While the internet collectively recovers from the new Guild Wars 2 trailer, released during GamesCom earlier this month, we jumped at the chance to interview the creative geniuses behind the upcoming title. ArenaNet's Eric Flannum, Lead Designer, Ree Soesbee, World Designer/Writer and Will McDermott, Writer all answered our barrage of questions.
Follow along after the jump to learn more about the GW2 business model, evil Sylvari, plans to have multiple servers and much more!
Massively: With GamesCom and PAX only a week apart, why the decision to release the GW2 trailer in Germany instead of your home base of Seattle at PAX?
Eric Flannum: Europe is a huge market for us and we felt that we really needed to have a strong GW2 presence at a major European trade show. The timing of GamesCom and PAX was such that we ended up premiering the trailer at GamesCom. That being said we always have and always will regard PAX as a major show for us both because of its proximity as well as the fact that it's a great format for us to interact with and meet our fans.
250 years is a long time, if you consider how far a country like the US has progressed in that same amount of time. Some of the concept art shows a "colonial" feel to the game. Is it safe to say that Guild Wars 2 will not be a traditional medieval-fantasy setting?
Eric Flannum: While we've never considered Guild Wars to take place in a traditional medieval setting it is especially true of Guild Wars 2. We have advanced the world both technologically and culturally to a point that we thought was fitting for 250 years. Humanity for example has a parliamentary form of government while the Charr are on the verge of some very significant technological breakthroughs. Some of the more obvious gameplay impact these advances will have are in the use of rifles and pistols by some of our professions. We have also tried to reflect these advances in a lot of our clothing and armor designs as well.
We're intrigued by the concept of evil Silvari, called the Nightmare Court. What all can you tell us about them?
Ree Soesbee: The Nightmare Court are Sylvari who have embraced the darkest parts of the dream; a terrifying nightmare that contains as much horror as the dream contains inspiration. Those who choose this path are evil, cold, emotionless, cruel creatures who enjoy propagating evil. They want to burn out their emotions, forcing their converts to do horrible things in order to destroy all the sympathy, empathy, or compassion they might possess. They seek to purely understand the depths of Nightmare – and feed yet more horror to the dream. Their Dark Vigils are things of legend, filled with regal depravity; twisted courtliness and sadistic tournaments that pervert Sylvari chivalry. Their greatest ambition: to turn the Pale Tree herself to the Nightmare, and envelop the world in cruelty and bedlam.
We're also very excited about playing with our characters underwater. Will this be throughout the game world, or only in places like Orr and Ascalon?
Eric Flannum: Just about every area in the game has some form of underwater play space. We've got underwater cities, ruins, caverns, new underwater enemies and friendly races as well. We have attempted to make a setting that both looks and plays a bit different from our above water areas but is at the same time fully featured and easily accessible as well.
Will we have mounts in Guild Wars 2? Flying mounts, perhaps?
Eric Flannum: Unfortunately we aren't speaking about specific game mechanics until sometime early next year.
Will we see any timeline shifts that your character can not return to, such as with pre-searing Ascalon in GW1?
Eric Flannum: Pre-searing had a lot of very positive effects on Guild Wars 1 and we are very aware that some people were huge fans of the mechanic but with our 5 races and our desire to allow friends to play together as quickly as possible we didn't think it was practical to do something exactly like that in Guild Wars 2.
The FAQ on the official Guild Wars 2 site asks the question of a raised level cap, but doesn't really answer it. Another question on the FAQ states that there will be a "maximum level". So will you retain the level 20 cap?
Eric Flannum: We will not be retaining the level 20 cap. We will announce the exact nature and level of the Guild Wars 2 level cap early next year but let me state that our philosophy of allowing players to play the game without grinding their life away is something that is unchanged from Guild Wars 1.
The trilogy of novels will be released before GW2 is launched. Is there a schedule for these that we can anticipate?
Will McDermott: The first book will be published in the first half of 2010. The other two will follow. We do not have definitive dates for any of them at this point.
Will you retain the dual-class system that practically defines the current Guild Wars?
Eric Flannum: Unfortunately we aren't speaking about specific game mechanics until sometime early next year.
There's been talk of PvP involving different servers. Does this mean that GW2 will be on separate servers, much as you find in WoW, Warhammer, etc?
Eric Flannum: Yes, Guild Wars 2 will have different servers like many other games. We decided to make this change to help foster a sense of community amongst smaller groups of players. At the same time it is also very easy for us to allow players to transfer between servers. We have not announced specifics on how we will let players transfer but we want it to be easier than in other online games.
At a recent Guild Wars panel at Dragon*Con, attendees discussed the fact that they love how your Heroes are part of the storyline in Nightfall and Eye of the North, and having them in your party is a requirement. Is this something we'll see again in GW2?
Eric Flannum: Guild Wars 2 won't have the same Hero or Henchman systems that we had in Guild Wars 1. That being said having heroic characters to interact with is a huge part of telling a compelling story so players will have NPC heroes who are very much part of their stories.
Will GW2 see chapter content eventually, as GW1 originally did?
Eric Flannum: Guild Wars 2 will retain the same business model as GW1. That is to say you'll pay for the game but there's no monthly subscription fee, and we plan to release paid content after launch.
Reader Comments (22)
Posted: Sep 17th 2009 11:11AM arnavdesai said
Ok , I am now scared of this whole server model. One of the best things about GW was that you could be with anybody you wanted. I dont really care whether my world is instanced or not. I just want to enjoy with anyone and everyone.
I am afraid of this change & think its wrong on their part to do that.
I am afraid of this change & think its wrong on their part to do that.
Posted: Sep 17th 2009 11:31AM arnavdesai said
See that is not optimal. I wanted to change anytime I wanted to using the drop down they had. I dont want to be calling support or something and 'moving house' as such. Even if they dont charge money for it , it's still not optimal. I think its silly how much more they try to make their game seem like every other generic fantasy MMO out there when the things which made them great were things which were different.
Oh well, they still have my money for CE along with preorder.
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Oh well, they still have my money for CE along with preorder.
Posted: Sep 17th 2009 12:35PM Tom in VA said
Arnie, I imagine that switching servers is going to be like switching districts in the original game -- or something akin to that. You needed to be in a hub area in GW1, for example, to switch districts. In a persistent world, I imagine it's a bit trickier and may require your character go to some special location (by map travel, perhaps?).
In any case, I am not worried about this server business until I hear more about it.
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In any case, I am not worried about this server business until I hear more about it.
Posted: Sep 17th 2009 11:12AM Meagen said
Argh... the waiting is driving me insane...
Posted: Sep 17th 2009 11:19AM (Unverified) said
Great interview Shawn ^^ Much much better questions than most other GW2 articles out there.
Posted: Sep 17th 2009 11:22AM Arkanaloth said
The server model is.. odd, but a bigger issue is the lack of heroes. The best thing about GuildWars is at any time I can log on, and if friends are not online I can just put together my AI team and still accomplish nearly anything I want without being subjected to people and personalities I wouldn't give the time of day.
My personal PUG experiences are pretty horrific. FFXI PUGs were so bad when I quit the game it would take nearly 6 months before I would play a healer again, but I vowed never to play a healer in a PUG ever again. In WoW after 4 years of play, I've never once been in a PUG that completed a single instance, they all fall apart due to two people bickering over stupid crap and it just goes to pieces when one of them leaves.
Running content with friends has never posed issues, with friends we've 3 manned Doan back in the day (and no we were not over-level for the instance) and duo'ed a metric ton of non-instance 5-man content (typically with me as healer).
My personal PUG experiences are pretty horrific. FFXI PUGs were so bad when I quit the game it would take nearly 6 months before I would play a healer again, but I vowed never to play a healer in a PUG ever again. In WoW after 4 years of play, I've never once been in a PUG that completed a single instance, they all fall apart due to two people bickering over stupid crap and it just goes to pieces when one of them leaves.
Running content with friends has never posed issues, with friends we've 3 manned Doan back in the day (and no we were not over-level for the instance) and duo'ed a metric ton of non-instance 5-man content (typically with me as healer).
Posted: Sep 17th 2009 12:43PM Tom in VA said
Heroes and the ability to form groups on the fly was one of the very best things about GW1, imo. From what I have read of GW2, players will get one sort of "super"-Hero which they can use of not, and the game is supposed to be mostly accessible either solo or scaled for you and your NPC. Two players could thus form a party of 4 perhaps (2 players and 2 Heroes).
I greatly enjoyed the AI party dynamic in GW1 and will kinda miss that but as long as GW2 scales or adjusts content to party size -- solo, solo/Hero, 2+ players and their Heroes, etc. -- I'll be happy.
I am very eager to learn more about the NPCs/Heroes in GW2 and how they function, and I appreciated Shawn's asking about this in the interview.
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I greatly enjoyed the AI party dynamic in GW1 and will kinda miss that but as long as GW2 scales or adjusts content to party size -- solo, solo/Hero, 2+ players and their Heroes, etc. -- I'll be happy.
I am very eager to learn more about the NPCs/Heroes in GW2 and how they function, and I appreciated Shawn's asking about this in the interview.
Posted: Sep 22nd 2009 5:32PM (Unverified) said
Oh noc, i am really glad that they want to kill the heroes.
i dont know if you two have been in GW from the start on... but GW was much better, before they introduced these Hereo-mechanics.
sure, it's nice to start whereever you want, and whenever you want, you could easily invite your heroes and everything was set up, but this killed teamplay in GW. first thing you asked a new one, during set up of a group, was his build, if it was nothing not the exact thing you looked for, he got kicked, and soon after, a a heroe was invited (due to the maximum group size of 8 people, 2 real players are enough to fill a group with heroes).
the henchmen, on the other hand, have been a nice idea, 'cause you could fill one or two positions with them. But more of them could cause a wipe, they've been to dumb to go out of an AoE attack.
so you had to take human players, most of them would go out of a flame rain or something like that ^^
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i dont know if you two have been in GW from the start on... but GW was much better, before they introduced these Hereo-mechanics.
sure, it's nice to start whereever you want, and whenever you want, you could easily invite your heroes and everything was set up, but this killed teamplay in GW. first thing you asked a new one, during set up of a group, was his build, if it was nothing not the exact thing you looked for, he got kicked, and soon after, a a heroe was invited (due to the maximum group size of 8 people, 2 real players are enough to fill a group with heroes).
the henchmen, on the other hand, have been a nice idea, 'cause you could fill one or two positions with them. But more of them could cause a wipe, they've been to dumb to go out of an AoE attack.
so you had to take human players, most of them would go out of a flame rain or something like that ^^
Posted: Sep 17th 2009 11:48AM Jesspiper said
"Unfortunately we aren't speaking about specific game mechanics until sometime early next year."
AAAAAAAAAAAAAAAAARRRRRRRRGGGGGHH!!!
So frustrating.
AAAAAAAAAAAAAAAAARRRRRRRRGGGGGHH!!!
So frustrating.
Posted: Sep 17th 2009 11:53AM Potajito said
The server thing just turned me down A LOT.
Posted: Sep 17th 2009 12:44PM Askgar said
Considering what they recently did in GW1 with the paid character changes (gender, appearance, name), the whole "make is easy to change server" thing just seems like an obvious way for them to charge and make more money :( I hope they prove me wrong but it would not suprise me.
Posted: Sep 17th 2009 1:28PM deluxe2000 said
"The trilogy of novels will be released before GW2 is launched. Is there a schedule for these that we can anticipate?'
Where did that info come from - the 3 books released before the game??? Because in the timeline shown here:
"Will McDermott: The first book will be published in the first half of 2010. The other two will follow. We do not have definitive dates for any of them at this point."
- 1 book in first half of 2010, we won't see the game until like Christmas 2011 at the earliest!!!
Where did that info come from - the 3 books released before the game??? Because in the timeline shown here:
"Will McDermott: The first book will be published in the first half of 2010. The other two will follow. We do not have definitive dates for any of them at this point."
- 1 book in first half of 2010, we won't see the game until like Christmas 2011 at the earliest!!!
Posted: Sep 17th 2009 12:55PM (Unverified) said
why? you will be able to go anywhere you want on any server like in gw1, but there will be a sense of community on each servers and competing against other servers in a fun/nonserious way. couldn't be any better imho.
Posted: Sep 17th 2009 12:57PM (Unverified) said
no, they won't do that. it will be free and easy.
Posted: Sep 17th 2009 12:59PM Ozirus33 said
I'm really not worried about the server issue. I feel like they know what they're doing and it really won't be a big deal. Even if it's like "pay a dollar every time you want to change severs" its better than "pay $15 and then we'll approve your transfer but you can only keep X, Y, and Z."
This wait is driving me crazy.
This wait is driving me crazy.
Posted: Sep 17th 2009 4:40PM Akashic said
What slightly bad news. One of the reasons i'm getting this game is to find an old friend. It better be easy to switch between servers, i'm guessing we can't talk from different servers either.
Posted: Sep 17th 2009 5:48PM (Unverified) said
I don't know why everybody is getting upset about he server situation, you cant expect them to just conjure up infinite server space so everybody can play on the same server as everybody else, especially with a free to play game. If Arenanet says they'll make it much easier to transfer servers than in other games, then that's good enough for me. It'll be at least a year before the game comes out, so there's no excuse for not getting together with your friends beforehand and agreeing to play on the same server.
Posted: Sep 24th 2009 3:27PM (Unverified) said
1. That's beside the point; you aren't paying a subscription = devs have less money to operate on.
2. GW1 was instance-based; GW2 is a persistent world, meaning not only are much larger chunks of content being handled at once, but significantly more players as well. It is much easier to link an instance of a town (like LA) on one server to an instance of the town on another server than it is to do with an entire persistent continent. WoW is heading towards giving players the ability to do the instanced raids and dungeons with players on different servers, so I wouldn't be surprised if this feature makes it into GW2, but linking huge persistent areas over separate servers probably wont be practically possible for awhile. The closest GW2 could come to this is if it makes the major towns instanced and allows server switching ala district switching like in GW1, which I wouldn't be surprised if they did.
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2. GW1 was instance-based; GW2 is a persistent world, meaning not only are much larger chunks of content being handled at once, but significantly more players as well. It is much easier to link an instance of a town (like LA) on one server to an instance of the town on another server than it is to do with an entire persistent continent. WoW is heading towards giving players the ability to do the instanced raids and dungeons with players on different servers, so I wouldn't be surprised if this feature makes it into GW2, but linking huge persistent areas over separate servers probably wont be practically possible for awhile. The closest GW2 could come to this is if it makes the major towns instanced and allows server switching ala district switching like in GW1, which I wouldn't be surprised if they did.
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