Which is all very well, only aren't all these deep infrastructure problems you keep bringing up as the reason so many things can't be done the very same things you were building during those five pressure-free years? If it was "ready" when you put it out, why does so much of it not work? This the right thing to be doing, is this the stuff we should be It reallyĭidn’t give us an opportunity to stop and catch our breath, say like “is Updates going, we have to have this fun stuff going on”. " You know for five years, we spent five years saying “If it’s not readyĭoesn’t matter, just wait and then we’ll put it out when it gets ready”.Īnd then we got into the live space it was “we have to keep free Later, while addressing a question about the Karka event, he says Really blew it on this, we are responding to that and we are gonna "You have to be able to get out there and be like “hey, you know we ![]() What we need here is some Blue Sky ThinkingĪt one point Colin Johanson happily latches onto a gushing assertion that, unlike most other MMO studios, ANet are " open with the process". It's always surprising to discover that something that has had so much money spent on it, took so many years to be ready and has been so successful can still have so much structurally wrong with it and have such limited resources to make improvements. Read the whole thing for many more examples. It is “how many programmers do we have thatĪnd so it goes on. " We’re always leveraged by how many engineers we have, that’s our biggest " Matchmaking has the same problem as everything else I just said, which is basically the same couple who have to fix that also". Who can work on that extremely difficult set." (CJ) Those are always bottle necked by the very very best programmers we have anything that involves large amounts of server messaging or things, " the same couple of people who are required to do a lot of the guildįeatures, are the same couple of people who need to do all the serverīack-end. " Right now there’s really not very much at all that we can do with the UI, like resizable elements or would take huge engineering to pull off." (CJ) Type of programmer for that job and they’re all currently busy withĭoes anyone know the way out of this mess? " It’s a fixable problem, but we need some time from a very specialized " It’s very difficult to increase the size of the maps due to technical limitations" (MF) Means fixing that is gonna be a nightmare." (CJ) It’s actually just an engine limitation which bigger we can’t do currently with our existing tech, those are theīiggest maps we can make. ![]() " Population limits are an unfortunate fact of life with the current wvw design" (MF) The Mike Ferguson interview is much shorter and very much more focused, but the same points keep coming through: GW2 is poorly-constructed and under-resourced. Filter out the fluff, though, and it's very revealing in what it lets slip about the underlying mechanics and state of the game. The Egg Baron focused on the information on the new Guild events and Healing The Masses has a detailed analysis of the WvW material.Ĭolin Johanson's previous interviews and pronouncements have tended to rub me up the wrong way somehow and this long series of ambling, amiable replies to some rather soft questions is no exception. The Johansen interview is a few days old and has been much discussed elsewhere. I spent much of this morning reading the transcripts of a massive interview with Colin Johanson and another, much shorter, interview with Mike Ferguson.
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