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Designing Events

Posted by Suzie Ford on Feb 23, 2011  | Comments

Designing Events -

Norn Week continues on the Guild Wars 2 blog with an entry by content designer Jeffrey Vaughn. Called "Designing & Redesigning Events", Vaughn talks about how an area and its attendant events are created. As an example, Vaughn talks about the Norn starting area called the Wayfarer Foothills. He writes about event creation from a game design (as opposed to story design) perspective.

Let’s take a look at Wayfarer Hills, the norn starting area, as an example of our iterative process.

The southern area of the map has four shrines, each dedicated to one of the great totem animals. The original design called for four identical events, where the Sons of Svanir—norn who have forsaken the Spirits of the Wild in favor of the Ice Dragon—would attack the shrines and you’d have to try and fight them off. We got these events in, and while they worked just fine, they didn’t feel very compelling.

Not wanting to throw away the work that had been done, we first tried to bandage the original events by changing the enemies at some of the totems from Sons of Svanir to dredge, another norn enemy. We still didn’t like the way this felt though, since each event was mechanically the same, and all the totems felt exactly the same.

Read more here.

Suzie Ford / Suzie is the Associate Editor and News Manager at Follow her on Twitter @MMORPGMom
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