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Guild Wars: Eye of the North dungeon crawl

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windshell
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PostPosted: 06/04/07 - 05:37    Post subject: Guild Wars: Eye of the North dungeon crawl Reply with quote

Ben Miller of ArenaNet has a nice preview of the dungeon crawls in the Guild Wars expansion, Eye of the North up at IGN.

Notable details include his explanation of how the developers did their best to arrive at their unique take on one of the more prominent RPG conventions, the dreaded (and loved, blame the Mines of Moria) dungeon crawl. The methods at how they tried to make each dungeon feel alive and far from being plain dingy caves were also mentioned.

Details on how to travel from one dungeon to the next were also explained. Gameplay elements (bosses, allies, items, health) and the nature of consequence in these "chained instances" were also covered.

Apparently, consequence in these chained instances work in a way that when something happens in one dungeon, like your guide or party members die due to lava or some other occurrence, your guide will stay dead and you'll be on your own until you can manage to make it out of the dungeon and find a way to resurrect your fallen companions. Nice use of instancing, huh?

NCSoft's Guild Wars: Eye of the North is expected to be released around fall. The preview for dungeon crawls in Eye of the North you'll find here:

pc.ign.com/articles/793/793584p1.html


Source: mmorpg.qj.net
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