|

Guild Wars is celebrating its fourth anniversary this weekend, four years since its unusual business model hit the scene. Since then, they've released two stand-alone campaigns, one expansion, and are now hard at work on the sequel. It's cool that they've made it this far, accounting for the fact that lack one thing you expect from AAA MMORPGs: a subscription fee.
So, in honor of outlasting pretty much every MMO that was released AW (after WoW), we've had a talk with one of Guild War's community managers, Regina Buenaobra, about how Guild Wars got where it was, what it's doing to celebrate, and where it is going.
Read the interview after the jump.
Has anything fundamentally changed about the Guild Wars experience since its release?
RB: At its core, Guild Wars is still a game that emphasizes skill over grind, and the core Guild Wars experience remains true to its roots. We update the game regularly, and there have been a lot of smaller changes over the years, such as changes to skills. Many of our players pride themselves on their ability to adapt to our skill updates, especially our PvP players. Our design team regularly tweaks the game in response to how players use skills, and this is most evident in PvP. If you played Guild Wars four years ago and hop back into the game today, whether you play PvP or PvE, you will find that you have a fresh new gameplay experience because of those skill updates.
Another change was the addition of customizable AI-controlled Heroes. We’ve always allowed players to bring along henchmen to fill out their party in case they didn’t have enough players, but if players bring Heroes into their party, they can customize the Skill Bars on their Heroes. Heroes give players more options when taking a party out on quests and missions. This feature adds a deeper dimension to exploration and gameplay, because players need to be aware of skills that work for different professions, not just ones that they play. That deep play experience is something we’ve learned our players enjoy.
How much has the community affected the changes over the years?
RB: Community managers act not just as messengers, but as advocates for our players. Members of our development team also take an active interest in what our players consider important. Through us and other members of the studio, our players definitely have a strong voice at ArenaNet. We have the community in mind when our team develops new features. Some of the features being released in the Fourth Anniversary Update are frequently requested features from our community—in particular, the expanded options for item storage and the Zaishen Menagerie. We have other features in store for the anniversary, so check those out when the update goes live!
What has been the most controversial patch or change made?
RB: A fairly controversial update in recent memory happened last year when we balanced key skills separately for PvP and PvE. We introduced PvP versions of certain skills, which were functionally the same but had their number values adjusted to change variables such as damage, healing, cost, and recharge rate. This change was done to avoid nerfing PvE to a huge degree while keeping the PvP game balanced. Players are incredibly adaptable, and it’s a regular challenge for our designers to keep the game interesting and encourage a variety of play styles. There have been other controversial decisions over the years, such as loot-scaling or allowing Heroes in Heroes’ Ascent, but this is a more recent example.
Why do people keep playing Guild Wars?
RB: People keep playing because of the engaging storyline, the fantastic art, the exciting gameplay, and because our subscription-free model makes it easy for players to come back to Guild Wars after a break and experience it anew. Because of our regular updates to skills, players returning to the game can have a fresh set of challenges to tackle.

What influence has the non-conventional gameplay model had in drawing and keeping players?
RB: It’s had a huge influence. Because we’ve done something a little different from other games, this has made Guild Wars distinct. We’ve been able to attract our own audience of passionate players who want something different and unique.
How has the art direction and storytelling aspect influenced the game?
RB: Our Art Director, Daniel Dociu, has developed a very strong artistic culture at ArenaNet, with a focus on fine art skills and craftsmanship. This focus on fine arts has had a strong influence on the creative process, from concept all the way to implementation in the game. Likewise, our writers’ attention to crafting lore and developing the story has created a very rich world for players to interact with and explore.
What are the celebration plans for the fourth anniversary?
RB: Apart from the in-game events, we’re also introducing exciting new features for players. One of the coolest new features is Zaishen Challenge Quests, which let players complete certain challenges each day, such as replaying a storyline mission or winning battles in different types of PvP. The quests offered will change each day.
One of the most suggested features we’re delivering is more storage options. In celebration of our Fourth Anniversary, we’re giving players a free storage pane so they’ll have more inventory space for items that all characters on a single account can access. Not only that, players will be able to buy more storage panes for additional account-wide inventory space.
Another requested feature is the ability for players to access different pets after they have already charmed them. Players can do this by heading over to the Zaishen Menagerie outpost. Access to this area is completely free. There are several ways to unlock different evolutions and levels of pets, such as having members of the Zaishen Order train your pets in exchange for Balthazar Faction. We’ll also give players the additional option of unlocking all standard pets by purchasing the Pet Unlock Pack.
We’ve saved some surprises for the anniversary, so check the website for more details.
Are there plans for in-game celebrations or special items for the fourth anniversary?
RB: We have loads of in-game events going on for our four-year anniversary. The Shing Jea Boardwalk will re-open, where players can test their luck in the Boardwalk games. The Dragon Arena and Rollerbeetle Races will be open. Birthday Cupcakes will drop from monsters in explorable areas. Starting on April 28, characters turning four years old receive the new miniatures from the fourth year birthday series. Characters turning four will receive these presents on their creation date.
What is the current division between PvP and PvE players, and which group tends to be more active? Do you expect this to change?
RB: Most of our players (about 90%) play PvE, but our PvP players are among the most vocal and passionate of our player base. Both types of players are active in their own ways, so it’s difficult to say which group is more active.
Why should someone start playing Guild Wars now?
RB: For the rich, compelling solo storyline, challenging and deep gameplay, awesome PvP combat, and the incredible art and music. We think all kinds of players will find something to like in Guild Wars. Also, in these trying times Guild Wars still represents one of the best gaming values out there since we don’t charge a subscription fee and you can play online as much as you want. Plus, we recently released the Guild Wars Trilogy, so you can grab the first three campaigns at a great price.
What is the team currently working on?
RB: Guild Wars 2!
Is the team planning any more purchasable updates to Guild Wars?
RB: Right now it’s hard to say for sure. We want to see how much the players like these updates first.
Do you imagine that people will continue to play Guild Wars for years to come?
RB: We hope that Guild Wars will continue to be a game players enjoy and continue to play. I can tell you from our end, we are constantly working toward keeping the world of Guild Wars engaging and compelling What is the progress of Guild Wars 2, and when will we start hearing more about the sequel?
RB: We’ll have more to share about this later in the year, so stay tuned!
|