutes left so um we can talk a little bit more about player feedback and what some of your favorite responses have been and what some of your favorite content is that you've worked on over the past years past year yeah you can do years to if there's something that super stands out because you guys are wrapping up this anniversary celebration yeah I mean every for me ever since I work on every living world episode from start to finish they're all kind of like my special children like I love each of them for their own things I almost feel like every time we're shipping an episode it's my favorite episode yet I'm like getting to that point where every I'm like this is my favorite episode yet like I'm feeling this way about the next one but then I'm like oh but wait that next one oh but wait the next two you know but wait the other stuff coming up it's so easy to get focused on what's next you know what I'm super looking forward to that I can say now since we released a video his son's refuge yeah I am doesn't feel good that we can actually say like hey this thing is coming yeah such like nice weight off your shoulders when something that's like an outside okay that's one less I love sons refuge I said it in the video it's one of my favorite things that we've done when we when we originally were working on home instances and talking about what we wanted to do with home instances we talked a lot about it being a Content hub we didn't really get to realize that dream because largely because of time and so when when we decided to make this little instance out of Suns refuge that was kind of the direction that I gave to the designer who was working on it is think about it as a place that you come to and you get to learn more about the area you get a lot of lore you get a lot of NPC interaction but think of it as also a jumping off point for content you know we don't have quest hubs in our game but this is pretty close and getting to sort of build out that space through content through these interesting ways of delivering stories is really exciting to me it really to me is sort of home instances realized I'm really excited about it I know neither of you worked on it you helped out with tech magic personnel that we developed for guild halls for like well visibility once again yeah yeah because it's a space that you can build out based on what content you've done it really takes advantage it's awesome yeah and visibility of pops in the map and morphing the map so it looks different than that stuff I get so excited when people use that pack I'm sure because it sounds like there was a lot of work that went into it oh yeah oh yeah that was that was several months it keeps better - she keeps we keep developing it a little bit more and a little bit more and like I said it's just allowed us to do a lot more storytelling in the open world yank so we'll continue seeing it realized in the game absolutely well how about you Clayton what are you most excited about most excited about so if I can't talk about badly I want you to join the living world with this season yes with episode 2 actually through development and I want to like I don't want to like be like well that one is it kind of is though like it was a - like I was like that trailer is probably the highlight just like because it immediately encapsulated what we were doing from everybody working on it and it got everybody excited and so I had nothing to do with that trailer but I was super proud of that trailer and so that was the thing that like I was but like I feel like that's selfish or something cause like that was the episode I worked out but like that is the thing that I think the content that was that's fair yeah yeah but yeah that I think that was like like oh yeah I was just so well done I know we've talked about McLean's like like the the songs all that stuff but it really is just so good and yeah there's a great piece yeah and the song really did make an enormous part of the trailer but this the whole tonal shift yeah of that trailer really reflected what was going on in the content because it was you know it was like hey we're going on we're going on a fun caper with you Oh everything is bad James Connelly call out like that structure of like very like Ocean's eleven yeah they're like that was so cool it's like okay I'm glad you liked it like that's great and like the cinematics team for going in there and like getting those shots of like those mummies behind that like sewage water like yeah it was really creepy so like yeah I keep going back to that in my mind but I was trying to avoid it but there you go you got it for me like that's literally why you're here so just enjoy it okay it's fine yeah we really did talk about that one as like okay it starts out as the heist movie and then it switches and you really just realize you're in contagion alright well let's call it good and let you guys get to work thank you all and congratulations so much on another year of Guild Wars 2 happy sixth anniversary no here's to many many many more years I really appreciate your time I appreciate you guys coming on too chat about the last year we got past the fire out the door we got season four underway we talked this morning about season five for the first time and so I know I can't decide if that's terror or excitement or half we have so many exciting things coming for you guys and we really appreciate the past six years with all of you spending time with us interior here's to six more and thank you for continuing in this journey with us because all of you the players are why we are here this is why we do it and we appreciate you talking to us and spending your time with us so alright I will let you guys get back to work all of you stick around because the folks over at loot crate are going to be doing a Guild Wars 2 live stream so hang around and we're going to be hosting them here on this channel so we will see you right here thanks everybody happy anniversary congratulations again