Guild Wars 2 Teaser Trailer - 21 August 2009
Wow, what a week!
By now, most hardcore Guild Wars fans have seen the Guild Wars 2 teaser trailer (if not, then gogogo!). Last week, Mike O'Brien hinted at things to come, and early this week he reminded you all that we had something up our collective sleeves.

Along with that post, the ArenaNet Community Team launched our steady build-up of tidbits before the release of the teaser trailer. We coordinated our teaser efforts so that we were in synch. I managed our social media sites at ArenaNet HQ, so we could involve those who couldn't be at Cologne (which would be most of you), while Martin did his thing on the ground at GamesCom Cologne.
Other staff members at ArenaNet played critical roles in the launch of the video teaser: people who managed the web site unveiling and who stayed overnight after the trailer went live to monitor traffic, the team in Cologne who answered the Q&A, our PR rep at NCsoft who helped set up media interviews, and of course the folks on the cinematics, art, design, programming, audio, and production teams, who worked their butts off for the past several months to create such an awesome teaser. When the teaser premiered in Cologne at noon, several staff were right here at the office at 3:00 in the morning. For my part, I was again at the social media command center, managing Facebook, YouTube, three Twitter accounts, keeping an eye on all the posts on the fan site forums, the wiki, and speaking to players on two instant messenger clients, etc. It was exciting!

We were totally blown away at the fan response. We loved the fact that the NCsoft/Aion live video feed of the booth also captured shots of the fans during the Guild wars 2 teaser premiere, and it was just thrilling to watch the crowd go wild like that!

I forwarded a lot of your comments about the video to the company, and many of them have been keeping a close eye on the forum threads (a lot of the people in the company read the fan site forums).
I realize that some of you were frustrated that the live camera feed only showed shots of the audience during the teaser, so hopefully having it up on the website for download in all its full HD glory made up for that. Another thing to keep in mind that this live camera feed was the Aion team's baby, which is why we didn't promote it on any of our own sites or social media.
I know you probably have a lot of questions about Guild Wars 2 right now. Please keep in mind that the game is still in development, and there is only so much information that we can actually discuss in public. If you've been reading in interviews with our Lead Designer, Eric Flannum, with Studio Head, Mike O'Brien, Art Director, Daniel Dociu, or Game Designer, Jeff Grubb, and seeing in Q&A sessions at GamesCom, this will give you a good idea of the bits of information that, at this point, we can talk about. So for example, we can't get into the nitty gritty details of movement (but there will be jumping and swimming), system requirements (but like GW1, GW2 will be playable on most computers), character progression, or the release date ("When it's done"

) at the moment.
There are a few neat technical facts about the Guild Wars 2 trailer that you may be interested in:
True HD Resolution
It was played and recorded in real-time at true 1080p HD resolution, not scaled up artificially.
The animated lore part of the video is produced at 1080p resolution from the ground up. All assets are created at true 1080p resolution.
The Animated Part of the Video
The animated, pre-rendered lore intro portion of the video was done completely in-house. This was not farmed out to a specialty studio that produces high-end pre-rendered videos. All of the illustrations, animation, editing, and rendering was done at ArenaNet.
The In-Game Part of the Video
The in-game part of the video is actual in-game footage. It was rendered in real-time in the game engine and recoded live using video capture hardware. Nothing was pre-rendered. All models, textures, and other assets are actual game play versions. They haven't been prettied up for marketing purposes.
Continuing Development
Maps are works in progress, and may change to better fit game play.
The team is working hard to make the game even more beautiful for the full release.
Some other questions that I can address, that I've seen on different web sites:
Guns. Yes, that charr was holding a gun. There will be rifles and pistols in the game. All races use firearms, but the charr are the most advanced in military technology. How does this work in the lore sense? The charr have rejected their gods and embraced their technology, particularly the technology of war. In contast, asura are less technological and more magical, and you can see this in the asuras' use of golems and magical gates.
Underwater areas. Yes, there will be swimming and you'll be able to explore underwater.
What or who is that creature in the final shot of the video? Let's just say that while most of the charr have rejected their old gods, the shamans, who once worshipped those gods, have not just gone away peacefully...
Orr. Yes, you will be able to get to Orr.
Beta/release date. Betas have changed since we released the original Guild Wars. Because of the changing nature of the MMOG industry and how betas periods have evolved, we're going to hold beta closer to the launch of the game. We don't have a release date yet.
I'd like to offer my personal thanks to all the Guild Wars fans out there who've been waiting to see the first glimpse of Guild Wars 2. We appreciate your patience (and even your impatience, because impatience is just one sign of being a true fan!) and your support. =)
PAX is right around the corner. I'm working on finishing the final touches for the convention. Watch the official website for information on what we'll be up to at the con.
Have a great weekend!