
It’s an anniversary. Four years today the original Guild Wars: Prophecy came out. Seeing this day approaching, we grabbed the chance to have a quick e-mail exchange with designer Eric Flannum about all that time and even let him include “®” symbols in his answers, as the birthday boy can do such things. We also resist trying to make Eric talk about Sacrifice, the other splendid game he was involved with, because this is Guild War’s special day and it’s hardly the time or the place. Questions and answers are found below in an instanced area below.
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Posts Tagged ‘Eric-Flannum’
Guild Wars 4th Birthday: Eric Flannum Interview
Posted by Kieron Gillen on April 28th, 2009.
Share ·The Making of: Sacrifice
Posted by Kieron Gillen on August 31st, 2007.
Share ·[Another of my Making Of's from the vault. I was pleased that I got a chance to do this too - it's much easier to get a developer to talk about their previous game when it's one in a series which they've making a sequel to. It just ties into the whole PR cycle. Trying to get an interview just about something outside of that is a little trickier, and Eric Flannum was enormously gracious with his time. This is a slightly expanded version from PC Format's original, with some extra material. I replayed it last year actually, and lobbed my piece on Sacrifice's merits over on my blog a while back. If you like this, you may like that too.]
Sacrifice is one of the most distant landmarks in the PC gaming atlas, in an area marked “Here Be Dragons”. While spectacular, few people went there, and those who did came back reciting fantastical tales of strange vistas, genre-blending RTS/Action mechanics and a frankly wicked sense of humour. To game historians looking back from the far future, it’s going to prove as mystifying as Stonehenge is to archaeologists. How on earth did they build this?

Well, like everything, it started with an idea. “The inspiration was originally from our lead programmer, Martin Brownlow,” Eric Flannum, now at Arenanet tells, us, “He got the opportunity to start a team at Shiny, and basically able to make any game he wanted to. He’d also had the idea for the Sacrifice terrain engine”. The game he wanted was, essentially, a radical update of ancient Julian-Gollop spectrum classic Chaos, but in 3D.
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