Ten
Ton Hammer: With so much uproar and devastation, has that shaken
people’s belief in the gods at all? Are they still going to
play an important role in the future?
Jeff
Grubb: Yes and no. At the end
of Nightfall - after Abaddon was defeated and Kormir became the new
Goddess of Truth - the gods pulled back. They basically said,
“Humanity, we’ve been mucking with you,
we’ve been too hands-on, we’re going to step back
and this world is yours to do with and succeed or fail as you
can.” So the gods are somewhat like parents and humanity has
been riding a two-wheeler for the first time. They’ve been
running along behind and they’ve just released the seat and
the kid is going back and forth across the highway, and the parent
wants to grab the seat again, but the kid has to learn for itself.
That’s what humanity is doing right now. They’re
not doing as well as you would expect after being left on their own,
but the gods are not as involved as they were. Humanity’s
faith in the gods is still strong and there’s still response,
but not to the same level of interference that you’ve seen
previously.
Ten
Ton Hammer: Somewhat related to that then, we there still be travel to
some of the special areas of Guild Wars 1 such as the Underworld or the
Fissure of Woe?
Jeff
Grubb: The potential always
exists. It’s a big world, it’s a growing world.
We’re taking care of the basics at this point so I never say
never.
Content
Ten
Ton Hammer: A lot of people view Guild Wars as more of a PvP game for
obvious reasons. From a lore perspective, with Guild Wars 2 how have
you shifted the gameplay focus from more of a player vs. player focus
in the face of the massive upheavals that set the stage for the overall
storyline?
Mike
O’Brien: I think
people have different opinions of Guild Wars. For example some people
think it’s just a PvP game, but it really has both strong PvP
and PvE. With Guild Wars 1 we put a lot of focus into telling stories
for an online role playing game, and you didn’t see that with
a lot of our competitors. That’s an area where we really want
to focus and do even more storytelling in Guild Wars 2.
So if people think of it as just a PvP game or just a PvE game then
they’re really missing half the picture. When we started
building Guild Wars, our goal was to make a great role playing game,
and bring that experience into online gameplay, but not fall into the
traps of MMOs where online needs to mean grinding or signing your life
away. So just an online role playing game, but then let’s
also recognize that people put a lot of time and effort into building
up their characters. Sometimes when you’ve built up your
characters you like to see, “hey, how does my character stack
up against your character? Let’s fight!”
So we tried to make that aspect to the game so that you can play the
game, build up your character and then see how they stack up against
your friends or you and your friends can compete. So I think Guild Wars
1 had those two aspects to it. We really tried to support the
competition aspect, and I think we’ve done so a lot earlier
than some of our competitors. You’ve probably seen how we
took top guilds and flew them out to Taipei and to Leipzig and gave
away $100,000 cash prizes and that kind of thing.
We want to do all of that with Guild Wars 2 also, but I’d
like to have a much smoother transition, and not have people get into
the game and think that it’s only for PvP or that kind of
thing. So for Guild Wars 2 what we’re doing is making two
different kinds of PvP. One kind is world PvP.
Guild Wars 2, because it has a persistent world now you’ll be
on a server, and servers will compete against different servers. So you
and all your friends can just go to the front lines and fight against
other servers and try to take control of different resources that
benefit your entire world. And that kind of PvP I think is really easy
to get into because it’s not like you have to try to get onto
a team and then if you’re not doing a good job your teammates
aren’t saying, “Hey, you’re using up a
slot in our team that someone else could be using.”
It’s just the more the merrier – you can just walk
out there and start fighting. If your world can get 300 people instead
of 200 people then that’s all the better for your world, so
let’s all get out there and fight, right?
I think that can be much more broadly appealing for people who are
really coming to Guild Wars as a PvE game that really just want to
check out what competition is like. But then at the high end
we’ll still have support for level playing field, team on
team competitive PvP that we’ve always had. I think that by
splitting that off it allows us to make that more pure, more of a true
e-sport.
In Guild Wars 1 as you play PvP you’d be unlocking your
skills and abilities so that you’d be exposed to more and
more depth and complexity over time. But at the real e-sport level you
want it to be all about your player skill, you don’t want it
to be a case of “you unlocked more than I did therefore you
can try a different strategy before I can try it.” So for
Guild Wars 2, for the real e-sport PvP we’re going to make it
completely open right from the beginning. You can go in and have access
to every skill in the game or every item in the game.
Jeff
Grubb: One thing
we’ve discovered over Guild Wars 1 is that people interact
with MMOs differently. There are those who like to solo, those who like
to group, those who like to PvP and even different types of PvP. As we
do Guild Wars 2 we’re looking at all those different groups
and even people who do some of one and some of the other as well. So
one thing that gets back to one of the philosophies of Guild Wars is to
take the game at your own pace and as you choose to.
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