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Podcast Transcript

The first episode of the NCsoft Europe podcast features an interview with key figures from City of Heroes, including Lead Designer Matt Miller, who discusses the game's history and a recent in-game wedding ceremony. The episode also highlights an upcoming City of Heroes player meet in Birmingham and a charity run event, encouraging community participation. Additionally, the podcast includes insights into character development and the personal stories of the interviewees, particularly focusing on the marriage of characters Manticore and Sister Psyche.

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0% found this document useful (0 votes)
24 views11 pages

Podcast Transcript

The first episode of the NCsoft Europe podcast features an interview with key figures from City of Heroes, including Lead Designer Matt Miller, who discusses the game's history and a recent in-game wedding ceremony. The episode also highlights an upcoming City of Heroes player meet in Birmingham and a charity run event, encouraging community participation. Additionally, the podcast includes insights into character development and the personal stories of the interviewees, particularly focusing on the marriage of characters Manticore and Sister Psyche.

Uploaded by

Dee Tee
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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Hello and welcome to the official NCsoft Europe podcast, this is episode number one.

My name is
Stephen Reid, and you may know me as “Rockjaw” from the City of Heroes EU forums. Coming up we’re
going to be talking about a whole bunch of different stuff, but the main focus of this first episode is
going to be an interview that we did with Matt Miller and Sean and Jen Dornan-Fish; Matt Miller being
“Positron”, the Lead Designer of City of Heroes, Sean being one of the lead writers and lead architects of
the City of Heroes universe, and Jen being of course- his lovely wife! And why did we talk to them?
Well, that’s because Sean and Jen recently got married in-game as “Manticore” and “Sister Psyche”, and
“Positron” was the one who was doing the wedding ceremony! Matt and Sean also gave us some really
interesting background into the history of City of Heroes and how it all started, so make sure you listen
to that.

Speaking of City of Heroes, we’re also going to be giving you the low-down on the massive City of
Heroes player meet that’s going to happen in Birmingham here in the UK over the Easter weekend
(March 21st-24th). We’ll be telling you all about that later on.

In addition we also spoke to Martin Kerstein; the European Community Team Lead for Guild Wars, and
asked him a little bit about the Guild Wars Bonus Mission Pack.

Alright that’s it, let’s get going!

Now if you’re anything like me, then, to be honest, you’re not really a fan of exercise! You might go to
the gym, but you don’t really enjoy doing it, and frankly you’d rather be at home exercising your mouse-
finger while levelling-up in your favourite NCsoft game! So you’ve got to wonder why our community
team here decided that they thought it would be a good idea to run ten kilometres for charity! I’ve got
no idea, and you can come down and ask them yourselves at the end of April, which is when the
“Superhero Challenge Run” is happening right here in Brighton on the south coast of the UK. It’s a ten
kilometre challenge run, although there is a five kilometre option (I don’t know whether they’re going to
be taking it) and participants are encouraged to dress up in their favourite superhero outfits. So what
I’m hearing is that; possibly we might be seeing the European Community Team running along the
seafront dressed as...”Statesman” perhaps....”Positron” in that nice heavy armour? I don’t know!
Anyway, apparently they’re going to do it, so I’m sure they’re going to be hassling us all for sponsorship
money before too long, but if you’d like to cheer them on, or maybe join them on the starting line
yourself, then you want to go and visit the website, which is at www.superherochallenge.org.uk .
There’s even going to be prizes. There’s going to be prizes for the best dressed superhero, and also I
imagine, for the first person past the finish-line, so if you’re any kind of runner, or fitness fan, or well,
superhero fan, or just plain mad(!), then get along to the website and sign up.

I said earlier on that we were going to tell you about this massive City of Heroes player meet that we’ve
been planning for Easter weekend, now here are the details. We’ve been talking about it on the forums,
we’ve even been talking about it on the website but, here’s some more information. This is the big one
folks! If you come to one player meet, or one event ever, this is the one you want to come to!

Four days of non-stop gaming action starting on Friday night at 8pm (GMT) ending on Monday night at
8pm (GMT). It’s so big that we had to take over the two bank holidays as well as the entire weekend!
We have “Ghost Widow” and “Ms Liberty” coming down on Saturday, we have the Draw the World
Together team coming down on Saturday and Sunday to draw your characters, and we have flown in
none other than Melissa “War Witch” Bianco all the way from California, who is going to come down
and answer all of your questions...well...most of your questions(!) about [City of Heroes] Issue 12.

As well as all that, we’re running a massive, HUGE hardcore competition called Task Force: Omega. You
have to race through all six task forces in City of Heroes to get the “Task Force Commander” badge, and
if you actually manage to get through that marathon of gaming, we have some awesome unique prizes
for people who manage to finish!

It’s all happening at Omega Sektor right in the heart of Birmingham. [If] you want to know more about
the venue just log onto www.omega-sektor.com or you can of course log onto the official EU City of
Heroes website at eu.cityofheroes.com .

Now, don’t worry if you’re not super hardcore and you think that’s the only kind of person that needs to
turn up to this kind of thing you couldn’t be more wrong! There’s going to be loads of events for people.
If you’ve never played any of our games, or if you’ve never played a certain NCsoft game, then come
along; we’re going to have people on-hand all weekend to take you through our games. There’s four
hundred gaming PCs, there’s gaming consoles, there’s massive big screens; we’re going to have a
superhero movie marathon. Everything’s going on at this thing; you have to come, you have to be
there!

So sound good? You want more information? Then log onto eu.cityofheroes.com, check out the
information about the event there on the website and also don’t forget to log onto the forums where
everybody is in there, getting really excited about the event already, and we will hopefully see you there
over Easter weekend – 21st-24th March.

A couple of weeks ago, the US and the EU test servers for City of Heroes hosted a very unique event. It
was the wedding of “Manticore” and “Sister Psyche”, which was administered by “Positron” himself.
We thought it would be pretty interesting to talk to the people behind the wedding, and behind the
characters. So that’s what we did; we got everybody together on a four-way Skype call, and that’s what
you’re about to hear. Please do make allowances for the sound quality here and there because we were
talking to people in three different time zones, but it all came out fine in the end!

Stephen: So, shall we just start with the basics, like, if we go round and; if everybody would like to
introduce themselves, and say exactly what they do within NCsoft, as we’re all within NCsoft now!
Matt: I’m Matt Miller, I’m the Lead Designer for City of Heroes/City of Villains, I work at NCsoft NorCal. I
used to work at Cryptic where I worked on City of Heroes and City of Villains and now I’m doing the
same job for NCsoft!

Sean: I’m Sean Dornan-Fish, I work at NCsoft in Austin. I’m Lead Content Designer on several
unannounced projects, as well as working on City of Heroes again and Exteel.

Jen: And I’m Jen Dornan-Fish, I work for NCsoft right now, basically freelance writing for City of Heroes.
My day job is as an anthropology professor.

SR: Oh right, cool! In terms of alter-egos....

MM: My alter-ego is “Positron”, it’s a character that I made up many years ago that, when I was
working with Sean on the game, I strong-armed him to put in the game.

SDF: And my alter-ego is “Manticore”. He was a character I created long ago in pen-and-paper
roleplaying. When I was creating the signature characters for City of Heroes; the “Surviving Seven”, I
wanted to add Manticore to the list because I thought he would be a good foil for “Statesman”.

JDF: I guess technically I have my own alter-ego, but I was never in the game, I was just on the forums
as “Awry” when I actually technically worked for NCsoft as the Web Content Editor and Writer. Lately
obviously, I’ve played “Sister Psyche” in the wedding ceremony, but I’ve never really had that much to
do, or anything to do with “Sister Psyche” before that event.

SDF: Sister Psyche was created from an amalgam of ideas between myself, Jack Emert and Rick Bacon.
She originally was conceived as a psychic character, and then; it’s kind of a funny story actually, because
we had some art assets lying around of this pale-skinned, red-headed Irish lass, and when I first started
working at Cryptic I asked Jack if we were going to have to use that asset, because I actually wanted
Sister Psyche to be an African-American character. And he said “Oh sure, that’s no problem, don’t worry
about it.” So we went ahead and put the character that’s known now as “Aurora Borealis” in the game,
and then of course everyone said “Wait a minute, that’s not Sister Psyche, Sister Psyche is a redhead!”
And so, I crafted the back-story for the two characters, created Sister Psyche’s mind-riding ability and
came up with the story that; when the Rikti burned out her psychic powers, she bounced her
consciousness into Aurora Borealis and took over her body. And then we reveal that she found her way
back to her own body, and that’s why she is so young-looking even though she’s around eighty years
old.

SR: Best-looking eighty year old that I’ve ever seen!! That’s classic comic-book origin stuff, reminiscent
of several characters that I could name. Sean, you said that you’re responsible for writing all of the
back-stories for the Surviving Seven, is that right?

SDF: So...Statesman is Jack [Emert] all the way. Really it was only after City of Heroes had shipped that
he turned Statesman over to me, so some of the things that you see in the novels that we put out, and
the comic books; those bits of Statesman came from my brain, but previous to that, Statesman was
definitely all Jack all the time. And as Matt said; Positron was his creation, and I worked really hard to
make sure that I conveyed the character in the game to fit Matt’s desires, in fact Matt wrote a lot of
Positron’s early dialogue, his task force and those kinds of things, to make sure that the character held
true to his vision, but then one of the things that I wanted to do, was make sure that the signature
characters created a group, much like the classic comic book groups that you’d see from any of the
publishers out there. So, when I created characters like “Manticore” and “Synapse”, I wanted them to
fill specific roles within the team, and actually “Numina” was a character that was brought into the game
through a contest. We held a contest for all of our players to submit their character ideas, and Numina
came out the winner not only because she was an interesting character with a compelling back-story,
but she also filled a role that we were lacking on the team, which was a magic specialist.

SR: Cool. Just following up on a comment that Sean made there; Matt, if you were responsible for
writing most of Positron’s early dialogue and stuff, are you the one that’s responsible for making the
“Positron Task Force” so hard?

MM: Er yeh, actually that was all me!! So the Positron Task Force has an interesting story. It actually
was supposed to be two different story arcs, that supergroups as a whole could take on, but that was a
piece of technology that we could never get working. We could never figure out how to get seventy-five
players to go through a mission together, so we came up with the idea of doing these “Task Forces”
where you put together a semi-permanent team on the spot, and then you just played through the
missions, and we didn’t any technology to have one character give out two task forces, so Positron’s two
different story arcs got jammed together into one giant story arc! It really was the very first Task Force
we had done; it was brand new territory, we had no idea how these things were going to work, how
much fun they were going to be, how the players were going to react to them, anything like that. So it
really is the prototypical Task Force in the game, and as we’ve grown, and as we’ve evolved, we’ve seen
that Task Forces are played a bit differently than we originally thought they were going to be. The
Positron Task Force is, you know, a nightmare that people just don’t want to run, so one of our goals is
to go back and re-do that Task Force; come up with a different story, come up with different things to
do, make it shorter, make it more like the modern-day task forces that we have in the game.

SR: And here was me thinking that you just might be some kind of sadist!

MM: Honestly, we just had no idea because no other game had done anything like task forces before,
where you had a group of players that basically had to start and finish a series of missions together.

SR: So, just another general question about the characters on the whole. Did you guys envision that
you would see this gradual character progression that we’ve seen. Like Positron’s had a change; he’s
now helmet-less in the game, and obviously now Manticore’s had a very major life-change with getting
married! Did you always see that as something that would happen; that they would evolve and change
over time?

SDF: Definitely. One of the things that’s exciting about making an MMO is that the game can evolve
over time, and ideally when you’re starting to create a world of characters and background for an MMO,
you do something that has infinite expandability, because if your game does well, people might be
playing it forever! So one of the things that I tried to do with all of our characters, and our story arcs
and the enemy groups and the zones, was to leave plenty of plot hooks so that when we came back and
revisited things there would be many tales to tell.

SR: Great, OK. So let’s talk a little bit about Maticore and Sister Psyche, and the wedding itself. Jen, do
you want to talk about how you and Sean met in real life?

JDF: Well in real life we actually met through my writing, I guess, technically! I applied for a job at
NCsoft as a writer and I guess they sent them all to Sean because they wanted him to participate in the
hiring process for the new Web Writer, so he picked a bunch of people’s writing that he wanted to
interview, and I was among those that he chose. So I guess that’s really technically how we first met;
the first time that we ever talked was in a phone interview for that position, but it wasn’t until we met
face-to-face when I went out for a business meeting that we actually got to meet in person. [dog
barking]

SR: OK we have to ask; who’s the dog?!

JDF: Oh sorry, that’s our dog; our black lab(rador).

SDF: Her name is Shadow

SR: OK, not named after a CoH character then?!

JDF: No, she came with that name; she was a rescue dog.

SR: You know, I did want to ask; given the subject of the wedding, you know. Was it love at first sight
for you two?

JDF: Definitely! I think it was love at first sight.

SDF: Oh yeah! I actually; after I met Jen for the first time, the lease on my apartment was coming up in
two weeks, and my landlord told me that she’d give me a great deal if I signed on for another year lease,
and I told her that I wanted to go month-to-month because I thought that maybe there were some life-
changes ahead for me.

SR: Wow! So when did you get married in real life?

JDF: Well, we actually have already got married twice. Technically, counting the City of Heroes event;
three times! We got married in California over a year ago; we eloped. We just ran to the courthouse!
Then we had a ceremony with our families in Greece this (last) summer and then the City of Heroes
event. We’ve decided that we’re just going to keep getting married every year!!

SR: You’ll have to pick new characters to get married “as” I suppose.

JDF: Exactly. Well then, any trip that we go on we’ll just say “Oh let’s go to Hawaii and get married” so
we can go and get married over and over.
SR: Were either of you responsible for the idea of marrying the two characters off, or was this
something that came from Matt?

MM: Yeah that was all my idea. Sean and I were working on the last issue of the comic book (issue #20)
and there were a lot of hanging plotlines that Sean had placed in that comic book series, and I wanted to
wrap up as many as I could in the last issue, and one of the ones was the relationship of Sister Psyche
and Manticore and where was it going? Where was it going to end up? So I threw out the suggestion
of; “Sean, should these two characters get engaged?” and he was all for the idea. So we had that in the
comic and then I realised that these two characters were now in a perpetual state of engagement in the
game, which is fine for some people but I just wanted to move that story forward as quickly as possible;
get them married, so that we can actually start playing with that storyline. So I crazily suggested to Sean
around the same time as the NCsoft IP acquisition went through, I asked him if he and Jen wouldn’t
mind logging in as Manticore and Sister Psyche and basically doing a wedding ceremony for the players.
Thankfully, he agreed!

SR: And then everybody had to hussle to make that happen in about three months right?

MM: Yeah, we did have a good lead time on it, but that’s not to say that things didn’t get crazy near the
end! There were a lot of logistics, there were a lot of “actors” involved, a lot of special code that needed
to get written for the zone, and making sure that players could only get into the zone once. Things like
that; just to make sure that we gave as many players as possible the opportunity to personally witness
the actual wedding ceremony itself.

SR: A lot of our players really enjoyed the event; we’ve had lots of positive feedback about it, and I
know everybody loved the PDF comic that we put out after the event, but as you said; there is quite a lot
of work involved in making these things happen, so what’s your opinion Matt on in-game events in
general? Is it something that you think you should do more of, or are they more trouble than they’re
worth?

MM: Well, I would love to do more of them, but they do become troublesome. The thing with this
event was that we could only do it so many times, because we had real people behind the characters, so
that actually limited the amount of actual real players that could witness the event, which was really the
whole purpose of the thing; so that you could watch these actual characters interacting with you, and
being controlled by live people. If we just made the whole thing a scripted event; that you could just
click on a contact and you get a movie of this happening, it just loses the magic, it loses the mystique. So
there is the advantage of doing a live event. Unfortunately it does involve a lot of people behind the
scenes. It does involve a lot of setup time, a lot of logistics, and it may be more trouble than it’s worth,
although this one was received very well, so we’re going to investigate doing more in the future, but I
can’t make any promises.

SR: Fair enough. So I did have to ask this, as it’s something that struck me when I was in the wedding
myself: Why wasn’t Statesman present at the ceremony? Is there some sort of rift between members
of the “Freedom Phalanx” that we should know about?!
MM: Actually, Statesman was present in the US ceremonies, it’s just the person controlling him for the
UK one actually was sick that day, so we had no-one to log in as Statesman!

SR: OK, well that’s what we call technical issues I suppose! So is there any chance of another wedding
perhaps next Valentine’s Day? Now you’ve written the code, perhaps we’ll see a couple of prominent
villains get hitched, or do villains not really believe in that sort of thing?

SDF: Oh I think some of the villains in Paragon City believe in marriage. I think one of the things we
tried to do when we created the Rogue Isles and Arachnos and the concept of a place where villains
could have free passage if you will; is that there’s an infinite amount of variety between villains just like
there are within heroes. Really to me, all of the stories that we tell are about shade of grey, and very
rarely is one person entirely right, or entirely wrong. It’s all a matter of their point of view. That’s
illustrated in the relationship between Statesman and Manticore, it’s certainly illustrated in the
relationship between Lord Recluse and Statesman. They basically experienced the same origin, they got
their powers from the same source, they were on the same path their whole lives, and then one single
event; a choice that was made “back in the day”. Statesman was pulled closer to humanity by his family
and loved ones, and Lord Recluse was pushed farther away, and so his perspective is completely
different. So I bet there’s a few villains out there that probably think that having a permanent partner is
a good idea.

SR: Fair enough. What do you think Matt, do you think it’s something that you could do every
Valentine’s Day, or are we just going to stick with the “Eros” missions?

MM: We’ll investigate next Valentine’s Day as we get closer to it, although; people have suggested
marrying off Ghost Widow, but I don’t think the name “Ghost Wife” quite has the same ring to it!

SR: No not really! Sean, are you able to talk about what you’re doing with CoH, or is it like “hush hush”?

SDF: No it’s not really hush hush. Matt and I have always talked about City of Heroes. We’ve known
each other for a long time in fact. It’s kind of ironic that this wedding day was his idea because I helped
him and his wife in real-life find each other, and I was the best man at his wedding. So, he and I have a
lot of life experiences and game experiences together. City of Heroes has always been a passion for
both of us, and so, even when I wasn’t directly on the project he and I were always bouncing ideas off
each other. Fortunately, with the IP coming fully back to NCsoft and both of us now being NCsoft
employees, I’m able to contribute a little more substantively to the game. I’m working with Matt, and
Joe Morrisey and the other creative folks at NCNC (NCsoft NorCal) to help bring to fruition all those
hooks and themes that I was mentioning earlier that I tried to lay throughout the game to give anyone
who was working on it, a lot of material that they could use for their story-telling. So, I try and sit down
once a week or so, either on an IM or some sort of phone call with Joe (who’s the primary writer now for
City of Heroes), and talk through what we want to see for the future of the game, and how to make sure
that the stories that are only partly told get finished, because as Matt said earlier, there’s nothing more
frustrating for a player than being half-way through a story and not seeing it through to its’ ending.
SR: There’s a lot of players that are heavily invested, actually, in the stories in CoH and sometimes I’m
kind of surprised at how well they know the background; they really spend a lot of time analysing and
looking at the connections. And it’s interesting to see that they actually start to make connections
ahead of anything actually officially happening. Do you look at the forums and that kind of thing and see
what players are anticipating in terms of storylines and then, potentially, changing storylines to
accommodate that?

MM: Yeah, we’re constantly watching the forums and seeing what the players are hypothesising as to
what the storylines are going to be. We also have to be careful because there’s a lot of lore that was
written for City of Heroes, and we’ve only told the players a drop in the bucket of it. So, sometimes we
can’t actually remember what we’ve told players, and what’s just written in “The Bible”. So if we need
to alter something, or change something we’ll have to actually go to the players knowledge-base, like
ParagonWiki where they’ve pulled everything out of the game, and see “OK, we haven’t told them that”
or “We have told them that”, “We should really do more with that”, because there’s just so much
information out there it gets difficult at times to remember exactly what we’ve told the players and
what we haven’t, but we do want to see where the players think that the storyline is going. If players
have great ideas, we’ll see if that sort of thing can happen. The whole “Mender Silos” thing was kind of
playing off players’ expectations of “What is Lord Nemesis’ ultimate plan?”, and so, the players had
hypothesised with the stuff that they’d found out in the Invasion Issue (Issue 10) as to what Lord
Nemesis’ ultimate plan was, and then we kind of tied it together with some other things that we were
working on, and came up with Mender Silos and the “Ourouboros” stuff.

SR: Cool, OK. Actually, I did want to just follow up on one thing was that Sean said earlier on that
you’ve known each other for a really long time. How far back does your relationship go guys?

SDF: When did we meet....’97?

MM: A little bit before that I think ’96 or so. You could look up that one CCG that you and John play-
tested and see when that came out because that was about the time...

SDF: Yeah I guess it’s been twelve years! Matt and I did a ton of gaming together, we’ve had LAN
parties and did a lot of table-top role-playing games of all genres, including a lot of superhero games; I
have a very long-running superhero campaign.

SR: Just as an insight into office life; does that kind of thing still happen at NCNC; all-night gaming
sessions and that kind of thing?

MM: We actually have a couple of role-playing groups here and...the all-night sessions don’t really
happen any more, because, you know, we’re all a bit older than we used to be! We do play a lot of
miniatures games at lunch time though; we can fit those into a lunch hour, like Warhammer 40,000 or
War Machine, so we have fun with those.

SR: Cool. OK, we’ll talk to you guys again. Thanks to Matt, to Sean and to Jen.

SDF: Thanks for having us!


JDF: Yeah thank you!

MM: Yeah, thanks for having me!

SR: And we’ll look forward to Issue 12!

SR: So now we’re going to talk a little bit about Guild Wars and with us here we have Martin Kerstein
who’s the European Community Team Lead for Guild Wars.

MK: Hello everybody.

SR: We’ve asked Martin to come in to explain a little bit about the Guild Wars Bonus Mission Pack, and
that got released online at the end of January, so that means it’s available to purchase through the
official Guild Wars store which you’ll see in the Guild Wars client when you log into the game. Also, it’s
available from PlayNC itself, so you can log onto plaync.com and buy a code to add to your Guild Wars
client, but the easiest ways is just through the Guild Wars store. So we asked Martin along to tell us a
bit about what the Bonus Mission Pack is about, because I haven’t played it, so what’s the deal?

MK: The deal is; you get four missions, and each mission is one defining moment in the history of Guild
Wars. There’s one mission for one defining moment in the history of all of the three campaigns and one
that basically ties our all-beloved Gwen into what happened to her after “Prophecies” when she was still
a little child, and connects her to “Eye of the North” when we meet her as an adult.

SR: OK. For anyone who hasn’t played the original Guild Wars (Prophecies), and shame on you if you
haven’t(!); Gwen is the little girl who you meet very early on in the game and you do a mission for her,
it’s practically one of the first missions in the game as I remember, and she’s about eight years old at
that point, and then; it’s not a huge secret that she turns up again in Guild Wars: Eye of the North, which
is the first expansion for Guild Wars, and continues the story from the original Prophecies campaign. So
you’re saying that; in this mission, you see what happened to Gwen in those ten years?

MK: Yeah. I don’t want to give away the whole story, but you basically see what happens after she got
captured by the Charr and then what happens. One of the good, and interesting new things of the
Bonus Mission Pack is you actually play the [signature] characters, you aren’t playing your own
character, but you are Gwen for example when you play through the mission.

SR: Oh Ok, cool. So that means that you must have skills specific to those characters?

MK: Yeah.

SR: OK, so you can’t take in your normal character with your normal “load-out”.

MK: No, it’s all pre-set up. You have special skills; some of the skills are not even available in the game,
they are just available in [these] missions.
SR: Oh cool, OK. So we know that that’s one of the missions. So there’s three other missions in the
Mission Pack, what are those?

MK: There’s one mission where you play Saul D’Alessio, and you see how the “White Mantle” came to
power, what’s the deal with the “Mursaat”. So everybody familiar with Prophecies will recognise this
one. Then we have one mission where you play Master Togo; obviously this is from “Factions” where
Master Togo is guiding you through the campaign in Factions. It’s about how he ended the “Tengu War”
which was a defining moment for the “Canthan Empire” and of course, there’s a “Nightfall” mission,
where you play “Turai Ossa” and lead Turai Ossa to defeat “Palawa Joko” in the final “Battle of the Jahai”
which was one of the biggest moments in “Elonian” history.

SR: Cool! And at the end of the whole thing; I mean, it’s called a Bonus Mission Pack for a reason right?
You get a cool bonus for finishing off all the missions.

MK: Yeah! What you have in your inventory is a book that tells you the story, with a really nice audio
narrative at the beginning and then the end, and you can trade this in after you finish the mission, and
you get...probably the best looking “loot” in the whole game! The weapons you can get, they are really
really gorgeous!

SR: So there is a good reason certainly, to pick this up; is to get the “phat l00tz”!!

MK: And you can do it again and again; each time you finish you can pick another weapon!

SR: So there’s missions that tie in with the story and the lore of all four Guild Wars releases so far; the
three campaigns and the Eye of the North expansion. [Do you have to own all of those campaign to play
all of the missions in the Bonus Mission Pack?]

MK: No no, you just have to own one to basically add the Bonus Mission Pack to your account, and then
you can play all the storyline missions.

SR: OK, well the Bonus Mission Pack is available right now on the Guild Wars in-game store. It costs
£5.99 or €8.99 or $9.99 and you can also buy it through PlayNC as we said. Thanks for coming by
Martin.

MK: Thank you.

OK, that’s it. Thanks for listening of course, and thanks for downloading. We hope you enjoyed the
show, but we really want to hear from you. My email address is rockjaw@ncsoft.com and we’d love to
hear what you thought about the show. Tell us what you want to hear in up-coming shows, just drop us
a line and say anything you like, and I tell you what; if you, someone out there, can come up with a
better name for the show than “The Official NCsoft Europe Podcast”, well, I might just be able to throw a
nice little prize in the post for you. So send me your name suggestions, send me whatever you like;
rockjaw@ncsoft.com is the email address.
Alright, that’s it, hope you liked, and hopefully you’ll hear from us again in about a month!

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