A
reddit AMA with Mike O'Brien has word from the ArenaNet boss that
Guild
Wars 2 game director Colin Johanson is leaving the company, saying this is
on good terms, and they remain good friends (thanks Marvin T. Martian). Mike
says he will be stepping in as game director for Guild Wars 2 for now, and that
while he is excited about returning to such a role, one of his goals is to
eventually hire someone to replace him to guide the MMORPG sequel. He also takes
the opportunity to lay out plans for the game's future:
We recently
started PvP season two and we’re about to launch the next raid wing. After that
we’re packaging up and preparing our next big quarterly update for April. The
April update is about reducing grind, clearing away some tedium, getting quickly
to the fun, and improving rewards. We’ve always said that Guild Wars should be
about having fun rather than preparing to have fun, and this will be a
back-to-our-roots kind of update. After the April update, we’ll start live
beta-tests of improvements to WvW. Our goal is to be very incremental and
visible with the changes we’re making there, so that players are involved every
step of the way. Further on, we’ll launch the next raid wing in May or June,
then Living World and the next quarterly update.
You’ve seen in past years that we went through times when the whole company
worked on one thing. In 2013, the year we shipped 21 Living World updates,
pretty much the whole company was working on Living World. In 2015, we were all
working on the expansion. Going forward we’re putting ourselves in a more
sustainable mode where live and expansion don’t compete with each other.
We have about 120 devs working on the live game, 70 devs on Expac2, and 30 devs
on core teams that support both. Within these groups we have cross-discipline
teams with focused missions. For example on Live we have the PvP team, the WvW
team, the Fractals team, the Raids team, the Living World team, the Legendaries
team, and a couple others. The teams are charged with carrying a feature from
inception and design through completion. When they finish, we typically package
work from multiple teams into a single release, then we hand it off to release
teams for final voice integration, localization, QA, and release
management.