Guild Wars Insider
By Guild Wars Insider - A GW2 Podcast
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Podcast Description
Guild Wars Insider Podcast - www.GuildWarsInsider.com - A weekly recap of the latest development news and interviews around the Guild Wars 2 community. Hosted by Seven (GWI) and special guests.
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PAX East Gaming Community Panel | Just a few weekends ago, GWI had the opportunity to host a panel at PAX East, one graciously sponsored by GuildLaunch.com, around building and running gaming community websites. Joining us were some of our favorite people in the industry, Pete Trerice of DarthHater, Martin Kerstein of ArenaNet, Justin McElroy of Polygon, and Eliot Lefebvre of Massively. Since panels are not always the most eventful things to watch, especially when they're an hour long, we've provided an audio version available below and on iTunes. | 4/17/12 | Free | View In iTunes |
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Guild Wars Insider Podcast EP11: The Return | Like Zhaitan raising Orr, minus the undead and foul smell of course, the Guild Wars Insider Podcast is back! Seven, Gallo and Feral resurrect the GWI Podcast with a news-filled show you won't want to miss! Get their take on the latest GW2 info to hit the web including info about guilds, attributes, jumping puzzles, meta events and more. For your listening pleasure, GWI Podcast is also available on iTunes. Subscribe to get the latest podcast delivered to your iPhone, iPad, or iPod. Leave a review or shoot us an email for a chance to get it read on the show. | 3/14/12 | Free | View In iTunes |
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Guild Wars 2 PvP Roundtable With ArenaNet | GWI recently had the chance to sit down with some of ArenaNet's Systems Designers currently working on Guild Wars 2. Our guests for the show include PvP Systems Designers Matt Witter, Mike Ferguson, and Jonathan "Chapman" Sharp. Later this week we'll have a set of all-new PvP screenshots coming your way, so be sure to drop by our forums or post on Facebook and let us know what you'd like to see. For those of you interested in more ArenaNet interviews, be sure to check out our previous podcasts with Ree Soesbee and Jeff Grubb. Enjoy! [UPDATE] We've been informed that screenshots will be delayed and should arrive by Monday. Sorry for the delay. GWI: To kick it off, I want to ask Matt a couple of questions. We had talked briefly about one of the things you did during this past convention season: a lot of PvP eSports commentating. I remember you said something about having second thoughts before you hit the stage? Matt: A little bit. I had made the mistake of looking at the crowd before I hit the stage and it was a little scary. I wasn't expecting that many people, so it made it a little nerve-racking. GWI: You've done some commentary in the past, correct? Matt: Sort of, not gaming commentary but I've done a lot of stuff in front of crowds: acting, comedy, radio stuff. GWI: During PAX that you had the chance to hop on stage with DJ Wheat, who’s rather well known for eSports commentating. Was there any nervousness there? Matt: That was a little nerve-racking too I guess. I've never really worked with him, and it was my first time getting in front of the crowd since Cologne. Yeah, there was a bit of nervousness there between what I was gonna do and how DJ Wheat would respond. It was all pretty new. GWI: For the record, you kind of schooled him. Matt: Yeah, I thought so too, but don't let him know. GWI: What was it about Team ArenaNet's strategy that made them so difficult to beat? Do you think you'll see a lot of the same strategy repeated after the launch? Jonathan: Yeah I do. I was one of the players on Team ArenaNet, and one of the things we tried to do would be try to bring a lot of our damage and characters to one spot quickly. So imagine a quick 4 drop collapse to one spot to the middle of the map, and as soon as we knew we had that spot capped, we'd go back to positions. The way that we viewed the game would be like soccer, where you have your front line, your mid line, your back line. So instead of seeing the more traditional and defined front line, back line, mid line; we saw the field as front line, back line and mid line. So we would do a lot of that, and I think it was also had a lot to do with player skill. Mike: We play a lot. Jonathan: We do play alot. A whole lot, so as to try and balance the game. So yeah, there was a lot of player skill involved too. We understood that if you could win the individual battles, you had a good chance of winning the war. As players get better, we know they'll surpass us on the individual skill level. and employ a lot of the same strategies that we were using. The Flex builds, the 'attack this point really quickly', 'everyone split up now', and learning the secondary mechanics of the maps really well. All of those things will come into play for high level play, and even high level spectating. They'll see the builds and they'll understand the trait sets. They’ll recognize the different weapon sets, know the strategies, and know what to expect with certain weapons. You can kind of assume what utilities go well their weapon sets, and what traits they’re probably running. All that high level stuff is what the DJ Wheat's of the world will pick up on it, and hopefully the fan-base as well. GWI: Do you guys think you'll be able to hold your own after the game goes out. Jonathan: I think for a little while... Mike: Yeah, some of us will! Jonathan: We fully expect our players to surpass us, | 1/24/12 | Free | View In iTunes |
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Teaser Trailer: GW2 PvP Systems Designer Roundtable | GWI recently had the chance to sit down with some of AreneNet's Systems Designers currently working on Guild Wars 2. We thought it would be nice to post a little clip from the PvP Systems Designer roundtable with Matt Witter, Mike Ferguson, and Jonathan Sharp (you'll hear responses in that order) while we wait for approval on a few things. And yes, the dramatic pauses near the end is when they looked at each other as if they were not allowed to continue... | 1/17/12 | Free | View In iTunes |
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Guild Wars Insider Interview with Ree Soesbee | Earlier this week we had the chance to sit down and chat with ArenaNet's Ree Soesbee, Writer and Lore & Continuity Designer for Guild Wars 2. The following article is a transcription of the audio interview (also available on iTunes) put together by several people in the community. We highly recommended you give it a listen as Ree is very passionate about gaming, GW2, and her previous works. Also, feel free to drop by the GWI Forums and discuss it with us or check out our previous interview with Jeff Grubb! Enjoy! GWI: Most creators and writers in the fantasy/sci-fi space can pinpoint that single moment, that turning point when the became interested in the genre. What’s yours? Ree: There are two. When I was a small child, my mother died when I was about 6. A very well meaning Aunt gave me a red box marked Dungeons and Dragons. That might have gotten me a little interested in the game except my father, who is a southern traditionalist from the Appalachian Mountains, said “that there’s demon stuff.” He hid it. I immediately became fascinated by it. He hid it and I found it. And he hid it and I found it for about two and a half years, and by that time I went and got my own so he can hide it all he wanted and I was still able to play. It was also partially his fault because one of the things my father and I very much have in common is a love of Star Trek and Star Wars. We got a point when I was a child where we played ‘name that tune’ with Star Trek episodes. Who could name it faster. Like it would come on and you would have Captain Kirk standing in a room with Spock and we’d be going “its Trouble With Tribbles!” So he got me into Sci Fi early on and then I got into pen and paper games right off the bat. GWI: You’ve mentioned that your start into writing RPG content began after creating short stories and articles while working on your PHD in Literature and Myth. What kind of short stories were you writing at the time? Ree: You have to write and publish when you are working on your master’s degree and working on your PhD. Because I was working on Myth, I was doing a lot of study of Joseph Campbell and how stories are created. You look at a lot of Mythic Structure to see how a hero is turned into a hero through this, I started writing short stories for Legend of the Five Rings. I mailed them a set of short stories that I had by a little publication called Imperial Herald that they had put out, in house, to about 500 fans. Turned out they liked them. They liked them so much that they asked me to write some of their RPG material and from there I was hired by the company. GWI: Judging by your credits as author, I’m assuming that you got into pen and paper rpgs early on. What game(s) drew your attention? Ree: D&D, Cyberpunk and Shadow Run. We played Paranoia. Every New Years Eve was our Paranoia game. We still play Talisman and thats a board game. All sorts of just old school stuff. I used to play Mech Warrior which was one of the first computer games I played and made a little Firefly and just blew myself up as much as anyone else. GWI: Can you elaborate a bit on the story about how you started working for Legend of the Five Rings? Ree: They picked me up to write one of their books, “Way of the Crane.” I did that freelance from North Carolina while working on my PhD. Then they offered me a job to come in-house and write for the card game as well as some of the PRG books. At the time, I was getting very frustrated with my PhD. I’d finished all my course work, I had this huge thesis of Edo Era Literature, and it just wasn’t going anywhere. I thought to myself “I can go get a job in writing,” which is what I love, “and I can come back and do my thesis from a far any time I want to finish the course work. And then I never really did, so I am still without my thesis on my PhD and its not quite finished. GWI: Did your fascination with Japanese history and cu | 1/11/12 | Free | View In iTunes |
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Teaser Trailer: Interview with Ree Soesbee | Just wanted to post a little teaser trailer from today's interview with ArenaNet's Ree Soesbee while it goes through editing and approval stages. Thought you might enjoy this funny little story... | 1/9/12 | Free | View In iTunes |
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GWI Podcast EP10: The Purple Bard | This podcast was obviously recorded before the Mesmer reveal, as Seven and Gallo have a lengthy debate about how the last profession should have been a Bard... or even an 80's hairband rocker. Don't ask... just listen NEWS:Kill Ten Rats Interview with Lead Designer Eric Flannum http://www.killtenrats.com/2011/11/29/gw2-interview-with-arenanets-eric-flannum/ interview around ArenaNet’s iteration process, how they’re willing to change something at any moment to make the best game possible “your ideas aren’t special” “care about your ideas, but dont become attached” “in some cases (as with energy) a solution doesn’t present itself or seem viable until we’ve developed other parts of the game. Every system in the game affects every other system in a variety of ways. Because of this, we’ll often find a solution to a seemingly unrelated problem when working on or discussing game systems.” one of the things alpha testing has been incredibly helpful for is tuning the crafting system ArenaNet Announces 8th Profession Timeline and Development Update http://www.guildwarsinsider.com/2011/11/arenanet-announces-8th-profession-timeline-development-update/ Eric Flannum post on Guru forums “I wanted to clear up some misconceptions “ "ArenaNet can't make a perfect game so their iteration process will only result in the game never shipping!" "ArenaNet can't make a perfect game so their iteration process will only result in the game never shipping!" The purpose of iterating on a feature is never to make it "perfect" but rather to raise it above mediocre to either good or great. This is especially true if you're doing something that you haven't seen done well before since you have no prior examples to consider when you're trying to anticipate problems. "There are going to be bugs when they release it so why not just release it now and fix the bugs later?" In the current western gaming market a game has one chance to find it's audience and that chance occurs right when it releases. We've all seen where releasing unfinished gets a game and none of us want Guild Wars 2 to fail because it was released before it was finished. "If the ArenaNet devs were smarter/better/more experienced they wouldn't make so many mistakes and have to iterate so often." What we've largely done is iterate on the details which is always going to happen in any game development process. all games , especially MMO's are extremely complicated projects with a lot of moving parts and nobody I've ever met is capable of anticipating how all of those things will react to each other. Again, this is especially true if you're trying to do new things. "The game looks so done. Why won't they just let us play it?" The things we've shown you at trade shows have indeed been pretty polished but it's important to consider the things that you haven't seen or that we haven't talked about. For example, out of all of our content types dungeons are probably the farthest along in overall development right now. We haven't shown them at any shows because we don't think a crowded show is a good place to show off content that is supposed to be for organized and coordinated groups. All that being said we're definitely getting closer, we'll be revealing the final profession before the end of the year, and we've got a few other things to talk about in the coming weeks as well. "They must have a date they're shooting for. Why won't they just tell us?" We do have internal dates and deadlines, lots of them. We don't tell you about them because quite frankly even if we put a disclaimer on things and told you that it was only a "rough date" or an "estimated release" or something like that, we'd be held to it and accused of lying if we didn't make that date. It would put pressure on us to release something before it was ready and as I talked about earlier we really don't want to do that. | 12/20/11 | Free | View In iTunes |
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GWI Podcast EP9: All About Speculation | This week we're joined by Kefkah of MMOFringe to talk a little bit about the last profession, release timelines, and all that fun stuff you do when you're far too excited about a game. NEWS: Evolution of Cinematic Conversations http://www.arena.net/blog/jim-boer-on-the-evolution-of-cinematic-conversations essentially talks about overcoming the budget and creating the most within your scope of production over 1500 cinematics implemented or planned at this point had to create a system that was an effective use of time. Designers are busy folk. also had to make the system flexible enough that it could be used across multiple languages (no timed audio) and of course it had to branch out according to character storyline variables One of the interesting points of the article is how they used filters to paint over the world. Using this technique they are able to provide a stylistic backdrop as well as draw attention to their crafted cinematics. Painting over the in-game scene gave us a few advantages as well. Since we don’t have to render the world during these scenes, we can ensure that the conversations will run smoothly no matter what the machine. At the same time, it masks background distractions from the player’s field of view—something that’s difficult to control in an MMO G4TV’s The MMO Report Thanksgiving Special- In The Booth With The Guild Wars 2 Voice Actors w/ Interview of Bobby Stein http://www.g4tv.com/thefeed/blog/post/718625/in-the-booth-with-the-guild-wars-2-voice-actors-the-mmo-report/ Cory Schriener visits Bobby Stein in the LA sound studio to sit in on a few lines being read. 3 years 80 times the amount of dialogue as EotN Book 3 Delayed: Sea of Sorrows by Ree Soesbee delayed from March to June 2012 does this mean anything about the timeframe of launch? Name is not yet set in stone Guild Wars Beta and the Last Profession http://www.guildwarsinsider.com/2011/11/tis-season-guild-wars-beta-final-profession/ Lore Break: Mailbox functionality - Kaden Purple Fan http://wiki.guildwars2.com/wiki/Professions_reveal#Upcoming_reveals original artwork revealed at Gamescom 2010 most of the artwork was revealed to be the professions, some with a few tweaks Listener Thanks: 5 Star from Foller Kid Very high quality podcast, nice and clean. Thanks for not having the sterotypical gamer voices. Xithorn from Twitter Long time GW1 player and just discovered the great podcasts you guys are doing, absolutely LOVE IT, keep up the good work! Special Events! Forums Are GO! VISIT US DAILY: www.guildwarsinsider.com www.twitter.com/gwinsider CHECK US OUT EACH WEEK: iTunes New and Noteworthy. REVIEWS! COMMENTS / SUGGESTIONS seven@guildwarsinsider.com | 12/1/11 | Free | View In iTunes |
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GWI Podcast EP8: Vertically Challenged | The gang is all here as Seven (@xSeven) is joined by Lady G-Money Gallo (@Lady_Gallo) and Tyler (@Aknobi) for a recap of the latest news around Guild Wars 2. Also be sure to swing by the new forums and say hello! NEWS: Guildwars2PvP Interview with Tirza Bauer, Environment Artist at ArenaNet http://guildwars2pvp.com/2011/11/team-arenanet-interview-part-4-tirzah-bauer/#more-689 Preferred character is a female Asura guardian Usually teams with Izzy to guard the middle position of the map. Likes to call the clocktower home Fav strat is 2 Engineers in the tower with Thumpers Fav moment was fighting KatieChops from Boon Control, both had identical race/prof makeups Tactic: Target the Treb from bottom of ram, hit Judges Intervention to teleport to it and pop Shield of Absorption to do a knockback that throws the opposing player off the platform. Then has time to take out the treb before they get back Not nearly as wordy as Izzy Team ArenaNet Suffers First PvP Loss of Con Season Joey Knight (aka @JoeHostile) of the ArenaNet QA crew confirmed on Twitter that the devs lost their first PvP match at G-Star in Korea JoeHostileNov 10, 10:47pm via web WOW! I just heard that our #ArenaNet #PvP team lost to old school #GuildWars War Machine & Last of Pride members @Gstar_GameShow! JoeHostile @GWInsider It's so but how awesome is that!? We went undefeated at PAX and our Korean players had never played before! GWInsider: @JoeHostile you do know this means they'll blame the loss on bug exploitation and simply point fingers at you. Haha JoeHostile: @GWInsider HA! We have a motto around here - "excuses are the first sign of defeat"@IzzyCartwright knows this! ArenaNet Blog: Chuck Jackman on Updated Cinematic Conversations http://www.arena.net/blog/chuck-jackman-on-updated-cinematic-conversations A lot of what we’ve seen so far is placeholder, so writers could understand pacing There’s essentially 3 tiers of cinematics Tier 1, or “Full Cinematics,” would be the high-action, Ascalon-destroying, dragon-smashing moments of the story. Handled by our proprietary tool, called Cameo Done by the same amazingly talented team that handles the beautiful trailers you’ve seen. These use a marriage of 2-D and 3-D art and animation. Tier 2 These are the nuts-and-bolts story moments, all the twists and turns, and the proverbial meat of your character’s personal tale. These are not pre-rendered and take place when the story needs more than in-game action to progress. These are the cinematic conversations. Programmers essentially created a toolset allowing the cinematics team to select from a variety of motions and pair them with emotions, essentially creating different combos Chuck then partners with Heron Prior to get any motion caps needed We use a camera-less motion capture system called the Xsens MVN system, which is a suit with a bunch of little inertial sensors in it that track the constant movement of the body and relay that info back to the computer. This system gives us a lot of flexibility because we can use it outside rather than just inside the studio. Once this is done, either I or one of the other animators put the data into Motion Builder. We then do extensive cleanup and reposing, and then it’s off to Maya for some additional love and polish. This becomes the “base” idle, or foundation, animation for the emotion. Think of it as the body language or the overall pose and movement of the body. Then gestures are set to happen at key points in conversation I think he forgot Tier 1. Haha BREAK ArenaNet Blog: Eric Flannum on the Guild Wars 2 G-Star Demo http://www.arena.net/blog/eric-flannum-on-the-guild-wars-2-g-star-demo Once ArenaNet found out NCsoft was going to show off GW2 at Gstar, they decided to take the opportunity to make something new focused on human starting area some hurdles in localization, korean alphabet and of course Korean voice acting | 11/21/11 | Free | View In iTunes |
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GWI Podcast EP7: It’s GW-EN Time | This week Seven is joined by another new co-host Lady Gallo of GW-EN.com for an exciting fanboy filled episode about the latest happenings in Guild Wars 2. ArenaNet Halloween! http://www.arena.net/blog/halloween-at-the-studioDaniel Dociu Makes Cover of National Geographic http://www.arena.net/blog/daniel-docius-art-featured-in-latest-national-geographic ArenaNet on the Radio http://www2.kisw.com/listen/bj-sheas-geek-nation-guild-wars-2 http://www.youtube.com/watch?v=lACWjzKy8_o BJ Shea’s Geek Nation on KISW 1500 dynamic events weekly content updates Guild Wars 2 Production Update by Jon Peters http://www.arena.net/blog/guild-wars-2-development-update-by-jon-peters Retooling of the Engineer Toolbelt functionality updated to make gameplay feel more engineer-like F1-F4 tie into the skills in slots 6-9, essentially creating combos/upgrades Essentially created 23 new skills To give some examples, an engineer that equips slots 6-9 with Elixir H, Flamethrower, Slick Shoes, and Rocket Boots would now have the following skills in their tool belt: F1 - Throw Elixir H: A ground-targeted skill that throws Elixir H at the target area, randomly granting vigor, protection, or regeneration to allies in the area. F2 - Incendiary Ammo: Your next three attacks cause burning. F3 – Super Speed: A very short but powerful speed boost. F4 – Rocket Kick: A kick that causes AoE fire damage. I personally love popping Incendiary Ammo, firing off a few rounds, swapping to my flamethrower, chasing the enemy with Super Speed, and finishing them off with a Rocket Kick. Ranger Pet Update Lots of discussions about pets being “broken” “The difficult question wasn’t what was wrong with ranger pets, it was how to fix them. Well, that answer is finally here.” Rangers now have a total of two terrestrial and two aquatic pet slots. Amphibious pets are able to occupy either terrestrial or aquatic slots. use F4 to swap between the two valid pet slots during combat. This mechanic works even when your current active pet is defeated, allowing a ranger to quickly adapt when a pet is downed or when a situation arises that calls for a new pet. Swapping pets has a cooldown associated with it A downed pet that was swapped out will be at full health when he is swapped back in. Pet stances: Active and Passive (toggle with F3) Attack Specific= F1 (Active fights whatever you’re targeting) Pets no longer evolve/level. They match level of Ranger Charming a species unlocks that species, allowing you to equip it (outside of combat) whenever you want no stables players can use any type of pet Each family has three basic skills that define that family. For example, bears are hard to kill, drakes do AoE damage, devourers use ranged attacks, etc. These are automatic Each species within a family has a unique skill. For example, polar bears have an icy roar that freezes enemies, while brown bears have a roar that removes conditions. This family skill has a cooldown and is activated by the ranger by hitting F2 Cross Profession Combos 2 Elements to Combos: Initiators and Finishers Initiators create effect fields, AOE areas of elemental effects or others (poison, light, dark, smoke) Finishers are actions within the areas (firing projectiles through, leaping, etc) Use Ricochet through a Firewall to get a bouncing axe that has a chance to burn the targets it hits. Leaping Death Blossom through a Symbol of Faith will remove conditions from allies near your target. Stomp inside a Smoke Screen to cloak nearby allies Finding out combos is left to the players (expect a guide online of course) When two players create a combo, we create a floating notification for each player that shows that they did a combo and which skills were involved. Skills also display their field type or finisher type in their description, to help players experiment. Lore Break: | 11/10/11 | Free | View In iTunes |
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GWI Podcast EP6: Just A Hiccup | This week Seven is joined by GWI's new co-host, Tyler (@Aknobi), for the latest Guild Wars 2 news and interviews! Audio Team Field Trip http://www.arena.net/blog/video-audio-team-field-recording-trip James Ackley (Audio Director here at ArenaNet) shares a field trip the ArenaNet audio department took recently to the inactive Satsop Nuclear Power Plant to record audio forGuild Wars 2.Capturing reverb patterns to recreate spacial effects in house back at arenanet. “Wish You Were Here” Environmental Concept Art Postcards http://www.arena.net/blog/wish-you-were-here-arenanets-environmental-postcards A few years back during the development of Guild Wars: Eye of the North, ArenaNet concept artists like Matthew Barrett, Jaime Jones, and Kekai Kotaki produced a series of environmental art “postcards” as a sort of visual brainstorming exercise. “The idea was to paint as many different environments and as many different color palettes as you could,” said concept artist Matthew Barrett. “It was sort of a shotgun approach to getting cool environmental images.” Guild Wars 2 PVP Interview with Izzy http://guildwars2pvp.com/2011/10/team-arenanet-interview-part-3-%E2%80%93-izzy-cartwright/ Fav Professions: Thief (Shortbow and Dual Pistols) Support Warrior (Sword/Warhorn and Hammer) Roles: Normally the guy calling out team tactics and plays a forward support role thief on split builds and heavy team fighting builds he plays a high DPS Ranger Strats: Likes to run the split/collapse strategy, using a “sandbag” engineer (thumper/rifle turrents used to kite inbetween) Necro for main offensive Someone on Treb 2 Thieves play a burst/support role and flex where needed The goal is to create chaos with the thieves, take points with Necro/Treb, and hold 1 point with eng. Strat developed by the Second ArenaNet team to bust Team #1 strat of Warrior/Guardian holding middle Fav Moment: Tells a story about how he and Tirzah were holding down the center point when the other team, using the split build, had a couple of thieves that were just rocking them with a lot of hit and run / teleporting tactics. Izzy and Tirzah would use a very front loaded burst combo, that would make for a huge spike in damage, but essentially took 4 seconds to build. After being down by about 300 points (out of 500) Izzy and Tirzah changed strats to a less bursty/frontloaded build, and one where Tirzah would wait to use Judge’s Intervention to teleport to the thieves as they tried to escape. Tips: Know your map, know shortcuts and hot to get to points quickly (he spent hours running around rooftops using savage leap) Keep the trebuchet down at all times. A rush of 4 people may be necessary Know when to go in for a kill Quick Note About ArenaNet Flickr updates http://www.flickr.com/photos/arenanet/ Dwarves: They act as guardians of the Depths of Tyria, fighting off the minions ofPrimordus and denying them passage to the surface. As such, they are hardly ever seen. Interview with Ben Miller, Daniel Dociu, and Jeff Grubb http://gw2.luna-atra.fr/interview_Anet_PGW/#vo Ben Miller (Game Designer), Daniel Dociu (Art Director) and Jeff Grubb (continuity and Lore Designer). Question about Seers and Mursaat again confirm that they’ll be in a storyline Disconnects in Encounters still provide karma points Daniel on directing artists One thing I try to convey to all our fans who are interested in art is that we don’t look at art style as the product of one single artist or one single mind. I don’t take it upon myself to invent, impose and dictate a style in its most minute levels of detail I made this analogy to cooking. A chef can decide to put on the menu a bean soup. That’s kind of the theme. But there’s a lot more than just beans and water that goes to make a good soup. All the artists are not only encouraged but expected to contribute their own ingredients. | 11/1/11 | Free | View In iTunes |
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GWI Podcast EP5: PvP Strats to the Max | This week Seven is joined by Malchior Devenholm to talk a little PvP... Ok, a lot of PvP. Tune in for the latest news and some interesting insight into what's going on in the GW2 community. NEWS: PvP Interview with Jon Peters (Systems Designer) http://guildwars2pvp.com/2011/10/team-arenanet-interview-part-1-jon-peters/ loves to play warrior with sword/shield and longbow or hammer. Sword/shield is for mobility with some utility on the shield, and the longbow/hammer are my AoE weapons of choice, depending if I need damage or control. Once you play Guild Wars 2 PvP for a while, you will see that profession composition does not matter like it does in other games, but the more interesting choices are which weapons, heal skills, utility skills, elite skills, and traits to bring to the game. Tip: if you are attacking a capture point, do bring defensive skills. It takes time to get there and so you want to make sure that if you invest that amount of time, then you’ll survive. Tip: Holding on to at least one capture point for the entire game is really important and is what separates good teams from bad teams. PvP Interview with John Corpening (Programmer) http://guildwars2pvp.com/2011/10/team-arenanet-interview-part-2-%E2%80%93-john-corpening/ My favorite profession is guardian. I like using sword and focus for damage, and mace and shield for area control. To support the trebuchet I decided to play ranger because rangers are fast and deadly. As a ranger, I like axe and warhorn for damage and speed. I also use the longbow for its range to soften up targets approaching the trebuchet. An unmolested trebuchet is a force multiplier, because within seconds you can hit targets all over the map. Attacking or defending the trebuchet is a commitment of resources that can have a big impact on the fight going on in the field. While we were preparing for our gamescom PvP matches, we decided that our best strategy was to let me defend the trebuchet on my own under most circumstances. As a result, I learned to fight different professions one-on-one. One of my favorite tactics is to send two heavies to center, a necromancer to the enemy capture point, a person on trebuchet, and a person floating to where there is need. Tip: I would set my Spirit of Nature’s Renewal at the edge of a cliff as soon as I would see an enemy approaching. When fighting with a ranger in the enemy team, you need to make sure to take down that spirit first or the ranger becomes really hard to kill. As soon as my enemy starts to attack my spirit, I knock them off the cliff with a point blank shot. Planet of the Grawl http://www.arena.net/blog/planet-of-the-grawl jeff grubb Authenticators: Verisign Interview with Colin at Eurogamer by TubeElephant http://www.youtube.com/watch?v=mGfBYSg6cUI Nowgamer Interview http://www.nowgamer.com/features/1080525/guild_wars_2_beta_release_date_and_gameplay_interv%20%20iew.html Colin and Theo talk a little about closed beta (nothing new touch on Conventions and how they’re used for player feed back and balancing We have a team of people that is dedicated to developing out-of-game applications for Guild Wars 2. We haven’t finalised all of the stuff they’re going to put together for release, but we have shown an official app that you can get for your iPhone, iPad or Android console gaming being looked into but not a priority at all Colin Johanson Talking PVP with VG247 http://www.vg247.com/2011/10/06/royal-rumble-colin-johanson-talks-guild-wars-2-pvp/ Engineer Interview with Eric Flannum https://www.tentonhammer.com/gw2/interviews/engineer-reveal?utm_source=rss&utm_medium=rss talks about technology advancements in Tyria over the last 250 years Special Events! Developer Questions VISIT US DAILY: www.guildwarsinsider.com www.twitter.com/gwinsider CHECK US OUT EACH WEEK: iTunes New and Noteworthy. REVIEWS! COMMENTS / SUGGESTIONS seven@guildwarsinsider. | 10/26/11 | Free | View In iTunes |
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GWI Podcast EP4: Guild Wars 2 Beta and Beyond | Seven and Fatalis team up to talk a little about the latest news beta release date info coming out of the Eurogamer Expo. Tune in to find out their predictions! Nvidia GeForce special with Colin Johanson http://uk.geforce.com/whats-new/articles/eurogamer-2011-arenanet-on-guild-wars-2-beta-origins-and-profitability Asura starting area (not yet shown) will be littered with Golems Confirms Closed Alpha is current status, closed Beta by end of year Outcome of closed beta determines schedule for open beta and release Nowgamer Announces Release order (kind of a given) http://www.nowgamer.com/news/1065014/guild_wars_2_release_date_to_be_determined_by_beta.html Gamereactor interview with Chris Lye http://www.gamereactor.eu/news/8815/GRTV%3A+Arenanet+on+Guild+Wars+2/ pretty standard “game overview” interview one of the first videos to announce “beta by end of year” MMOsite Announces GW2 Beta date (33% Chance) http://news.mmosite.com/content/2011-09-21/rumor_guild_wars_2_to_begin_closed_beta_in_november.shtml The news comes from a French gaming site, who has translated a Korean gaming convention press release from NCSoft saying that ArenaNet will present Guild Wars 2 at Korea's largest gaming expo – Gstar on November 10th-13th. In addition, a statement also included in the press release: ArenaNet would be present at the expo "following the start of the Beta West". (translated from Google) Martin confirms as “no surprise here.” Key word closed. ImagineFX Spotlights ArenaNet Artists http://www.arena.net/blog/imaginefx-spotlights-arenanet-artists latest issue of ImagineFX, a the digital art magazine, features a cover story about ArenaNet artists and their work on Guild Wars 2. cover by Hyojiin Ahn that shows off an early concept of a member of the sylvari Nightmare Court (pictured below). artists like Daniel Dociu, Matt Barrett, Kristen Perry, and Kekai Kotaki discuss the role that their environmental art and character designs play in the development of the game. BREAK Guild Wars 2 Live PVP Interview with Isaiah Cartwright http://www.guildwars2forum.com/threads/1027-GuildWars2Live-PvP-Interview-with-Isaiah-Cartwright-(2011-09-22) Bubble effects depends on skill but will reflect or destroy incoming attacks could be aoe or buff based limit to number of people it can effect talking point: didn’t see much use of this in PVP at least organized use could be great in the clocktower Hasn’t been balanced in PVP Good interview for those just entering the game and want a PVP breakdown around competitive play. hot joinable games for casual PVP up to 10v10 World v World using PVE characters from 3 servers battle it out Automated tournaments Competitive PvP will have all characters at 80 and maxed out. Even playing field core mechanic will be “conquest” (race to xxx points) Special Events! Developer Questions VISIT US DAILY: www.guildwarsinsider.com www.twitter.com/gwinsider CHECK US OUT EACH WEEK: iTunes New and Noteworthy. REVIEWS! COMMENTS / SUGGESTIONS seven@guildwarsinsider.com | 9/30/11 | Free | View In iTunes |
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GWI Podcast EP3: Asura Madness | This week Seven is joined by Hexwise, Talk Tyria's self-proclaimed secretary extraordinaire, for a recap of the PAX Demo, PvP battles, and the awesomeness that was Asura Week. PAX Rundown: PVP Tweeting Overload Look and feel ArenaNet vs Fans Talking with Matt Jeff Grubb Interview Asura Week! Matt Barret on Asura Design The little people themselves were conceived originally as scrawny, creepy, Gollum-like, gnome-y creatures, with pointy red hats, arcane mutterings, and pale skin the asura needed to be at least a little sympathetic, or even cute, but not too cute. Thus, they gained their present feline-reptilian-alien aspect. 9 Min long video of drawing an Asura Jeff Grubb: The Tale of Mr. Sparkles Surviving tale of the Asura from 2008 Name changes happened, but primarily the story held Many of those concept stories are no longer applicable, but this one – about an asura artificer and his sylvari assistant – has hung on. There is just one change we made: Originally, the asura’s name was Gixx—he was going to be the iconic asura, before we replaced him with Zojja—but we took that name for the leader of the Durmand Priory. Short of that name change, the story stands as written in 2008. Matt Barrett on Asura Evironment Art designs for asuran architecture draw heavily from ancient Hindu temples black and white: bladerunner or aliens? Jeff Grubb Advice Column: Hey Bookah! Angel McCoy on Writing the Asura Most asura use big words (like “alchemagical”). With the asura, we writers have a license to make up words, combine words to create something fantastic, and use existing words in strange new ways. As a result, we’ve developed intimate relationships with our dictionaries and thesauruses. Heron Prior: Asura Animation 45 sec video issue was size use of character weight Ree Soesbee: The Old College Try Krewes The Arcane Council The asura are led by the Arcane Council, a brain trust that is said to be comprised of the best and brightest minds in the nation. Unfortunately, the reality of the situation is that most asura are far more interested in being inventors than bureaucrats, and the Arcane Council is all too often made up of those who ran the slowest when an opening was announced. The Inquest Where the colleges see power as a useful tool toward understanding the Eternal Alchemy—the Inquest sees power as a goal in and of itself. JG: They see themselves as the future of the Asura, and the Nightmare Court are outcasts, and the Sons of Svanir are the rowdy guys that, if they don’t make trouble, will be tolerated. The Inquest are Lex Luthor in Metropolis. They have tangible political power. The College of Statics Those asura who join the College of Statics are builders The College of Statics is more traditional, more conservative; those Asura who want to go in and find old knowledge that is lost tend to be of this college. The College of Dynamics The asura of the College of Dynamics are best understood as the gizmo makers Much more energetic, much more explosive. They are experimenters. Their belief is to move everything forward. They are the ones who are building new creations. The College of Synergetics Within the College of Synergetics, asura are all about shaping energy and building connections. Here you can find the more mystical thinkers, those who study the raw matter of magic itself and disdain the solidity of the functional world. They’re a little more mystic. They’re dealing with primal building blocks. They’re saying, “What is magic? How far can you divide magic before it stops being magic? How does everything interact with everything else?” PC Gamer http://www.pcgamer.com/2011/09/19/guild-wars-2-meets-mech-warrior-in-the-asura-battle-suit/ Will be a racial elite skill will be allowed in World v World v World will not be allowed in competitive PVP | 9/20/11 | Free | View In iTunes |
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GWI Podcast Interview with Jeff Grubb | Shortly after Gamescom, Jeff and I sat down for an evening to talk about his history as a writer and his epic journey through the gaming industry. And yes, there's quite a bit of Guild Wars and Guild Wars 2 content in there as well. Find out the questions asked after the break! | 9/12/11 | Free | View In iTunes |
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The Guild Wars Insider Podcast Pilot Episode | We've finally decided to bring it to the web, the pilot episode of the GWI podcast! Join Seven (GWI) and Tigerfeet (www.secretagentcat.com) in this inaugural episode, as they bring you the latest GW2 gaming and community news. Be sure to check out GuildWarsInsider.com for additional show notes and links! Note: As pilots generally go, this episode was recorded just hours after Sylvari week. Expect more up to date news, info, and interviews in future episodes. | 8/30/11 | Free | View In iTunes |
| Total: 16 Episodes |
Customer Reviews
Another great Podcast by the host of Raid Warning and App Nation
GWI is a well-paced, entertaining podcast for all thing Guild Wars 2 related. I look foward to more casts as we await the release of Guild Wars 2. If you are a fan of Guild Wars you will enjoy this podcast.
Keep it up!
I love this podcast! Very excited about guild wars 2, so keep this goodness coming!
THE source for info on Guild Wars 2 development!
This is a very solid podcast, chock full of info and updates with little to no dithering. Sound quality, pacing, and tone are all superb. If you're looking to learn more about the hottest news on this game, subscribe! This is also rather participatory, and Seven is receptive to suggestions and feedback. Give it a listen!
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