What's the deal with Orr?

#1 - Sept. 15, 2012, 7:30 a.m.
Blizzard Post

Before this game came out, I recall reading something someone from ArenaNet had written about ogres or centaurs just standing out in a field picking daises and how in Guild Wars 2 these mobs would actually be doing something. For the most part, this game delivers on that. There aren’t many mobs just standing around in the world picking daisies. But I got to Orr and this changed. There are undead mobs literally everywhere. I understand that Orr is supposed to be a dangerous place, full of undead, but it seems ridiculous for these undead mobs to be spaced out in a grid pattern throughout the entirety of the three zones. I guess you could say it breaks immersion, though I’m not someone who is normally big on immersion. I guess my gripe is that the game does such a good job of hiding this throughout the rest of the game, but Orr just seems like ArenaNet got lazy. Am I alone in this opinion? Does anyone have a counter argument?

#6 - Sept. 15, 2012, 11:38 a.m.
Blizzard Post

As someone who worked extremely hard on one of the Orrian maps, I can tell you that DusK has the most accurate comment.


From a lore perspective, the risen continent was once a living nation full of all sorts sorts of people and creatures. Now corrupted by the undead dragon, most of them walk the land as monsters. But you’ll still see a lot of the sentient inhabitants mindlessly continuing on the tasks they performed in their old lives. Some of them farm and mine, others lie around and weep in agony.

The coral soldiers, on the other hand, are more direct servants of the elder dragon. They take a more active role in defending the continent, so you should see them patrolling, standing guard, attacking players, etc.