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PAX 10: A hands-off look at Guild Wars 2 photo

If you were at PAX, you know the lines to play Guild Wars 2 were long. There's a good reason -- Guild Wars 2 is shaping up to be one of the most interesting MMOs we've seen in a long, long time.

During PAX, some of the fine gentlemen at ArenaNet took me aside to show me some of the cool stuff they're planning for the game. We already wrote about some of it in our gamescom coverage, but there was some new information available at the show, and we really went in-depth on some of the systems that we previously covered. Read on to hear about my time checking out Guild Wars 2.

Guild Wars 2 (PC)
Developer: ArenaNet
Publisher: NCsoft
To be released: 2011

The first part of what I saw was touched on by Ian in his gamescom post -- the customization and personality choices you make at the beginning of the game. The choices you make for your character at the outset have a massive impact on your personal quest line -- a series of quests that are tailored to your character based on their background, race, personality, and the choices they've made throughout the game. Functionally, these quests are handled like your traditional quests in MMOs: NPCs with tasks that continue your personal story will have icons above their heads, and you simply speak to them to begin your quest.

Unlike traditional MMO quests, these tasks will differ wildly depending on what kind of character you're playing and what you've previously allowed to happen in the story. A human noble who prefers to solve problems through diplomacy rather than bloodshed will have a totally different story arc and set of quests than a brute who grew up on the streets. To make the story even more personal, your character will be directly inserted into cutscenes, and the cutscenes will also vary significantly depending on all of the previous factors and variables mentioned.

Personalization is a big deal in this game, and this is also reflected in your appearance. The actual armor your character wears is purely cosmetic; stats and bonuses are instead conferred through crests that you socket into your armor. While it does sacrifice realism for the sake of personalization, since in the real world a pirate costume is obviously less effective than a full suit of plate armor, the crests will allow you to give your character a look you actually like, and will hopefully keep everyone from running around in identical gear. It also allows characters to become legitimately recognizable beyond the name above their head, with the idea being that you start recognizing people on your server simply based on their looks.

Your personal story quests, however, likely won't make up the majority of your playtime. In fact, a good portion of what you'll probably spend most of your time doing in Guild Wars 2 won't even be NPC-given quests at all. The dynamic event system that's being introduced is much more impressive than I was first led to believe, and one of the main reasons I nominated Guild Wars 2 as a Destructoid pick for PAX Game of the Show.

When this system is described as dynamic, it really means it. The only NPCs with quest symbols over their heads are for your personal story -- the rest of your adventuring will be done by exploring the map. An NPC in each area will mark off a large number of spots on your map where people may need help, but you won't have any idea what actually needs doing, if anything, until you get there. Events are randomly coded to trigger at various times all across the map, and most events feature multiple ways to contribute.

Visit a farm when everything is fine, and a farmer may ask you to help feed his cows or water his crops. Come across the farm as a bandit raid is occurring, and you can either jump in and kill the bandits, or run around and help try to put out the fires they've started. Stumble across the farm after it's been captured by the bandits, and fight to reclaim the farm and drive the bandits off. Other examples shown included fighting a giant lizard-monster in a river -- it was preventing fishermen from fishing, which subsequently crippled the nearby village's economy -- and a mass-scale battle where the Charr fought off an enormous dragon. Whatever the outcome of the event, it affects the game world and subsequent events -- keep too many bandits alive, and eventually they'll start expanding, forcing players to actively thin their numbers.

These events are designed to be social, with players able to jump in and out at any time. You don't need to have any quest active, have a group or party all gathered up, or have talked to any NPC -- if you come across an event and participate, you get experience and loot for it. As players join and drop an event, the event scales accordingly. If there are only two people around to fight the river monster, the fight's difficulty will be appropriate for two people. If a group of ten joins the fight halfway through, the monster will change, instantly becoming stronger and gaining new crowd-control attacks. Upon completion of the event, everyone who participated in some way will get some sort of reward -- the developers said they specifically want to avoid scenarios where large groups of players work their way through a battle or dungeon, and only two or three actually get any equipment or gold from it.

Continuing the discussion on combat and events, ArenaNet told me that they want to make sure players don't get too bored while locked into a specific role. Classes are present in the game, but each class will have a wide variety of options. I was shown the Elementalist, who is mainly a spellcaster, and how she could switch between roles. As an Elementalist, she could attune herself to one of the four elements. In Fire attunement, her skills were mostly focused on quick, direct damage. When she switched to Water attunement, her skills became much more support-based, and her role in the event shifted from dealing damage to helping all the other players around her. I also was shown a Warrior who switched between a two-handed heavy-weapon fighting style to a ranged style using his bow.

You even have the option of avoiding combat. Any character of any profession can revive fallen heroes, so if you're tired of flinging fireballs, you can roam the battlefield as a sort of combat medic, picking up any casualties of battle. In the dragon battle, some players made it out to the outskirts of the fight, where they were able to use mortars and other siege weapons to battle the dragon from a safe distance.

Regardless of the role you play in an event, the game itself is very action-oriented. Characters can run, jump, and dodge in the middle of fighting, and almost every skill can be used while your character is moving. Auto-attack is non-existent, so you need to be pushing a button every time you want your character to act. The developers have said that they want players to feel as if they're actually doing something when fighting, but still want to keep an RPG feel to the entire system.

Even though the dual-class system from the original Guild Wars is gone, there are some cool ways in which different professions can interact. Many skills you use in combat will leave a mark on the ground -- the example I saw was when an Elementalist threw down a wall of fire. In addition to damaging enemies in its path, the fire continued to burn on the ground as the battle progressed. If someone with a ranged weapon shoots an arrow through the fire, they end up shooting a fire arrow. A Warrior who uses a whirlwind skill to move through the fire will fling fireballs about as he spins. These cross-class skills appear to add an entirely separate strategic layer to battle, as you not only need to focus on simply hurting the enemy or healing your comrades, but must also consider how to best maximize your cross-class ability potential.

In addition to dynamic events and personal story quests, there will be some instances as well, especially as characters near the endgame. Instances are currently planned to be five-man, and like most MMOs can be run multiple times. You'll also be able able to revisit older instances with lower-level friends without steamrolling everything for them -- the instance will downscale your level to match those you are partied with, allowing you to still enjoy the challenges of earlier instances and to group with your friends. How much these instances will differ from the standard MMO instance is unknown, as the actual inside of one wasn't shown during my demo.

One of the lessons learned from the first Guild Wars was that while instances are good for the story, they aren't great at building a community, and community is one of the main focuses of Guild Wars 2. The cities of Guild Wars 2 are being designed as social spaces -- ArenaNet wants people to do more than just show up in a city to use the auction house and immediately take off. There will be significant NPC interaction in the cities, and one example I saw of this was a collection of "activities" scattered throughout the city, which were functionally short mini-games like a shooting range. I'm not quite sure that players will want to spend a lot of time in the cities instead of participating in events, but there may be enough features in the cities by launch that make the cities legitimate places in which to hang out.

It's difficult to talk about this game (and probably unprofessional) without getting overly excited, but it's great to see ArenaNet try something truly different in the MMO market, especially since so many current MMOs follow extremely similar structures. It's also great that, like the original game, Guild Wars 2 won't have a monthly subscription fee. That said, it's important to approach any upcoming release with some degree of skepticism, but I will truly be shocked if Guild Wars 2 ends up as a failure.








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Jonathan Ross is an Associate Editor in Los Angeles who is obsessed with capybaras. Like, seriously, obsessed. If he's not playing Team Fortress 2 or getting into arguments about why PC gaming is superior, he's either off having a fancy dinner with lots of expensive wine, or sitting on the Destructoid IRC complaining that's he's not off having a fancy dinner. Likes: Chrono Trigger, Street Fighter, Steam, everything Blizzard and Valve have ever made, playing Angry Birds on the toilet. Meet the rest of the team



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26 comments | showing # 1 to 26
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tomkatuk's Avatar - Comment posted on 09/08/2010 15:12
tomkatuk
I'm hyped for this, and I never play these sorts of games usually. Day1 purchase I think just on what I've seen so far.
zanthox's Avatar - Comment posted on 09/08/2010 15:19
zanthox
Sounds amaaaazing! Can't wait!
Linkoman's Avatar - Comment posted on 09/08/2010 15:23
Linkoman
Will it be Mac compatible too? I want my Girlfriend to be able to play along with me. Get her off the nightmare that is Runescape.
Eziom's Avatar - Comment posted on 09/08/2010 15:24
Eziom
SO looking forward to this, although the gear being purely cosmetic made me a little more skeptic. And I do believe I will spend a lot of time in the cities, for some reason I've always done it, even when there's nothing to do there.
I guess the game is overhyped, but I'm almost certain that it will be a blast anyways! =)
Etalyx's Avatar - Comment posted on 09/08/2010 15:28
Etalyx
Been waiting on some PAX coverage of this! Thanks especially for the info on instances. Was wondering about them. Definitely buying this and my friends are too; it's going to be a popular one.
NateT's Avatar - Comment posted on 09/08/2010 15:31
NateT
Wow. I might actually try this.
Bigby's Avatar - Comment posted on 09/08/2010 15:35
Bigby
Aerox....I will steal all your wine and hold it for ransom until you give me this game before it comes out.
Joanna Mueller's Avatar - Comment posted on 09/08/2010 15:44
Joanna Mueller
Didn't get to play this, but spent a good 10 mins or so talking with the rep and went from not even being aware of it to wanting to buy it day one. Sounds like one of the best MMO experiences available.
Fayl's Avatar - Comment posted on 09/08/2010 15:49
Fayl
After trying out the demo twice over the course of PAX weekend- once as a human (levels 1-10) and then as a Charr (level 45ish) - I'm confident in saying that GW2 is fulfilling a lot of the hype that ArenaNet's fantastic blog has created.
As expected, the art is amazing as it was in GW1, with the engine adding a few new bells and whistles to update it today's standards. Overall it feels very similar to seeing the first game when it was first released: an engine focusing on beautiful, stylized art and animations instead of a lot of polygons and video card crunching. In the end it was probably one of the most aesthetically pleasing games of the show. Spell effects popped and it was very easy to understand roughly what it was doing and how I should react after seeing an ability used once or twice. Sound effects and music sounded nice; however it’s hard to really comment considering how loud the show floor was.

The real meat of the demo of course was the combat. I usually play casters, so I picked an Elementalist for my human play-through and a Necromancer for my Charr. When I first tried the human character I was slightly underwhelmed by how I was blowing up my opponents; it felt like the same usual spell clichés (bolt, cone, etc) from any other MMO. But after a few new abilities after leveling up, and seeing how creatures reacted to different spells it really begin to click. The lack of auto-attack was a breath of fresh air, and made every encounter feel less like a chore. I found myself actually going out of my way to pull in some mob I saw roaming around just to try out a new combination of spells on it; quite a change from how I usually play my MMOs (dodging between packs of mobs to avoid engaging them).

What really sold me on the game, however, was my time on the level 45 Charr. After getting a feel for the game on the human, playing a hero with a full set of abilities was an awesome experience. The Necromancer had a lot of the usual tropes that you would find in any other fantasy RPG; undead pets, DOTs and poisons, life steal, etc, but the game mechanics lead to the most ‘Necromancer’ feel I’ve ever played in game. Ordering pets around to blow them up in a crow of enemies, sacrificing health to deal heavy damage then moving in close to ‘bite’ a target to gain it back, and turning into a ephemeral shade to fear targets and spread plagues just felt right in GW’s combat system.

After playing for a bit I also came across the weapon swap option (‘V’ if I remember correctly), which could be used in combat every x seconds (can’t remember exactly, but it wasn’t very long) to swap all my abilities. The default was a wand that focused on dots and ranged slows and damage dealing bolts. Swapping to a wicked looking dagger I was granted a number of melee based attacks, in addition to a lot of aoes and life stealing options. By the end of the demo I was sending my pets into a pack of mobs, dotting up and blasting away several targets, then swapping to my dagger as they drew close to quickly tear away the last bit of their health and heal myself back up.

It was a ton of fun and despite sounding similar to other MMOs on the market, felt like nothing I have played before. I cannot wait to pick it up again.
AceFlibble's Avatar - Comment posted on 09/08/2010 16:08
AceFlibble
Going to be so. Damn. Great.
Halidar's Avatar - Comment posted on 09/08/2010 16:15
Halidar
I'm really looking forward to this. I put 3 years into the original Guild Wars games.
Zeik56's Avatar - Comment posted on 09/08/2010 16:37
Zeik56
"The actual armor your character wears is purely cosmetic; stats and bonuses are instead conferred through crests that you socket into your armor."

I had not heard this before, that's fantastic. Having your armor appear on your character is a great idea, until you come to the point where you have to choose between something that looks stupid and something that's useful, which always happens. Not to mention everyone getting stuck wearing the same thing in MMOs.
Witherbucket's Avatar - Comment posted on 09/08/2010 16:47
Witherbucket
Even little things like how I saw the map animations as the map was brought up and down, make me excited. I've been on this game's side since before any details were released just out of trust, and I'm glad to see it delivering.
Keasar's Avatar - Comment posted on 09/08/2010 17:03
Keasar
Goddamnit,everytime I hear about this game I just want to play it more!
Darren Nakamura's Avatar - Comment posted on 09/08/2010 17:29
Darren Nakamura
Wow, I'm not even into MMOs, but if there's one game that sounds like it could change that, it's this one. Perhaps when I get myself a gaming PC...
AceFlibble's Avatar - Comment posted on 09/08/2010 17:33
AceFlibble
@Dexter345 Do it. I bought a new PC to run the original GW when that came out and I didn't regret it - and I'm absolutely not usually an MMO guy either.
crackattackspider's Avatar - Comment posted on 09/08/2010 18:19
crackattackspider
If this is still like the first 1 (i only got factions but cant log on cos i cant remember username or pass) in the fact you dont pay monthly its single purchase but has a few expansions im in, because at the end of the day it will be the game you bought for £50 nd no more, that is if they dont change that. which im sure will be like them stringing them self up.
Arch649's Avatar - Comment posted on 09/08/2010 18:27
Arch649
After reading this, I am very excited for this game. I wasn't to into it before since I got burnt out on GW1 a long time ago. And to anyone worrying about getting a PC to run this: any computer from the last 3 years will be able to run it no problem. Guild Wars isn't technically demanding at all.
AceFlibble's Avatar - Comment posted on 09/08/2010 18:29
AceFlibble
@crackattackspider they already said something like three years ago when GW2 was first mentioned that they would never start charging a subscription fee. You pay for the game initially and that's it, just like GW1.
DinnertimeNinja's Avatar - Comment posted on 09/08/2010 21:47
DinnertimeNinja
Can't frickin' wait!

I started upgrading my PC (everything except for the graphics card) over Black Friday of last year pretty much specifically for this game.

And that socketed armor thing is total genius as it allows you to pick what outfit you want to wear mainly by appearance. And as someone said earlier, every class isn't going to be trying to look exactly the same by getting the best armor.
Wedge's Avatar - Comment posted on 09/08/2010 21:49
Wedge
The reason the lines were so long was because it was FORTY MINUTE DEMO they let people play. Which while I understand was necessary to get people to really experience some of what they were trying, it was still lame.

Also the gear only being aesthetic is fucking GENIOUS, now everyone with the "best" gear for a set won't look exactly the same.
Gyrael's Avatar - Comment posted on 09/08/2010 23:36
Gyrael
Jesus, this sounds unbelievable.
walrusmustdash's Avatar - Comment posted on 09/09/2010 01:36
walrusmustdash
This sounds so amazing. I wish that I could have played it at PAX, but those lines were just SO long. That said, this truly sounds like it could be better than any other MMO I've ever heard of. In a lot of ways it actually sounds far more ambitious than something like The Old Republic, which (while pretty impressive, from what I've seen) still felt very much like a standard MMO when I got my hands on it at PAX.
Marley's Avatar - Comment posted on 09/09/2010 11:40
Marley
Holy shit this sounds amazing....i've been anti-mmo after finally realizing WoW is a big fucking waste of time.....i spent so much time on that damn game and was done and burnt out.

This game might make me an MMO guy once again. Though i'm not sure if my shitty laptop can run it...may make me upgrade.
The Magic Conch's Avatar - Comment posted on 09/09/2010 16:53
The Magic Conch
I hope this doesn't have too high specs, it looks AMAZING
Aaron Mxy Yost's Avatar - Comment posted on 09/09/2010 23:02
Aaron Mxy Yost
Wow... I might have to check this out.
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