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The User Interface Of Guild Wars 2 Is A Balance

Now you may think, "Hey, game designer! This is the dumbest thing ever typed

. "And it is almost. How else can you play? Here's what we mean: Since we create a living online world where you spend your time fabulously, we literally live in this world that you instinctively. We do not want the world to be hidden behind tons of menus, buttons, tables, graphs, or anything else that we could perhaps put between you and Tyria.

The user interface of Guild Wars 2 is a balance between the information you need right away, the information you need from time to time, and the information received under this happens. Because the information I need in these categories is different from what you need at some point, the only common thing that we both need to experience it is that it must be instinctive and intuitive. And this is not achieved by covering your screen with lots of signs.

Be aware of how the player will interact with a game system since the beginning helps guide its scope and create a synergy between game mechanics and how the player feels. It helps us to reduce visual clutter and acts as a catalyst for difficult decisions, such as the fact that there was no red dots on the minimap.

You hope to hear this phrase at the end of a meeting, especially if the meeting was very controversial, or if the idea is new and radical discussed.


Imagine a playground with lots of children playing. At best, this play is making mistakes in a safe environment and learning from these mistakes in a way that encourages growth. Try new ideas or make drastic changes is how we as designers play with the game This is where we slip and fall, we scratched knees, in short we do the monkey on playgrounds. Although we do not try all the ideas, we use our collective experience to get an idea of what is promising and that we should go down to the bottom of the rabbit hole. We watch as our ideas do not work, how they do not work and why they do not work. You can see how we redesigned the Sylvari, or with how we developed the professions. They have all undergone some changes in recent years because we have tried different approaches and then learned from these experiences very playful.

Enhance our general knowledge of the design cycle. You can not innovate in an environment that is opposed to failure. You should realize what the risk of making mistakes. Finally, if something is not quite the way you want, it's not a failure, it is part of the game is progressing and to have done.

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by: wuting
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