The floodgates, as they say, have been opened. Be prepared!
I was extremely thrilled (and extremely lucky) to have been invited to the new ArenaNet office for a community FanDay event being held this Friday, June 24th. Myself and the other 16 or lucky community reps and fans are in for some crazy surprises, and the ANet crew has been more than generous with their relentless teasing and secrecy. Seriously, we have -no idea- what the devious developers have in store for us (perhaps we like it that way?…Maybe…).
While this is like a pot of gold at the end of the rainbow — the kind that only comes once every 75 years like a comet and drops ectos from the sky– myself and the others are still on a mission.
This is what we were all thinking. And anybody who says otherwise is a liar.
This is a pretty hot-topic that’s been coming out again and again over the past few months and got a little buzz recently due to some confusion over a “no stand-alone compaign” comment.
We’ve known ANet plans on adding expansions in one form or another for Guild Wars 2. Those sorts of things come naturally with most in this genre of gaming. But with their plans on bending MMO conventions, it’s fun to think about what exactly would an expansion entail. What sort of shiny, new gifts under the tree can we expect, or dare we desire, for future content? And how, exactly, should they be released?
Months behind, I know, I know, but I wanted to dedicate lots of time and effort to this article because it most certainly deserved it.
Back at Pax East 2011, I finally got a chance to try out the new re-hashed demo. After comically standing in line for a small eternity, it was like that first sip of peyote after wandering the Sahara for days. I seriously could not believe I was actually playing Guild Wars 2.
Ridiculous gloating aside… wow. Pretty much everything I have heard and read about this demo turned out to be true. At first glance, the game is visually stunning. Of course we can attribute bad-ass hardware for a lot of that, too. Like many of you out there, I am still curious to see how the game will play on older computers with less of the bells and whistles. Still, Guild Wars 2 is a feast for the eyes, combining art and immersion with gameplay in a way that echos its predecessor.
Facing your opponent is key.
I was pleasantly surprised to find my twitter feed buzzing with excitement over the engineer profession release today, a fitting addition after discussing the idea of advanced vs standard gameplay mechanics. Fans have been predicting the 3rd adventurer class for years; as it turns out, pretty much everybody was right. The most common guesses were engineer, gunner, and alchemist. Lo and behold, it would seem we got all three jam packed into one.
The same way the mesmer was iconic to what made Guild Wars unique, I believe the engineer will become the icon of Guild Wars 2 (sorry Nox-hexwise). It’s as though the very style of the new engineer profession embodies the key changes that make GW2’s gameplay revolutionary, but at the same time pays homage to the classic Guild Wars mechanics we love so much, such as trapping and spirits.
Guild Wars offers a total of ten carefully fashioned professions that cover just about all your standard MMO needs, and then some. One thing you’ll notice when reading descriptions in the original manual is that some of these offer what ANet considers more advanced play-styles, a factor that attracted me to make a mesmer as my first character. What does that mean, though? Exactly how do you define standard and advanced, and how would such concepts fit, if at all, in Guild Wars 2? Let’s explore.
First off, we need to get rid of the notion that standard classes in Guild Wars are “ez mode”. What I consider standard is something that is accessible to new players, straight forward in their play, and flexible. This isn’t to say they take no skill to learn or that they don’t offer something for those with experience; the use of four sometimes very different attributes and the ability to combine your skills with a secondary profession are the bread and butter of what makes Guild Wars such a fantastic game to play. Generally speaking, the warrior and elementalist are most commonly referred to as standard.
As per TT tradition, we’re coming in with this a little late. But better late than never!
We tweeted / spammed a few weeks back about the charity fundraiser run by Gamers Giving back for multiple sclerosis awareness. Although the turnout was smaller than expected, we were still pleased to meet and surpass our goal of $1337! In fact, we ended up totaling around $1700+ !
A HUGE thank you to everybody who attended, volunteered, and donated. You guys are awesome.
And of course, many props to Gaming World Entertainment Network for all the work you guys do to make the world a better place.
Here are some highlights from the event:
What open world RP might look like.
This is kind of been a hot topic all around since the dawn of gaming. In general, there’s always been a sort of unspoken rivalry between people who play MMOs for the game and those who play for the RP (and then of course those who do both) which has led to some pretty interesting / entertaining conflicts.
At the very least, the idea is that in any RPG video game, you are a playing as someone else (or an incarnation of yourself), and in some sort of role. So in essence, everybody is already technically doing it. Many like to take this to the next level, though, and actually act out as their character. Some do it jokingly, some seriously, and many somewhere in-between. And lets be honest, most of us, dedicated RPers or not, have dabbled in it at least once (don’t lie).