I had the opportunity to interview Mike O’Brien and Pat Wyatt, founders and lead developers for ArenaNet, makers of Guild Wars. This led to two lengthy posts on the technology of Guild Wars (overview) and the database technology of Guild Wars. Those were really, as the titles suggest, tech-focused. This post, by way of contrast, is just to share interesting game-related tidbits with fellow Guild Wars players. I came away with three key notes:
Don’t hold your breath for an auction house. (The reasons are spelled out near the end of the database post.)
Cartographer titles really are calculated based on what fraction of the total possible pixels you’ve opened up, of course with a few grace percentage points so that you don’t need to really open EVERYTHING to get the 100% title. It’s that simple. (And it makes sense. They store the character’s map anyway; there’s little effort in also noting its size.)
Persistence (non-instancing) isn’t as hard as they thought, and they didn’t think it would be all that hard anyway. So in Guild Wars 2 they will have “more sense of a world,” even as there are also plenty of instanced areas ala the current Guild Wars.
There also is tons of cool stuff in the tech posts, and I hope you have a chance to look at them!