Ex-Blizzard lead men, Strain and O'Brian, Profiled
obchrisj writes "Wondering how Guild Wars came to be? FileFront profiles the conceptualizing, trials, and tribulations of ArenaNet's MMORPG, slated to be released sometime early this year, in an article titled, "F! True Game Story: Guild Wars". In case you're not in the know, Guild Wars was started by well-known ex-Blizzard employees, Jeff Strain and Mike O'Brian."
True Game Story: Guild Wars by Andrew Serros on 01/03/2005 :
Overview: Wondering how Guild Wars came to be? We profile the conceptualizing, trials, and tribulations of ArenaNet's MMORPG, slated to be released sometime early this year.
When Blizzard Entertainment began development on World of Warcraft, a few of its employees had other things in mind.
"Blizzard is a phenomenal developing company," Jeff Strain, lead designer for Guild Wars, said. "But we decided to leave and form ArenaNet to pursue this unique game."
ArenaNet is the result of two men getting together with a certain discontent and a desire to see their own visions of an MMORPG come to life. The other man responsible for starting ArenaNet is Mike O'Brian, team lead for Warcraft III. Their meeting might have been more than a coincidence.
Back in 2000, Strain and O'Brian met through their respective work within Blizzard, and found that they had a lot in common. Strain was one of the original leads for World of Warcraft, but found that he did not quite want to design just another MMORPG based on the Warcraft series. And O'Brian's ideas for multiplayer were really motivational.
"The more we talked, the more we found that there was this great game in the middle," Strain said. "The original goal was [to] make an MMO that is truly unique and avoids the classic design elements that only makes it fun for hardcore players."
ArenaNet's list of key designers read like a who's who of classic Blizzard titles, including Starcraft, Warcraft III, and now Worlds of Warcraft. Along with Strain and O'Brian are James Phinney, who was the lead designer of Starcraft.
"We brought on James [Phinney] because he was the one that was responsible for balancing three different races in Starcraft," Strain said. "We had a great deal of confidence that he could take the game with thrity different professions and 450 unique skills and balance it so that it really puts together this concept that Guild Wars is a game of skill."
Another key component to the design team was Steve Hwang, who formerly worked at Lucas Arts as a level designer on titles such as Dark Forces and Jedi Knights. With all the experience on the team from many successful games and backgrounds, it was a hopeful start for ArenaNet. But what it did not have was a guarantee.
"As a new studio, we did not form a publishing relationship," Strain said. The usual route for game development is that publishing companies set up a line of funding for the development to get done, but sometimes this means creative control may end up in the hands of the publishers. "We decided to self-fund so that we could be completely independent for a few years," he said.
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ArenaNet started development on Guild Wars in the summer of 2000, and Strain said that while it was not a great time to be a developing company, they managed to stay on track with their development as they had planned. However, there was always pressure to stay on track because, as he said, they did not have a safety net of a "big fluffy developing contract from day one."
However, it was not long before they found financial backing. Well, actually, they did not find a company to publish their game, a company found them because they had been tracking their progress since they left Blizzard.
NC Soft was anxious to see exactly what ArenaNet was up to, but the developing team held off until two years after they started development because they wanted to be able to show NC Soft exactly what type of game they were going to be publishing. During the summer of 2002, ArenaNet agreed to begin talking to NC Soft and by the fall of that year they agreed to publish Guild Wars. Strain said the company saw the originality of the game, and appreciated the fact that it was "not just another MMO."
"We were really excited working with NC Soft," Strain said. "They share a lot of the same goals and vision that we do. We've never heard
What a fucking moron! Jesus your priorities are screwed up.
Miss sex to code? Shit no! Sex is a precious commodity.
The little brat will be around to pester you for the rest of your life (unless you run for it while you still can). Missing it's birth is a GOOD idea. You shouldn't absorb in all it's gory detail the moment that heaves your life into a huge fucking mess. That's mental scarring, it is. Besides you're sure as shit not seeing either the kid or the mother at their best.
I've played Guild Wars during the World Preview Event and two of the Beta Weekends. All told, it's a great game, and combines the cooperation of MMORPGs with what I enjoyed about games like Neverwinter Nights and Diablo II.
Since the last Beta Weekend though, I've been playing World of Warcraft. Certainly WoW is more of an MMORPG in the traditional sense than Guild Wars, but it makes the same effort to ensure casual players get as much enjoyment out of it as hardcore players.
I'll still probably buy Guild Wars when it's released, but I think I'll skip the next Beta Weekend. I don't think I can split my interest between two RPGs just yet.
The next beta weekend is this weekend (8th - 9th). You can grab the client from http://guildwars.com/ and a beta weekend key http://www.fileplanet.com/betacenter/guildwars/ (reqs email + dob)
Real programmers don't comment their code. It was hard to write, it should be hard to understand.
Don't worry, WoW, EQ2, etc. will still be there when you get back.
I've played every beta since the WPE, and it has always been an enjoyable experience. Even though the game is in Beta, it is thoroughly playable and remarkably stable. Most developers would have been satisfied and launched already- ANet wants to be sure the final game is satisfactory AT LAUNCH, despite the fact that they can fix bugs almost immediately and stream patches to the clients.
I hate MMORGPs. I really do. But a few things that drew me to Guild Wars were:
1) No Monthly Fees. EVER
2) No grinding.
3) No 1337 uber-skills and items.
4) extremely balanced, EVERYTHING literally has a counter and no one player is overly powerful.
5) extremely intuitive and clean interface.
6) elimination of PKing and KSing.
Straight from their ads:
An open Promise to gamers from the Guild Wars team-
- Guild Wars will not require a subscription fee.
- Guild Wars will reward playing SKILL, not hours played
- Guild Wars is an Online RPG to be ENJOYED, not endured
Guild Wars is an important step in gaming for me, because I don't have the time to dedicate to a subscription-based service. I don't have the time to play for hours on end- with Guild Wars I can jump in for 15 minutes or 5 hours. It doesn't matter, I always have fun.