Posts Tagged Colin Johanson

Colin Johanson on Dungeon Difficulty

Posted 18/09/12 by

I thought this was an interesting post from Colin over on the official board regarding Dungeon difficulty which can be highly subjective based on your current skill level.

“What I would call ‘hard’ was trying to run Domain of Anguish and Mallyx with a balanced setup in the first weeks it was released. Many people called it impossible, but it was a heck lot of fun to do! Why? Because it offered veriety and fluid gameplay, quick and deadly like it should be. Not kiting a mob for 2 minutes and then walking into the next mob rinse and repeat.”

I’ll point out ironically, when we first turned on DoA back in Gw1 the posts you’re seeing in this forum from a few folks about difficulty were the exact same comments everyone had about DoA. It was “impossible, mobs were just tuned to do insane damage and have huge HP, there was no tactics to defeat DoA”, etc. I went back and read through the original DoA launch feedback and it was literally identical to the comments folks on the forums are leaving now.

We made the choice back then to stick with the difficulty, and give people time to learn how to play the dungeon better and overcome it. A few months later, people viewed it as the most fun thing in the game and totally reasonable without us changing anything.

We’ll be doing the same with the Gw2 explorable dungeons, our own internal testing teams and alpha test groups learned to beat them using a combination of player skill, synchronous builds, strong use of cross-profession combos, use of cooking/consumable buffs (these make a huge difference!) and well formed player tactics. By comparison, after having months to play the game and the time our alpha was complete, some of our better dungeon groups felt the explorable dungeons were too easy for launch, we decided not to make them any harder given the expected player skill on launch.

We’re actively monitoring every dungeon and working on balancing issues we encounter appropriately. We’ll be keeping an eye on bosses we think don’t have enough varied mechanics to warrant their large health pools and updating them over time to make them more varied/interesting fights. We’ll be monitoring, and continually tweaking/adding to dungeon rewards over time and of course balancing where we see the need. And of course, we’ll be looking at adding more dungeons as well!

All of that being said, the game is VERY new for most of our players, and I can absolutely promise with more knowledge of the game and advanced player skill, the explorable dungeons can all be overcome by being skilled groups. We’ve seen many groups do it just fine in our internal alpha test once they had time to learn how to play the game well. Just like Domain of Anguish in Gw1, it takes time and practice to learn how to overcome stuff as hard as our explorable mode dungeons, and that’s exactly the kind of players they are designed for.

If DoA was any indication, a couple months from now, many of you will likely be posting saying most of the dungeons are too easy and you need better challenges

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Breaking News, Colin Johanson Leaving ArenaNet!

Posted 01/04/12 by

In a press release issued from ArenaNet today, the Bellevue-based developer revealed that one of their core staff, Lead Designer Colin Johanson, will be leaving the company to work with a yet to be announced project with none other than Joss Whedon. This should come as a shock to any Guild Wars 2 fan, and inside sources say that it was no less of a surprise to ArenaNet themselves.

It was a huge shock to all of us. I mean, it’s Colin! I would understand if Martin wanted to jump ship, he has been fighting fan drama non-stop this last couple of months and could need a break, but Colin? Never! I honestly don’t know how we will cope…
- Anonymous ArenaNet source
Team AreanNet

Some of the ArenaNet employers upon hearing the news that Colin is leaving.

We were able to catch Colin for a quick comment, and he confirmed that he will leave ArenaNet as soon as Guild Wars 2 is released.

Felicia dropped me a note from Joss – and I could not refuse that invitation
- Colin Johanson
Colin Johanson Portrait

Ready for new things!

So in an ironic twist, it was actually Guild Wars 2 voice actress and internet celebrity Felicia Day who set up the initial meeting between Whedon and Johanson. Day and Whedon first met on the set of Buffy the Vampire Slayer and have been looking to do a bigger project together for some time. With Colin Johanson on board, this mystery project is looking more interesting by the minute. Can we expect a reboot of Dr. Horrible? A feature film, a true season 2?

One thing is for sure, and that is that Colin Johanson will not swing a sword again, and again, and again for ArenaNet any more.

(Original Press release)

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CynicalBrit | Guild Wars 2 Developer Talk

Posted 07/10/11 by

As a final wrap-up, TotalHalibut at CynicalBrit just uploaded a two-part video of the Eurogamer Expo Developer talk. Featuring gameplay, character creation, and more.

Part 1

Part 2

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TubeElephant | Video Interview with Colin Johanson

Posted 05/10/11 by

YouTube user TubeElephant is back, this time with a brand new video interview from Eurogamer Expo with Colin Johanson. The interview includes some previously unanswered questions so well worth the watch. Enjoy!

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Bitgamer | Interview with Colin Johanson

Posted 27/09/11 by

Also the fellows over at Bitgamer were able to snag Colin Johanson for some face time at Eurogamer Expo. It is a lengthy interview with some new information. For instance, there may be even more Guild Wars novels in the future, after the current trilogy is concluded with “Sea of Sorrows”.

BG: Are you going to carry on with the novelisations?

CJ: We have two out already, and a third being written by one of our in-house writers that’s coming out in the near future. The first book – Ghosts of Ascalon – was nominated for the award for the best fantasy novel of the year, so it’s certainly something we’ve had a really good response to so far and will continue to build on in the future.

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Eurogamer | GW2 Preview and talk with Colin Johanson

Posted 27/09/11 by

After giving Guild Wars 2 their Editors’ Game of the Show Award, Eurogamer follows up with an article on their impressions of the GW2 demos and an interview with Colin Johanson about PvP and more.

A delicate class, the mage requires tactical awareness and nimble fingers. Or – in the case of Eurogamer’s Robert Purchese – finding the button for the Elite skill that transforms the mage into a whirling hurricane, knocking other players back, and spamming it with a gleeful look on his face.

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GeForce UK | EuroGamer Expo Colin Johanson Interview

Posted 24/09/11 by

The fellows over at GeForce UK were able to snag Colin Johanson for a chat at EuroGamer Expo 2011 at Earl Courts, London, England. They talk about the asura, the history of the Pale tree, how the development is coming along and more!

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MMORPG | Interview with Colin Johanson

Posted 22/08/11 by
MMORPG Logo

MMORPG Logo

Now that gamescom 2011 is over, the media outlets are starting to gather their thoughts and release the information gained over the last couple of days. One of the sites, I am keeping an eye on (MMORPG) has just released an interview with Colin Johanson. It discusses different features of the gamescom demo including character creation, cross-profession combo and other miscellaneous items. I found this very interesting:

MMORPG.com: Tell us about an interesting boss fight which we haven’t heard about before.

Colin Johanson: In the starting area in Guild Wars 2 which we are showing here at Gamescom there’s a chain of events that lead up to a boss fight which no one has seen so far. In this dynamic event chain (four different parts), if you successfully manage to complete all these parts, a huge Ice Elemental is summoned by the leader of a tribe that worships a dragon totem you’ve destroyed which shoots ice shards all over, this event and fight actually changes the weather of the map. It causes a giant blizzard to cover this part of the map while the boss is there. The ice shards also turns into smaller ice elementals. If you defeat the encounter the ice storm will dissipate. This fight requires a minimum of five players, might be possible with a bit less if you’re really good. It also scales dynamically up to 100 players.

Read the original article at MMORPG.com!

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Lead Content Designer Colin Johanson Interview

Posted 21/08/11 by

Nvidia has posted an interview with Lead Content Designer Colin Johanson at Gamescom. The interview discusses how Guild Wars 2 is try to innovate and take the stale MMO genre forward.

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