Guild Wars 2: Gosh

I read the Guild Wars 2 interviews with purely professional interest, having been frustratingly unable to click with the original game(s) but remaining impressed by ArenaNet’s smarts and intentions in terms of how to make a distinctive MMO. The stuff they were planning for the sequel sounded incredibly progressive and ambitious, but I must admit I hadn’t really thought about actively wanting the game. This video, though? Gosh. Gosh.

Stick with it past the slightly shaky opening. It’s what they’re saying as much as it is what they’re showing. We’ve heard promises about no more grinding and the player matters and the quests aren’t boring a whole bunch of times in the run up to a whole bunch of games, and it’s never quite come to pass. Thing is: the ArenaNet guys in this video seem fantastically resolute about it. Almost trembling with righteous fury at times.

Big talk, and they clearly mean it. Can’t wait to see how they back it up.


One thing: that little furry goblin/teddy bear creature. Really?


  1. Boris says:

    Damn furries.

  2. Vinraith says:

    I spent an appalling amount of time loving the hell out of the original, especially after the release of Nightfall when they introduced heroes (controllable, customizable AI party members). The non-instanced areas, the removal of all but one AI party member, and the general “MMO” vibe I’m getting from 2 worry me, but there are certainly some very encouraging things about it as well. Realistically, with as much entertainment as I derived from the first game, I don’t mind dropping $50 on the sequel. Whether I play it for any length of time will determine whether or not I’m done with the series, I suppose

    • Nick says:

      I hate to break it to you, but they removed *all* AI party members, the original optional companion has been ditched after internal testing or something.

      I admit I am rather worried about that myself, your average GW1 player is.. well.. internet dregs come to mind (ie.. MMO player + no sub = OMFG). That said, the instanced stuff in your ‘home city’ and the fact things scale to players and don’t require interaction on a personal level seems ok.

    • Jockie says:

      The average current Guild Wars player might be the dregs, but back when I was playing shortly after release I found the community to be pretty solid and friendly. As with most MMO’s over time the playerbase will erode into a distilled hardcore, who pours scorn on the nub etc, but it was pretty decent to begin with (or maybe it was just because I played a monk?)

    • Vinraith says:


      I hadn’t heard that, but it doesn’t really matter. One AI companion was never going to give you the “party management” experience I so enjoyed in the first one, might as well just leave it at one player = one player.

      My experience with the occasional PUG in GW1 varied from adequate (but rushed and unfun, really) to absolutely dismal. Most of the fun I had was playing with a real life friend or two, filling out the party with carefully built heroes. GW2 is clearly not going to provide that experience, but I’m trying to stay open minded that it might still be fun in another way.

    • dethgar says:

      I kind of liked the original but got tired of the grinding and horrible pugs. The PvP would have been fun if it had been more involved than it was. Maybe GW2 will fix those things. I liked the heroes in nightfall too, but grew tired of them quick. Too much micro’ing for me.

    • Lobotomist says:


      GW2 rids itself of AI companions. But not in order to favor PUG’s

      Because GW2 rids itself of Groups. There is no more standard MMO grouping in GW2 (you can do it if you want – with friends. But there is no need)

      The quests in GW2 are dynamic. Not some written text box. You actually go and react to things that happen in the world.

      So every player that does the same thing is effectively in your group.

      For example a giant is roaming countryside. Every player that battles it is “your group”

      So no need for AI companions – because you dont have instances. You fight what you can fight. You dont have fights pressured on you by quest.

      And no more PUGs. But grouping trough doing and playing

      GW2 is nothing like your average MMO

    • Malibu Stacey says:

      This just in, Vinraith doesn’t like playing multiplayer games with people he’s not personally acquainted with.

      I know it’ll come as a shock to most of the RPS readership/commentatorship but for that one person who didn’t know this already like it’s a basic principle of the universe it had to be said.

    • Dave says:

      I hated the party management stuff in GW1. It’s why I never played it. I didn’t feel like MY character was a useful member of my own party.

    • Vinraith says:


      And that’s totally fair, of course, but there are a lot of MMO’s out there without party management. GW is the only one I’ve ever seen that had it, so I’m very sorry to see it go. It goes the same for instancing, lack of respawns, and so many other things that made the game unique, really. For a sequel touted as “not being your average MMO” they seem to be removing all the things from the original game that distinguished it from MMO’s.

    • Wulf says:

      It’s sad to see that Lobotomist’s post was ignored, because it was right on the money.

      It’s easy to really not know something, it all depends on how knowing you are, and if you aren’t knowing then you won’t be able to make any correct conclusions. This is par the course for humanity and not something that anyone should be ashamed of, least so the people around here, as in general they are more well informed than most. Still, even the most intelligent and worldly people can lack a knowing or two.

      Now, someone who doesn’t know about MMOs might assume that Planescape and Everquest II are much the same game, down to the finest of details. They would assume this because they have no interest in researching either, and yet they have drawn a conclusion, but that’s just human nature. It’s going to be hard to convince them to actually look into either game because they have no interest in MMOs. To them, both games are by the same developer, both involve actual people, therefore they are the same.

      To the uninitiated, Guild Wars 2 is going to have the same problem, it’s going to look like other MMOs because casual onlookers won’t understand what it is. ArenaNet have done all they can to get past that, but what can you do? This is where it comes down to those who have the aforementioned knowing to share that knowing, and then we can all know. Of course, this has to be paid attention to in order to be learned, in the case of Lobotomist’s post.

      “Ah, there isn’t an AI party,” says Vinraith, “therefore the game must be about pick-up groups.”

      This is a valid assumption if your knowing is limited, you know that AI has been removed (OR HAS IT?), but you don’t know the reasons why, or how the game has changed around it. Instead, you substitute knowledge of the prior game. You imagine Guild Wars without AI, and then you can only see a game which you wouldn’t like. There’s a small problem with this: Guild Wars 2 is a big departure from the first game in a number of positive ways.

      1.) If the AI has been removed, it is safe to assume that the game will be impacted negatively and that players will need other players to accomplish tasks?

      This is not the case at all. For most of the game’s content you have two things to consider:

      – Anyone working on a public event is a friend, there is no competition on events, so anyone there is an ally but not in your group, it isn’t your responsibility to look out for them, but anything they do will be of aid to you, and anything you do will be of aid to them. There is no need to group because the game simply deals with how many players are working on a problem. If you witness centaurs attacking a trading outpost (to use the trailer’s example) and three players turn up, but only two actively participate in fighting them, the game will scale appropriately to match the two active combatants.

      – If you turn up for a dynamic event and there’s no one else there, what then? Will you be overwhelmed? No, you won’t. The game adjusts to fit just you, so if you alone are fighting then the game will be tooled to provide the best possible experience for you as the only player there. So you can continue doing your thing, and plough through events whether other players are there or not. As mentioned above, the game will adapt.

      – Dungeons and personal stories will scale in the same way. If you go in alone then the experience is tailored to be friendly to a solo player, so you can deal with the dungeon or personal story element by your lonesome. As ArenaNet tells it, the entire game scales, and at no point in the game will you be required to bring other players with you, this is simply a choice.

      The way this all works is great because of karma, you don’t have to help people but if you randomly toss a heal someone’s way, or you see someone defeated and you choose to heal them so that they don’t head back to a waypoint, you accumulate karma. This karma can be used in exchange for items which otherwise you would have to spend gold on, thus providing another optional way of progression through the game. But all of this is optional.

      However, all of this is redundant due to the next question.

      2.) Has AI been removed, or am I just assuming that this is the case?

      This is an assumption, and an incorrect one. ArenaNet have already told you that the game will provide the player with mercenaries, these will be AI controlled. There are two types within the game, those whom you have to pay for the services of, and those who would choose to follow you simply because they like you, or because you’ve helped them in the past. This is very similar to the henchman system of Guild Wars 1, except that some of the henchmen will require a payment.

      So if you want some company on the battlefield and you don’t want to take a player out with you, then you could use one of these mercenaries. These mercenaries can also be part of your personal story, as is my understanding, as an example was given where a Charr might add an NPC to their warband.

      And there you have the knowing, from someone who reads every little bit of information.

      Ignorance at this point will only be achieved by simply choosing not to read and understand, and that’ll be the choice of the reader. Not much I can do about that. Still, I figured it was worth another atempt.

    • Vinraith says:

      “Ah, there isn’t an AI party,” says Vinraith, “therefore the game must be about pick-up groups.”

      Nope, I said nothing of the sort. I could adopt the same tone you have here about “not reading” but I don’t think it’s productive to discussion. I said in the absence of an AI party that the party dynamic, design, and planning that I enjoyed from the first game is gone. My sense is that you can solo the vast majority of GW2 (except for the endgame content), not that it requires PUGing. Of course, being able to solo the vast majority of content is fairly standard MMO fare these days.

      The mercenaries are news to me, and no I’ve not read much about GW2 lately because I’d largely lost interest in the project. I’ll be curious to see how that system is implemented, since as I said earlier its virtually an inevitability that I’ll end up picking up the game simply because of how much I adored the original. I expect to be disappointed, but I’ve been surprised before.

    • Vinraith says:

      To clarify: I expect to be disappointed because I don’t think the new game is going to capture what I enjoyed about the old one, nor replace it with anything I personally find as intriguing. I’m sure Arenanet will produce a very solid and engaging title, I’m sure it will be a very good game in a general sense, I just very much doubt it’s going to be what I want in this kind of game.

  3. Feet says:

    I enjoyed the slowmo running.

    I assume they’ll achieve their goals by having alot of stuff being seemlessly instanced…

  4. Wolfox says:

    By “goblin/teddy bear creature”, do you mean the Asuras?

    • Sobric says:

      I think he does, and I’m in agreement. They are by far my least favourite inclusion into the GW universe.

    • Tetragrammaton says:

      Aye, the ever-present cute quota.

    • Vinraith says:

      Anything as entertainingly smartass as an Asura can be as “cute” as it likes, I’m not going to complain.

    • NieA7 says:

      It’s the Norn that bother me – they’re so bland and soulless so far (big independent hunter, don’t do cooperation, change into an animal, get drunk, yawn). The Tengu are more interesting and they’re not even a playable race in GW2 :\

    • Jake says:

      Not sure if the Asuras are cute, they look like gnomes crossed with shaven cats. I guess I don’t have much stomach for this sort of nonsense, and I firmly believe that only paedophiles or mutants with far too many tiny teeth would play a gnome or an Asuras for any length of time.

    • Nick says:

      Asura’s aren’t too bad, I prefer them to gnomes any day, they are massively egotistical and extremely dismissive of anyone they percieve as unintelligent (ie.. everyone else). Also prone to accidentally blowing shit up, so they have that in common with certain fantasy trope gnomes I guess.

    • Dominic White says:

      As others have said, Asura look cute right up until they open their mouth, and they start ranting about how you’re an unenlightened savage who will probably amount to nothing in life.

      They’re an entire race of self-righteous dicks. And they’ve got enormous techno-magical arcologies to live in, filled with war-golems. And power-armor (which I SO hope Asura players can stomp around in), so they’ve probably got a point.

    • James G says:

      I’m happy with all sorts on nonsense, variety being the spice of life and all that. They do look a bit like they’ve just wandered in from a JRPG, but it looks like the game as a whole isn’t afraid to borrow JRPG art design. The sight of one of them jumping out a mech suit in the trailer is interesting, a class which uses tech to define its play-style could be quite interesting.

    • jeremypeel says:

      Yeah, I was getting a distinct JRPG vibe here too. But we’ve all been set straight about the existence of grinding. No sir, no grinding.

    • MWoody says:

      It’s weird how at that link, they look awesome in the concept art – sort of like angry little old men, or slightly less green Gremlins – but the render makes them look like something from FFXI.

    • Grot Punter says:


      The Norn are basically super-vikings, they consider themselves a race of heroes, and this would translate to an obviously flat, cocky, arrogant personality.

      Also, for those of you who consider the Charr to be furries………….if a warlike race that constructs cities that resemble Mordor-inspired steampunk fortresses of belching fire and choking ash, covered to the brim with spiked and spired ramparts, then the concept of the furry has taken a significantly grim dark dark grim turn indeed. They’re far more ork than the appear at first glance.

    • Nick says:

      Charr are like.. uh.. Klingons. Sort of.

    • dethgar says:

      Aren’t the Asura the race that Felicia Day did voice overs for?

    • James G says:


      I’m not sure that follows; just because they take inspiration from JRPG art direction, doesn’t mean that the game is going to be an instant grindfest. It might be granted, but I’m pretty sure the two issues are entirely unconnected.

    • Wulf says:

      RE: Asura

      The Asura are about as cute as a shark, and they have a mouth full of multiple rows of pointy teeth to match, their wit is equally as pointed. In Ghosts of Ascalon an Asuran character is encountered, Clagg; and he’s a total arse. He’s intelligent and intellectual alright, but he isn’t really capable of recognising anything other than a fellow Asura as a sapient creature.

      As others have said, an Asura is only cute up until they open their mouth, at which point they start treating you like a beast of burden. And if they’re nice to you, it’s only because they believe they’re successfully manipulating that simple mind of yours with their vast intellect, since niceness is such an easy thing to emulate, and people fall for it so easily.

      To judge an Asura as cute would be the folly of anyone who did so, and to trust an Asura is either to end up dead or locked away in his/her laboratory.

      RE: Norn

      They’re vikings, to be sure. It’s more than that though, there’s actually an amount of Celtic druidry mixed in there as well, along with a pinch of Native American tribal beliefs. Like every Guild Wars race, they’re a portmanteau of cultures, an incredibly talented melding and merging of them into one. Thus they have the culture of vikings, but the belief system is somewhere between Celtic and Native American, I’m quite intrigued by the mix.

      I wouldn’t dismiss them so readily, and certainly not as soulless. They were fantastic in Eye of the North, as anyone who has played it will attest, and I’m sure that we’ll find much more out about them and their lore in Guild Wars 2. And frankly… a viking has never, ever been boring. And a Celtic Viking who is able to shapeshift into doombeasts? That’s a concept I can get romantic about.

      I wouldn’t have so much faith if it wasn’t ArenaNet writing them, of course. Oh, and to mention it, Gullik is a Norn, and Gullik was by far and wide the most interesting character of Ghosts of Ascalon. I wholeheartedly recommend that book, it’s a good read.

      RE: Charr

      Klingon is an interesting comparison, but they’re a little different than that. They’re more like Worf, if Worf actually behaved like a Klingon then they’d be a race of Klingons. That is to say that they have a well structured culture, their own etiquette, and a code of honour. They’re also not quite as obsessed with glory as the klingons are, just moreso with survival. They see the world as a thing of incredible danger, and they’re going to be the ones to survive to the very last, to see the end of time itself.

      Their culture is… how can I put this? To begin, take the Mongol tribes, and consider what they might have been if they were successful, intelligent, and better educated. Mix that with a strong will and sense of organisation. What you end up with is something that’s almost like Roman culture, they have their arenas and their gladiators, they have a very rigidly run military, and their have their theological outcasts. So again, the Charr are a mix of cultures, they are Mongol, but they’re also Roman.

      The Roman similarities are continued in how fast they work, the structures they make, and how brilliant their scholars and tacticians of war are. Those minds have brought them to be the number one tech minds of all of Ascalon, and with a brainpan that large I suppose that’s hardly surprising. A number of technological innovations (such as the printing press in Destiny’s Edge) were pretty much directly stolen from Charr war technology.

      I mean, good grief, the Charr have already figured out helicopters, so they have a strong interest in a collective survival. They’re even more organised than Klingons, I’d dare say, since they stand more firmly behind their particular faction than a klingon would. What I’m trying to get at here is that they’re more disciplined, and that discipline has made them less feudal.

  5. Davian says:

    The concept art looks amazing and nothing like the game in-engine, which resembles a generic Asian MMO. I gues nowadays games are either furry-oriented or GRIMDARK, there’s no middle ground like there was in GW1.

    • Dominic White says:

      Yeah! Right with ya, man! Those Furries, and Asians, and Asian Furries! Ruining everything good and pure in…

      No, wait..

      Dude, you trippin’ balls.

    • Nick says:

      Damn asian furry drivers…

    • bob_d says:

      @Dominic White: To be fair, the Korean market *is* obsessed with cute characters, ideally that have elaborate, flowing hairstyles. i was working on the re-launch of a failed online game for Korea (and eventually the western market as well). The American team’s priorities were focused on the grossly unbalanced gameplay and lack of new content for certain portions of the game. The Korean team, instead, wanted us to make the characters’ faces cuter and add high-poly hairstyles with physics-driven animation (because all Korean MMOs “have those elements”). The whole experience was disheartening, to say the least.

    • dethgar says:

      I believe MMO’s in Asia are considered more as social networking than actual games. Exceptions being the obvious.

    • Wulf says:

      I have to agree with Dominic, here.

      That’s about as close as any game could get to its concept art, but still, people will have their perceptions. It’s particularly interesting perceptions that would acquaint a feral doombeast like a Charr with the socialite furry approach, though.

      Fascinating, really. You must live in an interesting world, Davian. I wish I knew the furries of your world, they sound fun.

  6. BrokenSymmetry says:

    “I will never understand why you bookahs insist on pounding your heads against the towering wall of my intellect.”

  7. Tetragrammaton says:

    They certainly know how to put a trailer together. Although alarm bells were set ringing by the running, the endless bloody running.
    Nice art style though, though eerily familiar. I guess people just aren’t ready for the zenoclash mmo. Mores the shame, really.

  8. Sobric says:

    Looks good! Although I’d prefer some more class videos/descriptions, especially of the Mesmer (if it is making a return). The graphics look lovely I must say.

  9. Daniel Rivas says:

    It all looked quite exciting, but ah, I dunno. Not doing it for me. I’m not an MMO person, I suppose.

    “We don’t want to make the same MMO everyone else is making.”

    I wish them all the best, in that.

  10. Inno says:

    Looks truly amazing. I hope the hands-on feeling will be the same.

  11. NieA7 says:

    “Can’t you tell I’m too important to talk to you, bookah? Look at my hat. See how fancy my hat is? Now look at your hat. Nuff said.”

    I’ll almost certainly be buying whatever overpriced collectors edition of GW2 is released, just as a thank you for how much I’ve enjoyed GW (all of it). What really encourages me about GW2 is how much GW has changed since it was first released, pretty much all of it (for me at least) for the better. If they can use the skills and knowledge they’ve gained making GW great, get GW2 awesome from the start then spend years perfecting it then I’m gonna be a very happy bunny.

  12. Clockwork Peanut says:

    looks good, seems they are not making the same MMO that everyone else is making by letting the ‘massively multiplayer’ part slide, still same for guild wars 1 i guess. When will we get more MMOs like Eve I wonder…

    • DrGonzo says:

      Well it’s no longer instanced like the original. So it is at least more massively multiplayer.

    • Inno says:

      Yeah I thought the guy at the beginning said “GW2 takes everything you love about GW1 and puts it in a persistent world”.. Sounds massively multiplayer enough to me, even though yes it’s not single shard EVE.

  13. Riaktion says:

    Excellent! I can feel justified that my excitment gland got excited when reading about this game. I really hope it delivers.

    Remaining excitied.

  14. DrGonzo says:

    Wasn’t one of those guys in Half Life 2?

  15. Dominic White says:

    That dragon boss-thing at the end of the trailer reminded me of the first time I summoned Bahamut in Final Fantasy 7. Tingles down the spine material, that.

    GW2 sounds so good. I loved the original game(s) (you can get the Guild Wars Complete pack off Amazon for like £20 these days – it’s still good, and if you can bring along a buddy or two, every bit of campaign content is available to you, as NPC party members can fill in all the blanks), and they really seem to be dedicated to redefining the MMO with this one.

    Bring it on, Arenanet.

    • Wulf says:

      The original games were wonderful, and I expect Guild Was 2 to surpass them.

      The Guild Wars complete collection is something I’ve bought for a number of American friends. Reason being is that it’s not available over there. 8D No, seriously, for whatever reason it’s just not. And since all one actually needs is the code in the box, I can buy it for anyone.

      That brings me up to… oh, what, six times that I’ve bought Guild Wars and all of its expansions, now? Maybe more? I don’t know. And I feel that ArenaNet deserve every damn penny. I have no end of love for those games, and as far as PC games go, few are that beautiful.

      They do art, they are art. And Ree’s irrepressible enthusiasm in that trailer for their own game is infectious, I believe in them and that they’re going to do well with this.

      So, what the man said. Bring it on.

  16. Vitamin Powered says:

    I remain somewhat… wary of Guild Wars 2. And it’s not a reasonable wariness; there’s just something about the game that’s been presented, something about the levels / characterisations etc., that rubs me the wrong way. Too naive perhaps, or maybe artificial?

    Eh, it probably matters not. I’ll wait to hear how others are finding it to play, and if there seems to be a merry RPS contingent, then I may jump aboard.

    • Wulf says:

      That’s actually quite interesting to me. You see, I can look at it from every angle and the recurring theme of the aspects you mentioned is that they want to turn the existing conventions inside out.

      Perhaps you’re invested in the current conventions, and don’t believe that they need such turning?

      You wouldn’t be the only one, there are lots of fans of older MMOs who are somewhat offended by their approach, and feel that ArenaNet are actively trying to insult the fans of traditional MMOs, having a go at those who’ve paid long-time subscriptions to games. And I’m perfectly fine with that. They want to distance themselves from that, but in the same breath they’re also distancing themselves from the traditional MMORPG demographic.

      Though this isn’t new for ArenaNet, not even slightly. They did so with their original games as well, refusing to call them MMORPGs and instead opting for the term ‘co-op RPG’. They’ve never wanted to associate with the life-and-wallet sucking approach of the vast majority of MMOs on the market, and I don’t think that’s changed. Still, if you aren’t a long time fan of ArenaNet but you do like MMORPGs, then this attitude can seem strange, alien, and to a degree even offensive.

      Largely though I think they’re making a game for people who’re burned out on traditional MMORPGs, those who can’t stand them any more either, those who’ve been looking for a good fantasy game with a lot of people in it but haven’t found anything remotely interesting. Hell, the MMORPG I played the longest is probably Champions Online, and that’s only because I could blast through it without grinding.

      It’s like they said in the trailer “It’s Guild Wars in a persistent world”, but it’s not at traditional MMORPG. The only thing I can think of that one might find unsettling about this entire trailer is that they’re putting a large ravine between themselves and traditional MMORPGs. And it’s true, that if you’re very invested in the traditional styles of quests, raids, ! over heads, dialogues, enforced grind, enforced grouping and so on then this is going to turn everything that an MMORPG should be on its head.

      Speaking for myself, I find the whole thing a very exciting prospect. And knowing ArenaNet as I do from their previous games, I can comfortably say that none of this is naive, ambitious, or beyond their ability.

  17. Jimbo says:

    It’s like they took everything every MMO developer has ever said before their game came out, and then condensed it into one video!

    They have been promising to figure out MMO grind for about as long as MMOs have existed. Then they realise it’s impossible to make good game content as fast as people can get through it. These guys have an advantage in that regard at least, in that when the player runs out of content and stops playing, it doesn’t really matter to them.

    • Dominic White says:

      “They have been promising to figure out MMO grind for about as long as MMOs have existed.”

      They actually solved it around the time Guild Wars: Factions launched. You sped straight to maximum level within the first day of play. From there, there’s no grind – it’s just doing stuff that you want to do because you want to do it. There’s no 30 hours of repetition to get to the ‘good’ gameplay, because you’re right there from the start.

      If they can further refine that with a quest system that actually feels like an adventure, and top it off with more of a feeling of progression, they might just have cracked it.

    • Hallgrim says:

      The fact that Anet has no incentive to make you play longer (no money from subscriptions) and every incentive to make you love their content and want more after you have consumed it (all money comes from box sales) means they may be able to get rid of grind because they can.

    • Ice-Fyre says:

      @Dominic White, then eye of the north came out, and they added stupid titles and endless grinding

    • Dominic White says:

      Achievement titles that don’t actually do anything to gameplay are hardly considered grinding. They’re optional goals for obsessive-compulsive types, but thankfully I’m immune to that stuff. I have better things to do with my time.

      Grinding is repeating stuff to get to the actual gameplay. Achievements are repeating stuff endlessly to say that you’ve repeated stuff endlessly. For for some people, they’re an incredible lure.

      Poor bastards.

    • Wulf says:

      It’s interesting how common that lack of distinction is, and I agree 100 per cent with Dominic. The thing is, it’s not achievements like console games either, it’s just something that people are addicted to, it’s their cannabis and they can’t break from it.

      In Guild Wars 2, there is only optional grind which has only purely cosmetic rewards, it’s a case of, “Oi ‘ere you, son, lookit me shiny, sez I’ve played this game for a long time, so’s I better’n you.”

      The interesting juxtaposition in Guild Wars is that optional grind does not make anyone better than anyone, due to the entirely cosmetic nature of the rewards. Someone might have slightly shinier armour or a title, but it doesn’t actually mean anything, and in PvP I could likely wipe the floor with these grinders. Guild Wars keeps a level playing ground.

      Don’t want to grind? You don’t have to, there’s no need to do so. OCD about grinding because it’s your addiction? You can grind, but expect only cosmetic rewards!

      This is why some people haven’t taken to Guild Wars over other, similar games. Because in other games, grind does make the man, and if you grind you do get stuff that makes you better, but that was never ArenaNet’s philosophy, and they’ve gone out of their way to stress this many times, including in practise with their games.

      You get the grind-fans who scream for more grind, and they just tossed them titles.

      They screamed for something substantial, something that would make them obviously superior (so they could ‘one shot’ people in PvP), and ArenaNet just shook their heads collectively and succinctly said ‘no’. Their answer to this outcry has always been no, it will forever be no, and everything that’s been said about Guild Wars 2 is that their answer is still no.

      Anyone entering into Guild Wars 2 expecting to be able to have people forced to be their friends due to mechanics like enforced grouping, and people needing them because their equipment is L33T are going to be seriously and completely disappointed, just like they were with Guild Wars 1.

      Cosmetic rewards were just ArenaNet tossing their OCD-’bout-grinding customers a bone, but they’ll never go any further than cosmetics. Do you feel the need to look better than other players? Do you feel the need to look superior, or to simply be superior because you’re just better at the game?

      If you’re better at the game, you don’t need to grind at that, you’re just better with tactics and builds, and that’s all you’ll ever need. You won’t need to grind for one item, everything you’d want will just come naturally over the course of play. I didn’t have to grind for a single unnecessary minute when playing any of the Guild Wars campaigns, I just blew through them all and had a great time. That suits me fine.

      So let’s not mix up cosmetic rewards that do nothing, with tactile rewards which have a very real effect on gameplay. If Guild Wars had those then people would have to grind in order to achieve these things before they could get to the fun content. Basically, if it had real rewards for endless, lifeless grinding then you’d get to points where the game would say “You must have +60% more L33T armour to pass this point.”, but that never happens.

      Titles are just trash for those who’ve fallen into the pit trap of becoming addicted to grinding (poor bastards), and can be readily ignored by pretty much everyone who just wants to play the game to have fun.

  18. Jonathan says:

    I really enjoyed watching my ex-housemate’s Guild Wars adventures (its art direction was pretty swell), though I never got into the game myself. However, I’ve dipped my toe into a few MMOs over the years and never really been taken by them. I want a MMO that I can play for maybe 1-2 hours a week and not feel like I’m wasting my time. GW2 looks like it might satisfy that desire, and I’m looking forward to dipping my toe in.

  19. Cog says:

    (In me best ork): ” ‘Ay! I sawr a Skaven!”

  20. mwoody says:

    I don’t give a shit about affecting MY world. I can do that in a single player game.

    What I’m not getting the feeling, here, is that I can affect THE world. As in, the one we’re all in. If I save a town, will I save it for everyone? Or will I just move to an instance of that town wherein it’s saved? I can almost guarantee it’s the latter, which means they’re doing what the original ALREADY did (albeit with some branching), and what – despite their not-so-subtle jabs at WoW – Blizzard has already done with the latest versions of their flagship product.

    Call me when we see a AAA version of Wurm, or an EVE that doesn’t play like a particularly mean-spirited spreadsheet. One world, one goal. I don’t want to be the mythical “one,” particularly not when I know there are a million more just like me. I want to be one soldier in a much larger battle, and have my actions immediately play out on the world around me.

    Oh, and don’t make it PvP-focused just because that’s a cheap way to include emergent gameplay without having to design it. I’m looking at YOU, Mortal Online and friends.

    • bob_d says:

      Aye, well, you’ve described the fundamental challenge of making an MMO: if you want any sort of compelling player experience that isn’t PvP, you need elaborate (i.e. pre-scripted) events and shared narrative, and you have to have everyone repeating the same content which means no-one can be allowed to actually affect the world permanently.
      Although I’d love to see it, “a AAA version of Wurm” is in many ways a contradiction: a AAA experience is one that’s carefully crafted, the difficulty is ramped-up in a very controlled manner, and where all players have the same experience in the game, in both quality and nature (regardless of whether they just started playing or have been in the game since the beginning). A sandbox MMO would be a very inconsistent experience from the very beginning, the developers would give up a great deal of control to players which means a small group of players could ruin it for everyone. If players can permanently change the world, that means they can change the experience that all subsequent players have in the world; in other words, the creators can only guarantee a quality game experience for the first people who play it. Any sort of hand-crafted events would only be experienced by a small sub-set of players (as it wouldn’t exist once the first group of players had encountered it). If everyone has a common goal, you’d have to make that goal un-achievable (and what’s the fun in that?), otherwise players would reach the goal (and faster than you’d think) and all subsequent players would be shit-out-of-luck.
      The only way we’re going to see anything like that is if someone comes up with some sort of brain-explodingly amazing systems for the procedural generation of content and some genius-clever mechanisms for balancing that also prevent griefing and general world-ruining player actions. So, if we’re lucky, maybe in twenty or thirty years.

    • BlooDeck says:


      They are letting you save the town for everyone though, that’s the idea of the event system they’ve been talking about – the village is under attack in the non-instanced main world, and you save the village. If you aren’t there the village burns down and now people have to go and retake it and rebuild the village. Of course it isn’t quite EVE or Wurm where it’s a truly player directed world, but then Anet never advertised it as that.

    • Wulf says:

      Aside from what BlooDeck mentioned, where you actually can effect the world with every single dynamic event, you can also make permanent changes to the world with your personal storyline. So if you return to visit a bunch of people you saved in a prior visit, they’ll actually remember you.

      It is possible to change the world. This is a big point for them.

      Also: You should try Minecraft if you haven’t already, which is another game I love. Since it’s by one of Wurm’s co-creators and is far more interesting to me than Wurm was.

  21. SharedProphet says:

    I will definitely play as one of those little furry goblin/teddy bear creatures.

  22. Ray says:

    The complete lack of any info relating to the game’s PvP seems somewhat worrying.

    • Soulless One says:

      The PvP looks to be like an arena-type mode. Kind of disappointing, as your PvE characters don’t carry over into PvP. Everyone in PvP is max level with access to all the loot in the game (If I remember correctly.) But I think that Anet is really trying to polish the hell out of their PvE portion right now, so I will forgive them for a slightly lack-luster PvE right now.

    • Randomessa says:

      PvP will be both arena-based and in a large instanced objective-based area called The Mists. I believe both can be hot-joined, but with the Mists, you enter with your existing PvE levels, skills, and armor intact, and the arena-based PvP automatically sidekicks you up to max level with access to all skills and weapons of a max-level character. The Mists will feature three-factioned conflict (servers, or “Worlds” will be pitted against each other in rotating shifts on a weekly basis).

      There are no PvP-only characters in Guild Wars 2, but you can join in within moments of character creation. We have a bit more information than that (including some details on how the objective-based PvP will play), but those are the basics.

  23. anon says:


    Either you actually do affect the world (long-term-temporarily) or every player within a square mile of you not currently engaged in a specific task all get pulled into the same huge instanced event.

    I’m confused by the statement about bosses not respawning every 10 minutes. If they never respawn, how is everyone supposed to experience the epic flying dragon beast shown in the trailer?

    In one of their blogs they mentioned a team of npc workers working on a job site repairing something. Then a nearby group of bandits attack them and destroy the object. The nearby players defend them. If they lose, the object is destroyed. Then another group of workers gather at the nearest town, and head out to the job site to start rebuilding. Rinse & repeat.

    So it’s more like the characters involved for the main event respawn far away then go through the motions to eventually wind up recreating the event.

  24. anon says:


    Either you actually do affect the world (long-term-temporarily) or every player within a square mile of you not currently engaged in a specific task all get pulled into the same huge instanced event.

    I’m confused by the statement about bosses not respawning every 10 minutes. If they never respawn, how is everyone supposed to experience the epic flying dragon beast shown in the trailer?

    In one of their blogs they mentioned a team of npc workers working on a job site repairing something. Then a nearby group of bandits attack them and destroy the object. The nearby players defend them. If they lose, the object is destroyed. Then another group of workers gather at the nearest town, and head out to the job site to start rebuilding. Rinse & repeat.

    So it’s more like the characters involved for the main event respawn far away then go through the motions to eventually wind up recreating the event.

    • Disgruntled says:

      I’m confused by the statement about bosses not respawning every 10 minutes. If they never respawn, how is everyone supposed to experience the epic flying dragon beast shown in the trailer?

      They aren’t. That’s exactly what bugs me about quests in MMOs. Someone has done them a million times before and will do them a millions times after you. There’s no sense of accomplishment. “Phew, I sure killed that dragon and saved that village. Hey, why aren’t you rebuilding your burnt homes? Oh, you’re waiting for someone else to save you again because the dragon just respawned. So the whole epic battle didn’t matter at all and wasn’t in fact really epic at all? Ok, I’ll just run along now.”

      Maybe this time they’ll get it right.

    • dethgar says:

      I expect the open world questing to be generated on the fly, compiled together as a bunch of random variables. Maybe an event system that can have a dragon/demon/char/rogue badies attack a village/town/fortress randomly, then have that place go on some type of cooldown and be removed from the variable list until all variables appear. This would be a much more realistic take on a lot of the old boring repetition in open world questing. Maybe even have those always patrolling npc’s that are scattered about, occassionally build their own lairs and towns/villages/fortresses. It would bring a sandboxie feel to it, imo. Speculation and unfounded hope is all it is though.

      I’d expect anything story driven, like epic bosses and things, to be instanced for group experience though.

  25. imirk says:

    What complete lack? They’ve said its a balanced area sort of thing that occurs “between shards in the mists” so everyone is the same level and has access to all the same gear and skill/spells

  26. Konky Dong says:

    Lofty promises but the devil is in the details. I’m very curious about how this is all being executed. If it’s all just a form of phasing (like from WotLK) then I’ll be very disappointed, as that doesn’t feel any more epic than typical questing. For ArenaNet to win me over, they need to do two things:

    1. Get over the fear all MMOs developers seem to have about some player some where not being able to experience every piece of content they’ve made. Making every little bit of content available to everyone who ever plays the game means none of it feels epic or heroic, because you know everyone else has done it as well.

    2. Have the players effect a real persistent world and not some phased or instanced nonsense, and not some result that resets every 15 minutes. I don’t know how they’re going to achieve this without making a sandbox MMO, but I hope they do. I’m not holding my breath, but I really hope they succeed.

    • Wulf says:

      If I may?

      “1. Get over the fear all MMOs developers seem to have about some player some where not being able to experience every piece of content they’ve made. Making every little bit of content available to everyone who ever plays the game means none of it feels epic or heroic, because you know everyone else has done it as well.”

      They’re definitely doing this.

      At the start of the game you create a character, you set up a personality profile where you have to answer a number of questions, and these will determine the quest lines you see in the game. Your personality profile determines the content you can see, and unless you group up with another player you’re actually unable to see the content of other personality types. This encourages players to have multiple characters.

      They’ve also mentioned that there are other mechanics in the game where you cannot see all the content in the game with one character alone. They’ve mentioned things like the choosing of factions, such as the Order of Whispers, the Vigil, or Durmand Priory. Choices like these again limit the player to a certain kind of content that they can experience with that character, and if they wanted to see other content they’d have to start over with a character fresh.

      They cannot have content which is completely exclusive to a player because that would be patently ridiculous, everyone should be able to access what’s in something they paid for, and giving out exclusive content would not be unlike giving out gear rewards to those that grind, it’s a bad idea. However, what they can do and have done is limit the content by character, so that no one character is able to fully experience all the content in the game.

      “2. Have the players effect a real persistent world and not some phased or instanced nonsense, and not some result that resets every 15 minutes.”

      I’ve been following the information and I can tell you that they’re doing this as well. Events don’t “reset after fifteen minutes”, and whatever that applies to it isn’t Guild Wars 2. They’ve already said events can make long lasting changes, changes which can be seen in the world. If you fight off a group of centaurs, kill their leaders, and then kill off any attempts for them to reorganise, it’s going to take them a long, long time to pull themselves together again with any semblance of cooperation. This is reflected in the game world, which is persistent and not at all instanced.

      As you say, the devil’s in the details, but they’ve been providing all those details for everyone to read. It’s just a matter of following the trail. If you’re interested, then I invite you to follow it with me. Guild Wars 2 Guru is a great news site that catches every little tidbit out there, read back over their archives and there’s a lot to see and learn.

      “I don’t know how they’re going to achieve this without making a sandbox MMO, but I hope they do. I’m not holding my breath, but I really hope they succeed.”

      I think that they will! And yes, it is sandboxy, that’s exactly what they’re trying to do.

  27. geldonyetich says:

    That the players affect the world seems to be a promise made by every MMORPG in the last two decades. I’ll reserve judgment until I see for myself what that means to the developers.

    The Asura aren’t so bad — after all, apparently they get to pilot magic robots.

    Gameplay looks to be more visceral than the first game, another thing i’ll have to reserve judgment for when I see the game.

    I will say that I’ll definitely want to give it a spin simply from the quality of the trailer alone.

  28. Rugged Malone says:

    I like what they said, but I found myself fast forwarding through the last bits of the trailer. Not really fair to judge combat mechanics and gameplay from a trailer, but…I dunno, what was shown didn’t quite seem to prove what was said.

    Definitely one to watch, but hey, so was MOO3. =T

  29. DiTH says:

    Basically what they said is what every other company building a MMO have said at the first stages of production.
    We want to build something new.
    We hate grind,no grind to us.
    You will feel Hero and you will change the world.

    Every copmany says the same thing at some point but none have done anything close to supporting these statements and i dont think they will either.

  30. Wraggles says:


    Really, grinding? reach lvl 20 (probably about 6 hours at most) and there was no more grind. And heroes don’t need to be micro’d at all. They kinda do their own thing….unless your wanting them to not chase after bad dudes/walk into lava.

    The PuGs are terrible though.

    • dethgar says:

      You had to grind each class to unlock abilities in multiplayer(or grind currency). I played like 13 hours of the original campaign and never got past 15. I wasn’t sure of the most efficient method of leveling though.

      When I played with heroes, it was usually in pvp and required lots of micro to avoid total failure.

    • Wulf says:

      That’s misrepresenting the game a touch.

      You had to grind for alternative, flashy abilities just to show off. The game actually provides a full set of skills and all that one could need in order to PvP, I actually know of some people who’ve never bothered with the PvE part because they think they can get by on the the core set and skill alone, and they do just fine.

      If you absolutely must have the flashy alternate sets, then they’re available on the ncSoft store for a pretty cheap price, but they’re by no means necessary to play PvP. The PvE adventure is designed as an optional thing, as is the PvP, but those who play through both get some flashy extra abilities to use in PvP.

      And to be honest, since the PvP never interested me, I can’t consider the PvE game to be grind, that’s a bit of an oxymoron, as true to the word as any oxymoron can be. The thing is, to grind is to repeat a repetitive task over and over, such as killing ten rats, but Guild Wars had a really fun story to play through. What it was, rather than ‘grinding’ was simply optional content that you didn’t want to play through.

  31. anonymoss tree says:

    I want to play a tree, not just the Sylvari I want to literally be able to turn into an untargetable tree and turn back into a Sylvari to sneak attack them.

    If I had guild wars 2 I would play the story in this order Charr>Norn>Sylvari>Human>Asura.

    Because talking cats are elite.

    In the story the Charr are the most powerful they completely defeated the humans and took over the best parts in Tyria. (which is the largest area in Guild wars and the most fertile) They stopped near Bergen Hot Springs because these cats love Hot springs and decided not to go further.

    Humans are numerous in Cantha, but the undead control Elona.

  32. Tim says:

    So how is “swing a sword, swing a sword again”…. any different than Guild Wars, click a button to cast a spell, click a button again to cast a spell? It isn’t any different, the guy making that statement gives me the impression he is a real prick.

    The graphics look great in it, but their attitude in this video is a huge turnoff. They need to stop trying to trash other games which people love, it only ticks off potential customers.

    And I also don’t like the fact that it sounds as if this game is mostly instanced based. Saving a town and the game remembering and keeping it that way, is impossible unless the game is mostly instanced based, which I hate. Its what I hated most about Guild Wars 1, the entire game is almost all instanced based.

    • John says:

      The design posts they’ve released suggests combat in GW2 will be much more interesting than in other MMOs. The skills of different classes will interact in certain ways (like an elementalist who can lay down a circle of fire, which a ranger shoots through to make fire arrows), which sounds really interesting. Finding effective combinations of skills should be fun, and something most MMOs don’t try to do. I guess that’s what the designer meant when he compared it to just swinging a sword over and over (which is an unfair dismissal of other combat systems, I agree, though I get the point).

      Time will tell how instanced the game turns out to be. It sounds like the personal storylines will be instanced, but much of the world should be shared (unlike in GW1), and it sounds like dynamic events will happen in those places. They’ve given many examples of discovering an event happening (like a town under attack) and cooperating with other players in a fluid way. That suggests most of the gameplay won’t be instanced, but we’ll see.

    • Wulf says:

      I have two thoughts about this.

      1. Insulting their own game, too?

      Probably, it wouldn’t be the first time they’ve done that.

      2. Treadmills?

      Now, this is what I think they were specifically getting at, and having a poke at Everquest, World of Warcraft and games like that. In a game like Guild Wars or Champions Online, where you are on the battlefield and what skills you have active matter, in Guild Wars you also have body-blocking, and where you place things like spirits on the field can matter. Where you are on the field matters in both.

      There’s a lot of movement in Guild Wars, and there’s a bit more planning involved than the treadmill approach of MMOs. By treadmill I mean this: You hit -> I hit -> You hit -> I hit -> You hit -> I hit… I’m still on this one critter and it hasn’t died yet. Gods, this is boring, this is so boring.

      That’s what I think he meant by “Hey, I swung a sword, I swung a sword again, hey, look at that, I swung a sword again!”, that sounded almost exactly like treadmill combat to me. I hit, you hit, I hit, you hit, I hit, you hit, and we continue this way until one dies.

  33. Tim says:

    And if the boss you just killed in the game, doesn’t reappear, the only way that can happen is if its yet another instanced zone. There is a reason why the boss reappears in REAL mmorpg’s, and thats because they are usually a real world type game, and others have to be able to kill it also.

    Its very depressing that this game apparently is going to be mostly instanced based, despite what they have claimed in the past.

    They sit and trash the other games, but there is a reason why those games are that way.

    • Wulf says:

      “They sit and trash the other games, but there is a reason why those games are that way.”

      Incorrect! So incredibly, painfully incorrect! Assumptions make arses out of all of us, and all that.

      No, the reason those games are that way is because you talk to some ugly spod with a ! above his head and he gives you a quest to kill the boss, then you must travel to a spot and kill the boss who’s standing around and doing nothing. You do this all at the face value of what some stranger with a ! over their head told you, even if the boss is acting completely docile. This is what they’re, as you say, trashing on.

      And that’s an incredibly intelligent thing to trash on, because it’s an amazingly stupid approach! :D

      This is what I’ve hated about almost every MMORPG out there. I talk to some idiot with a ! icon above their head and get sent off to do stuff. Yawn. In Guild Wars 2 the idea is that instead of that, they won’t have any people with ! icons over their heads. Let that percolate for a moment. Just let it sit and settle, please. Don’t jump in with another post. Right, there will be no quest-givers, you understood that right. And logically, if there are no quest-givers, then there’s no need to kill such and such a boss.

      What will happen is that as you’re traveling around the world, you’ll see stuff happening. You’ll see a town under siege by centaurs, the centaurs will be attempting to batter down the gates of the town, the guards will be in towers shooting them with flaming arrows, and you’ll perhaps figure ‘hey, maybe I should help them out’. Of course, you may decide to walk past, thinking that you’d need a ! to tell you to take that quest. But you don’t! You just dive in and have fun. There are loads of these events all around the world.

      These events result in chains. Kill a boss and he’s gone, the centaurs will then try to elect another leader, that leader will have a different name, he won’t be the same person they killed, but if you raid their camping grounds and stop this voting process from going on, then you’ll drive the centaurs back further. If you let them elect a new leader then they’ll try to press outward again to grab more land, thus putting human settlements in danger of attack. This all happens without visiting one exclamation marked goon, and without the aid of instances.

      They said that Guild Wars 2 is in a persistent world, they’ve also said that the only instances, and let me stress this, the only instances will be for some dungeons which you must make permanent changes to as part of the main storyline, and your own personal storyline elements, those are the only instanced parts. For the vast majority of the world, it’ll be just an open world, you’ll be there with all the other players.

      ! people are why you need to kill that boss, and if a game isn’t plagued by ! people then the problems you’ve described cease to exist. If there’s no ! person, then there’s no specific boss you need to run off and kill, even though that ‘boss’ might just be an innocent critter you were tricked into slaughtering. Instead you’ll just wander the world and look for people who’re in need of aid, and you’ll help them, just because that’s what heroes do.

  34. Spatula says:

    Arenanet were one of the only MMO producers to make an MMO that broke the mould. GW1 was insanely good fun, incredibly well balanced and with the addition of EON, rather challenging in places.

    I think, as with Valve, if arenanet say GW2 is going to be completely different and play as they say it will that we should give them the benefit of the doubt and actually wait to play the game before slating it. Past experience has shown them to be true to their word.

    Also, the only people slaggin off the Asuria are clearly the ones who’ve never played ‘with’ them.

    Highly sarcastic, slightly racist techno-magigians with massive stompy robots. They may look cute, but they’re also frikkin funny and their golems pack a punch.

  35. Burningpet says:

    Tinfoil is one of the best concept artist that exists. being responsible mainly for the enviorments shows the large gap this game has in terms of design innovation of the enviorments against the somewhat medicore character and creature design.

    This was clear ever since the first game concept art went public.

  36. Burningpet says:

    Tinfoil is one of the best concept artists there is. and him being responsible mainly for the enviorments clearly shows the large gap this game had ever since the concept art for the first game went public between the beatifull and innovative enviorment design against the slight medicore character and creature design.

  37. sfury says:

    Fun fact – Daniel Dociu – one of the designers they show talking, was the blueprint for Father Grigori in Half-life 2 – link to :)

    on-topic: Some strong claims they make, but the footage looks great, also there are lots of talented people working on this (even Annie Mitsoda from the Zombie RPG) so maybe they’ll put their money where their mouth is. We’ll see.

    Ah, who am I kidding – I’l never play an MMO, nice try suckers… :P The inhabitants of MMO-land might be happy though.

  38. Naoroji says:

    @Mwoody: Jesus christ man, did you even read other stuff about this game? Don’t bash a game if you don’t know anything about it.

    The world will be persistent and everything you do in that world will affect everyone. If you save a village, only then can people buy again from the Merchants. If you don’t save the village, they won’t be able to. But, of course, there will always be other people as well ;).

    Also, guys; the only bit that is instance and can only be affected by you, is your personal storyline. That happens in instances.

  39. Ian says:

    As with any of these trailervids there was altogether too much “And everything is so FUCKING UNIQUE your FUCKING BRAIN will leak out of your FUCKING EARS” sentiment going on, and the combat still doesn’t look that exciting, but ultimately it does look pretty interesting.

    I’ll be on the lookout to see a trial because I think I’d like to have a go.

    • Wulf says:

      Trial? Hm, there might not be one, since there’ll be no subscription.

  40. Jim Rossignol says:

    The environments look incredible.

    • Orange Required says:

      Seriously. Dociu is a freakin’ master. And suddenly his concepts are translating really well to in-game.

    • Wulf says:

      One of the reasons I want to play Guild Wars 2 is so that I can walk around in that beautiful world. My jaw frequently dropped at Guild Wars all those years ago, and this looks to do the same thing to my mind again.

  41. Cooper says:

    The PCGamer preview got me interested. I hate that in many MMOs I can be in the same place but see somthing different. I like convincing worlds in my games. The idea of scaling, elastic-band type changes in the world that anyone is involved in gets me really interested.

  42. myros says:

    My pet peeve with MMOs has always been the nature of NPC ‘spawns’ (and the quests that accompany them of course). The way the same things just appear over and over.

    Even using the old model they could have at least attempted to make these types of things consistent with the ‘reality’ of the game world. ie an army parachutes in, undead break through the earth at night etc just some effort to make the world believable rather than just have X NPC #903 appear in the same spot as #902, it has been lazy and totaly uncreative far.

    So that aspect of GW2 does seem to be a good sized step in the right direction IMO.

  43. jakob rogert says:

    I lost faith in the designers of guild wars after watching a panel with them at games com where someone asked the guild wars designer which table top rpg’s he’s drawn inspiration from. Turns out the guy never even looked at one.

    • Okami says:

      Why should he? CRPG design (and especially action rpgs and mmos) has almost nothing in common with P&P design. They’re worlds apart and things that work in one kind of game don’t work in the other one. And just for the record, I’ve played P&P for years, I’ve played CRPGs for years, I’ve worked on two CRPGs as a designer and though my P&P experience was an advantage while working on one of those titles, I don’t really see how it would be of benefit to the Guild Wars designers.

    • Okami says:

      Argh.. That last sentence was a real mess..

      I wanted to say that though my P&P experience was of advantage while working on one of the two titles, it was of no use at all while working on the second one, which was more of an action rpg, which is precisely what Guild Wars is.

  44. Mashakosha says:

    One word for this.

  45. Dan says:

    Thinking back the only thing that really attracted me to GW 1 was the beautiful environments and fantastic music score. If GW 2 can offer the same but with an interesting combat system as well then i will certainly be buying it.

  46. Car says:

    There are two different arcs in the game – 1) your own personal storyline (where yes, there will be some instancing) and 2) the dynamic events that they refer to.

    For your personal storyline, you control what happens. You can “invite” people to join you in accomplishing it, but they won’t get to influence the direction it takes. Some parts will be instanced – for example Lieutenant Thackeray (one of the more prominent npcs in the game) will be instanced so that your progress through your personal storyline will be reflected whenever you meet with him. I am unsure if the battles with the epic enemies such as The Shatterer will also be instanced.

    Then there are dynamic events. Yes, they will be on a long global loop from what ArenaNet has said, but the loop will not repeat for a while, so you should be gone from the area. These dynamic events are more flavor – such as secondary quest lines – that do not need to be completed in order to progress with your personal story. This is where say centaurs come and burn down the town. If no one helps, that town is destroyed for everyone on that server. If no one helps to rebuild that town, that town is destroyed for everyone on that server. I can only assume that if nothing at all is done with that town because people don’t care or are experiencing another dynamic event on the server, then when the “loop” comes around, it will check if that town is still standing before running the centaurs again. The only time players should see a repeat dynamic event is if they are revisiting an old area.

    In this way, ArenaNet is getting “rid” of grind through lack of repeated content. Even the personal stories will change with different character creations because a noble Human will react and choose different methods than say a street-dwelling Human to deal with the dragons at the end.

    I hope that makes more sense.

  47. JuJuCam says:

    The spell effects look fantastic! And everything I’m hearing about the dynamic world has me thinking this is a big budget massively multiplayer Depths of Peril…

    I’ll still wait for some reviews post-release before dropping coin on it but I’m optimistic. I played GW but couldn’t really get into it, maybe I needed some friends to join me or something but I just didn’t find the core gameplay that compelling.

    • Dominic White says:

      Guild Wars is pretty much inherently a multiplayer game. There’s a reason it’s online, after all. Trying to play it solo is missing the point pretty spectacularly.

      They mitigated this a bit in later expansions where you had more control over building a party of NPCs, but they really still worked best as a way of filling in the blanks if you’ve only got 2-3 players.

  48. Dobleclick says:

    I don’t believe a single word of what they say! They can look into the camera as convinced and as convincing as you like, I simply don’t believe such things anymore. I’d rather categorize myself as one of those “who hate MMO’s”, and I seriously doubt GW2 will change this.

  49. Marcin says:

    “Visually stunning!”

    Also, there was a lot of running.

    Despite that, I remain cautiously optimistic. I’ve really taken a liking to the free2play model (Er, GW2 will still be free to play, right?) with Dungeon Fighter Online and World of Tanks, and this would fit the bill perfectly for a slightly more involved DFO (I hope). And it does look good, although it remains to be seen how much of it will really transfer to the final game. I do recall the first game looking amazing for its time, although that was courtesy of being totally instanced and pathed (not really open, lots of places you couldn’t go off the path).