Age old question, age old battle.
Isaiah Cartwright, Game Designer from ArenaNet helps answer this debate and how to relate the two.
Guild Wars shook up the MMO scene with a radically different business plan, where game development would be funded with box sales instead of subscription fees. It also stood out as one of the best examples of PvP design, since players were allowed to create top level characters dedicated to competitive gameplay. The game was later followed by two campaigns that added new classes, new PvP modes and a slew of different skills. Factions introduced Faction Points and Alliance Battles, while Nightfall brought in computer controlled Heroes to assist in all areas of combat. Although certain aspects overlap between PvE and PvP game types, Guild Wars has a "separate but equal" way of dealing with the two. Competitors have dedicated arenas, away from the story based areas, where they can quickly jump right into a battle. As a result, strong communities have grown around both PvP and PvE gameplay, and fans eagerly await news about Guild Wars 2. We speak with game designer Isaiah Cartwright from ArenaNet, who specializes in PvP, skill balance and most other combat-related design to find out what it takes to maintain the balance between PvP and PvE gameplay.
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