Take risks
“Let’s try it.” You hope to hear that phrase at the end of a meeting, especially if that meeting was contentious, or if the idea discussed is new and radical.
Imagine a playground full of kids playing. At its best, playing is making mistakes in a safe environment and learning from those mistakes in a way that encourages growth. Trying out new ideas or making drastic changes is the way we as designers get to d3 gold for sale play with the game. It’s where we slip and fall, scrape our knees, and otherwise monkey around on the jungle gym. While we don’t try out every idea, we use our collective experience to get a sense for what has promise—what we should follow down the rabbit hole. We look at where our ideas break, how they break, and why they break. You can see this in how we redesigned the sylvari, d3 gold fast delivery or in how we have developed the professions. They’ve all undergone quite a bit of transformation over the last few years as we have tried out different approaches and learned from those very playful experiences.
Purpose: To reinforce our general design culture of iteration. You can’t innovate in an environment that is averse to failure. You must embrace the risk of making diablo 3 gold mistakes. At the end of the day, if something doesn’t quite turn out the way you wanted, it’s not failing, it’s playing—and you grow for having done it.
Do it well or don’t do it at all
With a game as big as an online world, you need to pick your battles very carefully. Every feature you choose to invest resources in something means some other element gets less attention in one way or another. Hopefully, at some guild wars 2 gold point, you get a good idea of what it takes to make a profession, a skill for that profession, or whatever the feature or set of features at hand may be. You get a sense for the overall resource cost of any particular element. When that happens, you start seeing how parts contribute to the whole, and you are able to see where some features would drain resources away from more important core areas. With Guild Wars 2, we tried to err buy diablo 3 gold on the side of doing a few things great, rather than doing everything less than great. What does that mean? It means that we focused on the core of the experience instead of the unnecessary trappings. It also means we chose to cut features. If you make the wrong decisions about what you focus your development resources on, you may create an aberrant experience. But when that focus is applied correctly, you end up with the superior level of polish that is only possible through the devotion of sufficient time, energy and talent.
Purpose: This enables us to focus our resources on the most important game elements we want to make great. The result is a game that has a consistent quality bar, and thus a consistent feel. If any feature isn’t going to be able to meet that bar without hurting something else, then it needs to go for the sake of the greater whole. It’s a vicious jungle those little features live and die in.
2012年8月1日星期三
2012年7月26日星期四
The Artistic Origin of the Charr 3
As Charr Week rumbles on like an unstoppable war machine, let’s take a look at the origin of the charr from a visual point of view. I talked to the three ArenaNet artists most responsible for the look and feel of the charr, Katy Hargrove, Kristen Perry, and Kekai Kotaki, to get their take on this iconic Guild Wars 2 race.
Character Artist Katy Hargrove created the original concept art that evolved into the charr, the main adversaries of mankind in the original Guild Wars.
Q: Katy, what was your main inspiration for designing the charr in the original Guild Wars?
Katy: The charr would be the main threat to the humans of Ascalon, so we wanted something inhuman, iconic, and intelligent.
The original concept for the charr was a race of animalistic creatures that have a variety of forms and functions. Some of these creatures would be brutish brawlers that ran on all four limbs, while others would be more intelligent magic users who would stand on their back legs, performing rituals and holding magic artifacts with their hands.
Initially we were considering an orc-like race of creatures, but I think everyone buying d3 gold soon agreed that we didn’t want to make orcs, ogres, or trolls the main bad guys in our game. They’ve been used in many books, movies, and games, and have been done very well. We needed something different, something that would grab at your gut without needing to be explained.
In our world, if you are a human, large cats are terrifying. They’ve been eating people for thousands of years, and they come for us out of the trees and the brush and the darkness. So we took a risk and tried concepting cat people. However, the original concepts weren’t impressive, and even came troublingly close to being cute. We began incorporating fire and horns into their designs to push towards a more threatening, demonic feel. We ended up with a fire worshipping race of hell cats. As we fleshed out more of their story we followed through on less of the varied forms than we originally planned, but you can still see remnants of the original design in the stances of the magic-using and weapon-wielding charr in Guild Wars.
Q: Did you work from a text description of what the charr diablo 3 power leveling looked like, or did you just set out to design an aggressive, animalistic race?
Katy: The original text description for the charr didn’t describe their look much. It mainly described the charr attitude as a race and some of the things they might do in terms of play mechanics. We had a lot of artistic freedom when it came to designing the charr.
One of the ideas that helped sell the charr as a race was they wouldn’t just be dudes with cat heads. When talking about cat people as a concept, that is the mental image that met with the most resistance. I began talking about the charr in terms of being not dudes with cat heads but as chimera-like monsters that joined several animals together, with heavy feline features. I remember a key meeting when I drew a quick sketch of a bipedal cat beast to get the point across, we then began concepting to flesh out the race and really sell the idea – and a charr was born.
Kristen Perry was the character artist who volunteered to craft a viable design for the female charr in Guild Wars 2. The female of the race had diablo 3 items not been seen in the original game, so creating a concept that was both recognizably female and recognizably charr was a challenge.
Q: Kristen, can you talk a little about the different approaches you tried out for the female charr before settling on the final design?
Kristen: As a team, we had many discussions regarding the direction of the female charr, and a lot of that back-and-forth was in the form of thumbnail sketches and theoretical debate. These discussions centered around the tension between making the female charr attractive to the playerbase while still making it look like part of the same race as the male charr.
Much of the problem was in making the female charr more universally attractive, which leans towards a more human appearance. Those initial designs explored the tension between an acceptable human notion of beauty and an animalistic design that is cool, but just too “creature” for the average player to find engaging. This exploratory process brought about one model design that was indeed more humanoid and catgirl in appearance. It had the back leg joint articulation gw2 gold of the charr, but stood much more upright, had a human neck, slender arms and almost hand-like paws—and, yes, breasts. The problem with this design, though, was we were trying to find a solution between both goals, which meant we didn’t really satisfy either. The human part of our charr catgirl wasn’t human enough to be cute, and the charr part of her wasn’t charr enough to be fierce, let alone look like a female of the same race. So while this experiment was very important for visualization, in the end it didn’t give us the result we wanted.
By this point we knew we didn’t want a catgirl, but there was still another conundrum to solve. The males of the charr race are large, overly muscular, brutish, and monstrous. We couldn’t give the female of the race the same hulking masculine proportions, because then there’d be no real way to see any gender difference. But how do you make a smaller, less muscular, less imposing member of the race feel just as powerful as their male counterparts?
Q: So how did you strike that balance and create something that was both feminine and charr-like?
Kristen: Well, when I started designing gw2 gold for sale the female charr, I definitely wanted her to feel just as fierce as the male of the race. She had to feel sleek and agile while at the same time have an appearance of strength and power. By thinking in terms of movement, it became clear the answer was in optimizing nuances. Yes, she had to be large and robust like the male, but we could tone down the testosterone by really extending her body lines to gracefully flow from the top of her head to tail tip.
I didn’t see any reason whatsoever to give her less clawing power, so I rebuilt the sabers on her hands and feet and brought out the padding design. The face and horns were designed with style and movement in mind, but also incorporated markedly more feminine cat-like features instead of the more monstrous male features, though there will be those options too. The horns don’t have a particular direction to denote gender; they just have to look cool. The female’s tail, however, has long hair. This was a very specific thing I wanted to include, as I love the sweeping feel to the long hair, and it’s an easy detail to note from behind in telling whether the charr is male or female.
Finally, there was the matter of the chest. It really didn’t make any sense to have boobs on a charr female, particularly with all the effort we took to make her sleek and fierce. We thought they should have no breasts at all or at least hide them under some fluffy fur. Above all else, we needed to be true to the race, of course! There was still some debate, however, so I gave them a choice: either be subtle and downplay the breasts (it wasn’t a point of the race, anyway) or go full-on realistic. Yes, that’s right —none or six!!
But really, the armor augmentation required for six boobs would be just as ridiculous, so none it was!
Concept Art Team Lead Kekai Kotaki was responsible for bringing the look of the charr 250 years into the future, to the time of Guild Wars 2. The warlike charr have changed a great deal since they first appeared in Guild Wars, so their updated design had to reflect their more industrial culture. I thought we’d let Kekai get in the final word on the charr.
Q: Kekai, how did you approach the charr design for Guild Wars 2?
Kekai: My approach was simple: make the charr badass. And then make them even more badass.
Character Artist Katy Hargrove created the original concept art that evolved into the charr, the main adversaries of mankind in the original Guild Wars.
Q: Katy, what was your main inspiration for designing the charr in the original Guild Wars?
Katy: The charr would be the main threat to the humans of Ascalon, so we wanted something inhuman, iconic, and intelligent.
The original concept for the charr was a race of animalistic creatures that have a variety of forms and functions. Some of these creatures would be brutish brawlers that ran on all four limbs, while others would be more intelligent magic users who would stand on their back legs, performing rituals and holding magic artifacts with their hands.
Initially we were considering an orc-like race of creatures, but I think everyone buying d3 gold soon agreed that we didn’t want to make orcs, ogres, or trolls the main bad guys in our game. They’ve been used in many books, movies, and games, and have been done very well. We needed something different, something that would grab at your gut without needing to be explained.
In our world, if you are a human, large cats are terrifying. They’ve been eating people for thousands of years, and they come for us out of the trees and the brush and the darkness. So we took a risk and tried concepting cat people. However, the original concepts weren’t impressive, and even came troublingly close to being cute. We began incorporating fire and horns into their designs to push towards a more threatening, demonic feel. We ended up with a fire worshipping race of hell cats. As we fleshed out more of their story we followed through on less of the varied forms than we originally planned, but you can still see remnants of the original design in the stances of the magic-using and weapon-wielding charr in Guild Wars.
Q: Did you work from a text description of what the charr diablo 3 power leveling looked like, or did you just set out to design an aggressive, animalistic race?
Katy: The original text description for the charr didn’t describe their look much. It mainly described the charr attitude as a race and some of the things they might do in terms of play mechanics. We had a lot of artistic freedom when it came to designing the charr.
One of the ideas that helped sell the charr as a race was they wouldn’t just be dudes with cat heads. When talking about cat people as a concept, that is the mental image that met with the most resistance. I began talking about the charr in terms of being not dudes with cat heads but as chimera-like monsters that joined several animals together, with heavy feline features. I remember a key meeting when I drew a quick sketch of a bipedal cat beast to get the point across, we then began concepting to flesh out the race and really sell the idea – and a charr was born.
Kristen Perry was the character artist who volunteered to craft a viable design for the female charr in Guild Wars 2. The female of the race had diablo 3 items not been seen in the original game, so creating a concept that was both recognizably female and recognizably charr was a challenge.
Q: Kristen, can you talk a little about the different approaches you tried out for the female charr before settling on the final design?
Kristen: As a team, we had many discussions regarding the direction of the female charr, and a lot of that back-and-forth was in the form of thumbnail sketches and theoretical debate. These discussions centered around the tension between making the female charr attractive to the playerbase while still making it look like part of the same race as the male charr.
Much of the problem was in making the female charr more universally attractive, which leans towards a more human appearance. Those initial designs explored the tension between an acceptable human notion of beauty and an animalistic design that is cool, but just too “creature” for the average player to find engaging. This exploratory process brought about one model design that was indeed more humanoid and catgirl in appearance. It had the back leg joint articulation gw2 gold of the charr, but stood much more upright, had a human neck, slender arms and almost hand-like paws—and, yes, breasts. The problem with this design, though, was we were trying to find a solution between both goals, which meant we didn’t really satisfy either. The human part of our charr catgirl wasn’t human enough to be cute, and the charr part of her wasn’t charr enough to be fierce, let alone look like a female of the same race. So while this experiment was very important for visualization, in the end it didn’t give us the result we wanted.
By this point we knew we didn’t want a catgirl, but there was still another conundrum to solve. The males of the charr race are large, overly muscular, brutish, and monstrous. We couldn’t give the female of the race the same hulking masculine proportions, because then there’d be no real way to see any gender difference. But how do you make a smaller, less muscular, less imposing member of the race feel just as powerful as their male counterparts?
Q: So how did you strike that balance and create something that was both feminine and charr-like?
Kristen: Well, when I started designing gw2 gold for sale the female charr, I definitely wanted her to feel just as fierce as the male of the race. She had to feel sleek and agile while at the same time have an appearance of strength and power. By thinking in terms of movement, it became clear the answer was in optimizing nuances. Yes, she had to be large and robust like the male, but we could tone down the testosterone by really extending her body lines to gracefully flow from the top of her head to tail tip.
I didn’t see any reason whatsoever to give her less clawing power, so I rebuilt the sabers on her hands and feet and brought out the padding design. The face and horns were designed with style and movement in mind, but also incorporated markedly more feminine cat-like features instead of the more monstrous male features, though there will be those options too. The horns don’t have a particular direction to denote gender; they just have to look cool. The female’s tail, however, has long hair. This was a very specific thing I wanted to include, as I love the sweeping feel to the long hair, and it’s an easy detail to note from behind in telling whether the charr is male or female.
Finally, there was the matter of the chest. It really didn’t make any sense to have boobs on a charr female, particularly with all the effort we took to make her sleek and fierce. We thought they should have no breasts at all or at least hide them under some fluffy fur. Above all else, we needed to be true to the race, of course! There was still some debate, however, so I gave them a choice: either be subtle and downplay the breasts (it wasn’t a point of the race, anyway) or go full-on realistic. Yes, that’s right —none or six!!
But really, the armor augmentation required for six boobs would be just as ridiculous, so none it was!
Concept Art Team Lead Kekai Kotaki was responsible for bringing the look of the charr 250 years into the future, to the time of Guild Wars 2. The warlike charr have changed a great deal since they first appeared in Guild Wars, so their updated design had to reflect their more industrial culture. I thought we’d let Kekai get in the final word on the charr.
Q: Kekai, how did you approach the charr design for Guild Wars 2?
Kekai: My approach was simple: make the charr badass. And then make them even more badass.
2012年7月13日星期五
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Mates midway to help Wang Google pictures the actual papers reports
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Yesterday, the guy diablo 3 items said to journalists generated an associate to present the pup the particular pictures, considerable satisfaction.Wang Yahoo stated, he / she who seem to take Navigation show, within 24 hours he rowed your 55 kilometers connected gw2 gold with streams, which includes a amount of Eight working hours.
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Last 12 months they ordered a strong tangerine Usa AE1012 canoe, cleared within East River coaching.Twenty buy guild wars 2 gold four hours times in the evening from nine 30 every day, he’d canoe water, in Hanchuan strength plant close to say hello to the rotating Hanjiang Stream, any downstream.
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2012年7月12日星期四
Diablo 3 Beta Patch 14 Live
The new patch is out and it’s awesome! Graphics are improved, I feel
like they also improved the physics a bit, although no mention of it in
the patch notes. Seems that the monster now do double damage, are
harder to kill as well as some other difficulty increases, the Skeleton
King almost buy d3 gold
killed me multiple times during the fight. All in all the game feels
and play great. Some minor lag issues, but overall this beta feels
finished. Check out this brutal boss fight on my first run-through with
the barbarian. You can get cheap diablo 3 gold the patch notes at the bottom of this post.
For best graphics set to 1080p – click play, then click the gear icon that appears then 1080p.
Let’s take a look at the crafting changes:
Crafting
Gold cost to craft items reduced
Cost to train Blacksmith doubled
More diablo 3 gold crafting materials are now required to craft items
Chance to salvage rare crafting material from blue Magic items reduced from 10% to 5%
This just made crafting a whole lot more expensive. Doubling the price of training the Blacksmith, reducing salvage rate and really increasing guild wars 2 gold the number of materials needed to craft items. This is a much needed change as players got into the habit of mass-producing crafted items hoping for a chance to get the affixes they wanted, and salvaging and selling the rest.
Check out Markco’s commentary on the effects of the patch:
Blizzard buy gw2 gold has meet a lot of negative feedback from their long-time followers about the fact that they have sacrificed the dark, gruesome nature of Diablo and made it easier and more appealing to the “casual player”. It seems that players voices are being heard. I’m noticing scenes of gruesome murder and impalement inside of dungeons, playing the game takes more effort and skill and leveling up artisans will now be a monumental task. That combined with the Blizz dev’s promise that “You Will Die a Lot” in later difficulty stages makes me think that Blizzard still has what it takes to satisfy the hardcore PC gaming market.
Not much longer now…
For best graphics set to 1080p – click play, then click the gear icon that appears then 1080p.
Let’s take a look at the crafting changes:
Crafting
Gold cost to craft items reduced
Cost to train Blacksmith doubled
More diablo 3 gold crafting materials are now required to craft items
Chance to salvage rare crafting material from blue Magic items reduced from 10% to 5%
This just made crafting a whole lot more expensive. Doubling the price of training the Blacksmith, reducing salvage rate and really increasing guild wars 2 gold the number of materials needed to craft items. This is a much needed change as players got into the habit of mass-producing crafted items hoping for a chance to get the affixes they wanted, and salvaging and selling the rest.
Check out Markco’s commentary on the effects of the patch:
Blizzard buy gw2 gold has meet a lot of negative feedback from their long-time followers about the fact that they have sacrificed the dark, gruesome nature of Diablo and made it easier and more appealing to the “casual player”. It seems that players voices are being heard. I’m noticing scenes of gruesome murder and impalement inside of dungeons, playing the game takes more effort and skill and leveling up artisans will now be a monumental task. That combined with the Blizz dev’s promise that “You Will Die a Lot” in later difficulty stages makes me think that Blizzard still has what it takes to satisfy the hardcore PC gaming market.
Not much longer now…
2012年7月11日星期三
Diablo 3 PvP Matchmaking System
Finally some PvP talk have kicked off the in forums. This thread
concerns the matchmaking system. The title of it is called: Stop saying
PvP will be “Pay to win” where the OP is claiming that the matchmaking
is based on your gear, which is a ridiculous statement, runescape gold that got a response from Bashiok to clear up any misunderstandings.
More specifically, based off of your win/loss record. It’s not dissimilar from the matchmaker found in StarCraft II, which is based off of the Elo system buy wow gold used for Chess championships. Your win/loss and who they were against determines a ‘skill rating’, which is used to match up against other players of a similar rating. The intent is to get an even/fair match. Regardless of any swtor credits individual factors like build, gear, or player ability, you’ll find some equilibrium where you’re facing off against players that you’re about as likely to beat as you are to lose. If getting better gear raises your abilities then you’re simply matched gw2 gold against players of a higher rating. Changing builds or just getting better at PvP could have the same effect. But regardless if you move up or down you’re ultimately still netting around a 50/50 win/loss as you’re always matching against similarly rated players.
Umm… rift platinum that rating system wont work. You can’t use ratio, because someone fighting harder opponents will have the same ratio that someone fighting weaker opponents will have. It would be like pairing up professional baseball players against little leaguers simply because they d3 gold have the same team batting average and era. It’s not a fair fight.
Oh no, it’s not based on ratio. Look up the Elo system, I’m sure there’s a wiki that can explain it better than I could.
The matchmaking system is not based on your gear but your win/loss record, just like in World of Warcraft, correct me if i’m wrong. This means that you will eventually fight against players who have used real money to purchase awesome gear. There’s nothing that can the current matchmaking system can do to prevent you from not going up against RMAH users.
So, pay to win? Yes, all the way to the top.
More specifically, based off of your win/loss record. It’s not dissimilar from the matchmaker found in StarCraft II, which is based off of the Elo system buy wow gold used for Chess championships. Your win/loss and who they were against determines a ‘skill rating’, which is used to match up against other players of a similar rating. The intent is to get an even/fair match. Regardless of any swtor credits individual factors like build, gear, or player ability, you’ll find some equilibrium where you’re facing off against players that you’re about as likely to beat as you are to lose. If getting better gear raises your abilities then you’re simply matched gw2 gold against players of a higher rating. Changing builds or just getting better at PvP could have the same effect. But regardless if you move up or down you’re ultimately still netting around a 50/50 win/loss as you’re always matching against similarly rated players.
Umm… rift platinum that rating system wont work. You can’t use ratio, because someone fighting harder opponents will have the same ratio that someone fighting weaker opponents will have. It would be like pairing up professional baseball players against little leaguers simply because they d3 gold have the same team batting average and era. It’s not a fair fight.
Oh no, it’s not based on ratio. Look up the Elo system, I’m sure there’s a wiki that can explain it better than I could.
The matchmaking system is not based on your gear but your win/loss record, just like in World of Warcraft, correct me if i’m wrong. This means that you will eventually fight against players who have used real money to purchase awesome gear. There’s nothing that can the current matchmaking system can do to prevent you from not going up against RMAH users.
So, pay to win? Yes, all the way to the top.
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