ArenaNet's Guild Wars 2 made a large impact once again at gamescom this
year. Fans were clamouring everywhere for a bit of hands-on with the
game or any new nugget of information they could take home with them.
Ten Ton Hammer got a chance to sit down with the developers of the
popular game for a one hour presentation. Colin Johanson, Lead Content
Designer and Matthew Moore, QA Lead walked us through some of the
newly-announced features of the hot title.
ArenaNet wants to get the message across that competitive PvP in Guild Wars 2
be taken very seriously. The PvP side of the game got a lot of
attention from CounterStrike
Team Fortress 2
and other online FPS players throughout gamescom.
“That is our target audience. We want competitive gamers from just
about any type of game. We want to get StarCraft
we want to get CounterStrike
players; all of them should be checking out Guild Wars 2
competitive PvP. We want this to be a giant e-sport game.”
A PvP Siege Map with Trebuchets in
Guild Wars 2
To join a structured PvP match in Guild
, you open up a server browser that lists all
current matches, including the current and total number of players in
each game. This works similar to online FPS games in that you’ll be
able to pick from games on the list and enter them rather than being
placed randomly into a team.
As soon as one game ends, another one starts up with the same people
that were in the previous match. At this point it remakes the teams
based on the individual player’s scores from the previous game.
The first map shown at gamescom was called the Battle of
Khylo. This map contains three capture points: the windmill, the clock
tower, and the mansion. As long as you hold a capture point, it will
continue to give points to your team. You also get points for every
kill you get. Then the first team to get to 500 points is the winner.
Another key component on the map is the trebuchet, one of the various
secondary objectives players can get. Using the trebuchet lets you use
skills 1 and 3 to rotate it, and skill 2 fires the weapon. The longer
you hold down skill 2, the further the projectile will fire. One way
this can be used is to change the terrain of the map which opens up new
paths for players to use. In the demo, the roof of the clock tower was
blown off, opening up a new path in to where the capture point is
Other examples of how additional paths through a map can be opened up
include barrels that can be exploded to open holes in walls, or
destructible windows that can be broken and leapt through. Likewise,
there will be environmental objects that can serve as cover until
destroyed by player attacks.
The trebuchet also opens up other tactical options. If you blow up the
other team’s trebuchet, they can go out and try to find the repair kit
to try and get it operational again. In the midst of that, they will
also need to continue attempting to capture and hold objectives if they
want to win the match.
There is also ranked, tournament-based PvP that players can sign up to
participate in with a team. These can range from smaller 4v4
tournaments, up to huge tournaments involving multiple teams.
The other type of PvP in the game is World vs. World vs. World. It was
not being shown in the current demo at gamescom, but it is giant, open
world PvP with hundreds or thousands of players in a map fighting over
huge keeps and castles, including the use of siege weapons.
In WvWvW, a server will be matched up against two other servers in a
two-week long PvP battle. At the end of the two weeks, whichever server
has the most points is the winner and will then be matched up against
two new servers based on how well you did in those two weeks to try to
keep the gameplay balanced.
Playable Races and Character Customization
The show floor demo at gamescom included all five playable races for
the first time, including the norn starting experience, the asura, and
Characters in Guild Wars 2 can be as
diverse as they get after character creation customization.
ArenaNet has also added character appearance customization which
includes detailed adjustments for facial features, and also integrates
the in-game dye system. Armor pieces have three dye channels that you
can customize, and your selections will then be applied to any armor
you equip. You will be able to dye your armor at any point and will
discover new dyes throughout the game.
For charr characters, you will be able to choose different fur
patterns, and then adjust the colors of them as well. Along with body
type and facial appearance options, charr characters will also be able
to select from different types of horns. The current demo version of
character customization is still a work in progress, so you can expect
to see even more detail to customization options in the future.