Guild Wars 2 uniting behind community
Comic-Con 2010: ArenaNet design director James Phinney joined by lore master Jeff Grubb, others to discuss opportunities in upcoming online role-playing game.
Who was there: NCsoft-owned ArenaNet trotted out a large contingent of developers for its "Guild Wars 2: A New Type of Fantasy MMO" presentation, which occurred during the waning hours of Saturday's Comic-Con 2010 schedule. Among those in attendance were game designer and lore master Jeff Grubb, design director James Phinney, character artist Kristen Perry, concept art lead Kekai Kotaki, and cinematics lead Rich Anderson.
What they talked about: The Guild Wars 2 panel offered little in the way of new information for those who have been closely following the game. Instead, the team on hand focused on illuminating what ArenaNet has been trying to accomplish with the first full sequel to the not-quite-massively multiplayer online role-playing game, which saw first release in 2005.
Delving into a bit of the backstory, Grubb said that Guild Wars 2 is set 250 years after the events of the original game, with the most dramatic event being that dragons have returned to the land of Tyria. To meet the threat, the once-fractured races have united to stave off the elemental forces of destruction unleashed by the dragons.
Against this backdrop, Grubb emphasized the personal story that Guild Wars 2 hopes to tell, one that is dominated by player interaction and social dynamics within the game. He emphasized that player choice will play a more pronounced role in Guild Wars 2, where decisions will impact players' characters and the options that are open to them throughout the game.
Phinney then took over the conversation, describing some of the goals that the team had for crafting Guild Wars 2. He noted that many key aspects of the original game will remain, including the rich lore, the heavy emphasis on customization, and, of course, the lack of a monthly fee.
However, the team also had a number of areas in which it wanted to improve over the original, which is the reason that it began development on Guild Wars 2. He noted that the social experience in the first game was lacking. Also, as in other MMORPGs, the actual gameplay didn't live up to that of other, more traditional role-playing games. One other point Phinney made was that it was important to make a more living, breathing world, one that responds to players in a dynamic fashion.
Phinney then turned the panel over to Perry, who talked a bit about character customization. The big new change with Guild Wars 2, she said, was that players can now wear nearly all of the clothing that non-player characters can wear (she gave the example of a merchant's garb or a blacksmith's apron). Also, armor and clothing dying will be greatly expanded, with players able to alter the hue for up to three parts of each piece.
Quote: "When is Guild Wars 2 coming out?"--A very enthusiastic, and very young, child.
Takeaway: ArenaNet seems to be taking a page out of BioWare's book, emphasizing player choice and the consequences thereof for its latest online RPG. For the sequel, the team hopes to deliver a far more dynamic, immersive world that better engages and involves the player community.
Content you might like…
-
Sideshow Collectibles Booth Tour - Comic-Con 2012

Homer Rabara takes you around the Sideshow Collectibles Booth at Comic-Con 2012.
- Jul 18, 2012
Users who looked at this article also looked at these content items.
Hot Stories
Newsmakers
-
Biden: No legal problem with taxing violent games
United States Vice President Joe Biden believes there is no legal restriction on ability to tax violent media. Full Story
- Posted May 13, 2013 8:50 pm GMT
-
Just Cause dev promises 'holy f**king sh**' moments in future games
Avalanche Studios co-founder says developer's ambition is for action, not moments that make players cry; steampunk-style game on hold. Full Story
- Posted May 15, 2013 2:33 pm GMT
Featured Stories
-
Bungie shoots down Destiny for PS Vita rumor
Developer confirms image suggesting version of upcoming shared-world shooter in development for Sony's latest portable is a fake. Full Story
- Posted May 16, 2013 1:08 pm GMT
-
Ubisoft planning to release games more frequently
Assassin's Creed and Far Cry publisher says its network of 26 studios and over 7,000 developers will allow company to ship major franchises more regularly. Full Story
- Posted May 16, 2013 12:42 pm GMT
-
Metro: Last Light dev responds to workplace conditions claims
4A Games creative director Andrew Prokhorov thanks Jason Rubin for telling the studio's story, but says, "We deserve the ratings we get." Full Story
- Posted May 16, 2013 8:44 pm GMT
-
EA opens DICE LA to make Star Wars games
DICE head would also like to poach top talent from rivals Infinity Ward and Treyarch. Full Story
- Posted May 15, 2013 11:28 am GMT
-
EA dropping Online Passes - Report
Future EA games won't require Online Passes; the service is being scrapped after tepid player response. Full Story
- Posted May 16, 2013 4:28 am GMT






