Guild Wars 2 has some breathtaking sceneries. From cities to charred fields, even the sewers under Lion’s Arch offer a great view, so much so that you can actually smell those Oozes attacking you. Yuck. But did you know that you can also see what stood in those places, 250 years ago? I’m talking about Guild Wars 1, of course.
Players are familiar with the story, accustomed to places, and it’s those settings that will get Guild Wars 1 players emotional when they see it, and new players wondering what’s behind it. The screenshot above was taken in the waters of Lion’s Arch by an avid player. This is Old LA, folks. Statues of lions now keep company with the fish and underwater residents, old steps leading the crabs to what used to be a bridge, now a forest of colorful algae.
A Guild Wars 1 & 2 enthusiast has gone even further than simply exploring what used to be. On her fan blog, ProjectTyria, she put up a few pictures of the “before and afters” of Tyria. One thing I absolutely love about Guild Wars 2 is the exploring aspect (you would think that’s obvious, being one of the exploration writers!). So when she showed me what she has done with those, I was floored… In a good way, of course! Continue reading →
One of the things that hasn’t really gotten much attention, in the flurry of excitement about the recent Fan Day, is the building itself that ArenaNet now inhabits, which is both beautiful and superbly functional.
By way of explanation, I should mention: I spend most of my time surrounded by architecture and industrial design folk, which means that my ears are constantly full of mantras about the importance of ‘form following function’ and other specious-sounding slogans about the importance of intentional design. After a while, one begins to notice that type of thing, especially when it’s being done so very right. As a result, I was very impressed indeed by the (quite nearly literal) nuts and bolts of ArenaNet HQ and how it has been set up.
Izzy C. is not standing in a small room. But he could be! He could be standing in one of several small rooms, if they deemed it necessary!
The company makes much of their open and collaborative design method, which is quite visibly upheld in the layout of the office – a good portion of the content design, tool design, and story teams are in one long room – not crammed or cramped, certainly, and with evident structure and purpose, but very obviously accessible to one another all the same. If at any point rearrangements need to be made, however, their two floors of the building have been excellently thought out to accommodate any resettling or shuffling which the rooms might go through: with superbly mobile desks, mutable wall-sections, independently reprogrammable ceiling lights (which, might I add, seem to dynamically adjust based on the amount of natural light available – which I was just tickled pink to discover, as it would be such a shame to waste those huge windows and that impressive view they have), and sectional-style air-conditioning, they are truly set up to make switching up teams or locations as hassle-free as possible. This thorough preparedness extends to their internal server room and the newly furbished sound recording space, the design of both of which we got to learn about in great detail.