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Guild Wars 2

PCPP: Are you looking to change any of the key elements that Guild Wars presented (aspects like the skill and combat system, loot drops assigned to a particular player, PvP combat, etc)? What system are you giving the most attention?

JS: One of the benefits of working on a full sequel, rather than an expansion or campaign, is this gives us the ability to make substantial enhancements to core game systems. Therefore, we are critically evaluating every Guild Wars system as part of the design process for Guild Wars 2. This means that some of the core systems in Guild Wars 2 will be completely new and some will be enhanced versions of existing Guild Wars systems. For example, Guild Wars 2 introduces full 3D movement and direct character control. While these new mechanics provide a greater level of interactivity with the game world, they also allow us to revisit the core combat system in Guild Wars 2 and design a system that offers a more dynamic combat experience. We of course want to retain the strategic depth that makes Guild Wars combat unique, but by taking advantage of these and other new mechanics, we are able to evolve the combat system into something even more fun.


PCPP: What sort of MMO players are you aiming at: those who like to band together with friends, or those who choose to go it alone?

JS: You often hear game companies talk about how they design their game to appeal to a specific "type" of player, but we think it's more important for the game to appeal to the way you want to play from day to day. In other words, rather than defining players as either "solo player" or "group player," we believe most players sometimes want to play solo, sometimes want to play with a single friend, and sometimes want to play in a large group. Thus, it is very important to us that Guild Wars 2 be rewarding whether playing solo, with a friend, or in a traditional party group.


For more on Guild Wars: Eye of the North and Guild Wars 2, check out PC PowerPlay #138, on sale now.



 


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