Guild Wars 2 Dev Details Dungeon Design
In a recent blog entry on ArenaNet, Guild Wars 2 content designer William Fairfield provided some insight on the process of dungeon creation, from conceptualization to rigorous play testing. The whole process can take weeks.
Some choice quotes:
When sitting down to design the flow of a dungeon, my first consideration is creating challenges that the player must use skill and ingenuity to overcome.
It is interesting to note that this, above all else, is Fairfield’s first consideration. It’s not the boss’ lair; it’s not the location of loot or traps; it’s something entirely absent from many other games.
Working on this dungeon taught me some good lessons about creature design. Designing the creatures of the dungeon to work in tandem with each other was one of our greater challenges. We didn’t want every creature to feel like it was just part of another mob, fighting next to another copy of itself. Instead, we worked hard to make the ghosts feel like they are working together, like they have synergy.
This would not only be a step forward for immersion, but also give rise to more interesting combat.
Our ultimate goal is to create an exciting experience for small groups of players and to offer them a rewarding and enjoyable challenge.
Does this mean solo players and fans of massive raid events will be left on the curb? I’m willing to bet GW2 will offer some alternative for these demographics.