Posted Apr 10, 2007 at 03:03AM by Karl B. Listed in: MMORPG Tags: Jeff Strain, SideKick, ArenaNet
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"The foremost goal of Guild Wars 2 is to make it the ultimate Guild Wars for Guild Wars fans." That's how ArenaNet founder Jeff Strain describes the sequel to the popular instance-based subscription-free MMORPG Guild Wars.

In a recent interview with CVG, Strain and Guild Wars lead designer Ben Miller revealed a few things about the new features that'll make Guild Wars 2 the ultimate game for fans. Of course, we've taken the liberty of getting a few snippets off the interview. Check 'em out below.

Guild Wars 2 - Image 1


What's different this time around? According to Strain, Guild Wars 2 will be employing more of a sandbox mentality. Players will be more able to direct their own play and pace to a much greater degree than they could in the original Guild Wars.

"In Guild Wars 2 we're building a world and all the mechanics that go along with that world and then we will tell stories within that world," said Strain. "In the original Guild Wars it was more that we were telling this big story and developing the world to fit that story."

PvP combat. The eSport-like structure of PvP in Guild Wars will still be in the sequel, but the unlocking mechanisms in the original will be removed. Those who want to go for the structured PvP arenas will immediately have access to all of the skills, weapons, and items in the game without the need to unlock them.

World vs. World combat. According to Strain, this style of combat is a more casual form of PvP. "There's no restriction on the number of people who are fighting on your side or on the other people's side. It takes place in what we call The Mists, which is areas between worlds so everybody in your world is fighting on the same side. And you'll be matched up with a few other worlds and we'll rotate those matches around every couple of weeks. "

Ben Miller also adds that World vs. World PvP will feature a "sidekick system" that allows a low-level character's play experience to be more on par with a higher-level character's power level.

"So instead of me going out there and getting absolutely owned and trying to keep up with higher level characters, the side-kicking system will kind of equalise my character to yours," said Miller. "So we'll both have a fun, competitive time without a lot of the necessary grinding that I would have to do to get high level armour and stuff."

For the full interview, click on the link below.


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