Just to hammer the point home, this screen was briefly displayed on NCSoft's live video stream for Aion:
"Children of Tyria - make sure to gather tomorrow (Thursday) at 12:00 MESZ at the NCsoft booth hall 9 A011! ~MK"
We also have a new photo courtesy of Martin Kerstein, Community Relations, from GamesCon 2009:
[singlepic id=18 w=320 h=240 float=center] Wearing Guild Wars 2 ArenaNet Convention T-Shirts - Randall Price, Chris Lye and Martin Kerstein Stay tuned for more updates. Back to Top
There's a lot of excitement in air right now about Guild Wars 2 and small bits of information we are seeing. Starting on Monday, August 17th, 2009 Mike O'Brien, Executive Produce for ArenaNet's Guild Wars and Guild Wars 2 released this message on the Guild Wars Official Wiki:
[singlepic id=15 w=320 h=240 float=center] GuildWars2.com This new Guild Wars 2 concept art was also released today:
[singlepic id=14 w=320 h=240 float=center] Guild Wars 2 Concept Art There are more pieces of information coming in from GamesCon 2009 courtesy of Martin Kerstein, Community Relations, such as this YouTube video where they are testing out equipment:
Voice in the background: "Tyria. The dragons were always here."We also have a few more pics floating around:
[singlepic id=16 w=320 h=240 float=center] Daniel Dociu, Artist and Chris Lye, Global Brand Director of ArenaNet
More exciting news about Guild Wars 2 is sure to come in the days ahead so stay tuned!Back to Top
Will there be a subscription fee for Guild Wars 2?
Nope. Like the original Guild Wars, there will be no subscription fee for Guild Wars 2. You just buy the game and play it online without paying a monthly fee.
Will Guild Wars 2 be an MMO?
Yes. Guild Wars 2 provides a massive, online persistent world.
How is Guild Wars 2 different from other MMOs?
While Guild Wars 2 adds a persistent world, it retains the unique nature of the original game including a strong narrative, extensive instanced gameplay, an anti-grind design philosophy, and strong support for competitive play.
Will Guild Wars 2 have non-human playable races?
Absolutely! In addition to humans, players will be able to create, customize, and play asura, charr, norn, and sylvari characters.
- The conquerors of Ascalon, the charr are ferocious, warmongering creatures—the intractable foes of humanity. Now, as greater dangers threaten their conquests, the charr legions marshal their war machines to meet their enemies with deadly force.
- The norn are half-giant brawlers from the frigid northern lands who can shapeshift into mighty bestial forms. They've been driven from their homeland by a force beyond reckon, and now regroup among the lost dwarven ruins of the Shiverpeaks.
- The asura, who once ruled the caves and tunnels below Tyria, are an advanced race of small stature and large intellect. Having emerged from the depths, the asura aim to rule the surface world with their powerful golems and razor-sharp wit.
- Not much is known of the sylvari, save that they are a race of sentient plant-beings, newly blossomed into the world. They are the youngest of the races, and are bound together by a common dream.
How will character progression work? Will you be raising the level cap?
Guild Wars 2 will have the kind of extensive character advancement appropriate to a persistent world RPG. It is our priority to avoid forcing players into the grind-based gameplay that too often accompanies a high level cap.
Also, to allow players the freedom to play together even if their friends are at a much higher (or lower) level, we are planning to implement a strong sidekicking system, similar to that used in City of Heroes.
We're applying this same philosophy to competitive play. Players will be able to engage in organized, balanced PvP (similar to GvG in the original Guild Wars) without needing to first level up characters, find equipment, or unlock skills. While inside the organized PvP area, all characters will be the same power level and will have access to the same equipment.
Will Guild Wars 2 be solo-able?
Yes. You will be able to advance your character to the maximum level without ever joining a group if you so desire. Most content will be designed in a solo-friendly way, though often with mechanisms for scaling up in difficulty when more players are involved. This will give players the option to experience the game whichever way they prefer.
At the same time, it is important for an MMO community to join together to overcome challenges. There will also be some areas in the game that require a coordinated group effort.
Can I play my original Guild Wars character in Guild Wars 2?
Because Guild Wars 2 is a whole new game with different professions and races, new technology, and expanded gameplay, it would not be possible to directly use an original Guild Wars character.
However, your original Guild Wars character names will be reserved for your use in Guild Wars 2. In addition, Guild Wars 2 recognizes the accomplishments commemorated by your original Guild Wars characters in the Hall of Monuments and provides you with unique rewards to showcase those achievements.
What are the system requirements for Guild Wars 2?
The system requirements haven't been finalized, but just as with the original Guild Wars series, we're committed to creating a beautiful game that will play great on mid-range gaming PCs.
When is Guild Wars 2 going to be released?
When it's finished. Seriously though, we haven't announced a specific release date yet, but when we do you can get those details and more right here on the official website.
When will there be a beta?
Although we publically alpha- and beta-tested the original Guild Wars while it was still in early development, with Guild Wars 2 we will commence beta testing closer to the game's release. With that in mind, we will not start beta testing in 2008 as we had originally planned. Guild Wars 2 is a very large and ambitious game, and Guild Wars players rightfully have very high expectations of its quality. We want players to be absolutely blown away by the game the first time they experience it.
To stay up-to-date with the latest information about Guild Wars 2 and the beta test, be sure to sign up for the Guild Wars newsletter.Back to Top
- Give players immense freedom of movement. The underlying systems in Guild Wars allowed us to make a very responsive, yet hack-proof game, but they also prevented us from giving players the ability to jump and swim and explore their environment freely. We’ll still keep movement hack-proof, but we want players in Guild Wars 2 to simply enjoy moving around.
- Allow players to encounter each other in common, persistent areas. The instancing of Guild Wars gave us a ton of story-telling and gameplay advantages over our competitors, but instanced areas and persistent areas each have their strengths and weaknesses. We want to give players the best of both worlds.
- Let players choose from multiple playable races (including our own unique addition to the fantasy genre, the Charr). Our team takes a lot of pride in the look and feel of each of the professions in the game, but some of the early technical choices we made for them prevented us from even considering introducing playable races. Now we have a chance to make new choices that give players more options.
- Give players deeper options for character advancement. We knew this would be the most controversial of our new goals. Could we do this without creating a game full of grind? As avid fans and players of RPGs, massively multiplayer or otherwise, we saw many untapped opportunities for making this work.
- Make everything about Guild Wars better. When you look back honestly on a game you've made, there are always things you wish you could have done better. Could we create a stronger economy with better options for trading? Definitely. Could we address player concerns about the relationship between PvP and PvE? With a new system, yes. Could we give players more and better storage? Yes! The list goes on and on.
- Guild Wars isn't a hassle to play. Fundamentally, we made a choice to not build a game around time-sinks and inconvenience. Our streaming updates, instant map travel, character templates, account-wide storage, easily removed death penalty, and myriad of core features are all based on this principle. Although some details would need to change, we wanted the sequel to stay true to this tradition.
- Guild Wars lets you play the way you want to play. We've had a few years now of observing our players and their tendencies and preferences. Whether their play-style focuses on exploration, story, wealth, collection, achievements, socializing, PvP, playing solo or with strangers or friends, our goal is to give them a rich and rewarding experience playing the game they want to play. With Guild Wars 2, we'd seek to diversify their options even further.
- Guild Wars encourages skillful play. If you’re going to spend as much time playing a game as people spend playing their favorite online RPG, it had better engage you socially, viscerally, and, yes, intellectually. From the very foundation of the Guild Wars design, we’ve tried to create a game that rewards clever and active play. We’re confident we’ll do an even better job this time around.
- Guild Wars tells a story. We've learned a lot over the years about running events in common areas, and how to get the best effect out of instances. Guild Wars 2 gives us an opportunity to take that knowledge and apply it in even better ways.
- Guild Wars has no monthly fee. Let's face it: one of the reasons that Guild Wars has enjoyed so much success is that people like owning a game after they buy it. They like being able to take a break without a subscription continuing to drain their bank account. They like being able to buy and experience other games, too. Now we plan to bring that same model to a game with persistent areas, playable races, freedom of movement, incredible depth, spectacular graphics, and gameplay that builds on the best of Guild Wars while taking things to new heights.
James Phinney is currently the Game Design Team Lead for Guild Wars. He started as a programmer at Chaos Studios, which later became Blizzard Entertainment. James worked on Warcraft II and Diablo, then as lead designer and producer on StarCraft. He also wrote the story and dialogue for Shiny Entertainment's Sacrifice.Back to Top
IGN: For Eye of the North, this is the first Guild Wars product that's expansion only. What was behind the decision to do that instead of making another standalone? Ben Miller: We have a large established player base and a lot of them have level twenty characters that have gone through every campaign that we've released. There was really less pressure on our end to make a brand new starting area like we would if we'd made a brand new level one through twenty progression like we did with the other campaigns. Guild Wars, primarily, the game really starts when you're at level twenty and in Factions and Nightfall we facilitated you getting to level twenty rather quickly in the grand scheme of things. It was a natural progression for us to come out with a product that didn't have a starting area. The other thing is with a campaign, they take a lot of our creative effort, such as making a tutorial area or developing two new professions, we were able to take the time and devote that creative energy into making the Eye of the North expansion something cool, something that's new, and something that has a lot of really compelling content in it. Chris Lye: Between Guild Wars and the other two campaigns we really ended up introducing a new area, a new culture with each of the campaigns. And one of the other important things about Guild Wars: Eye of the North is that we just felt that the original content of Tyria, there was so much stuff introduced there, so many storylines that we wanted to go deeper into, that it really made sense to have an expansion that allows you to focus on an area that we've already introduced and really go into depth there. Ben Miller: Creatively, at least, there's such compelling stuff in Prophecies, such as the Charr and the White Mantle, the Maguuma Jungle, all of the races and cultures that we introduced that, having the chance to go back to an already established foundation we had created and pour more of our heart and soul into it was something that was different from what we had done and it was a nice, refreshing change. IGN: Is ArenaNet still split into two development teams where each is simultaneously working on a different campaign? Ben Miller: That's how we were structured for the campaign model. Right now with the expansion content there's basically a team working on it, the vast majority of people working on the expansion while people are also developing Guild Wars 2. IGN: How far along is Guild Wars 2 at this point? Chris Lye: Development on Guild Wars 2 has been going on for a while. I mean I would say that probably it's fair to say that a lot of resources are focused on the expansion right now and then once the expansion is complete that'll, you know, basically everybody, all hands on deck for Guild Wars 2. IGN: Since you guys have been cranking out these expansion for a while now, what kind of changes have you made to the development process, in terms of efficiency, procedurally, for getting these done? Ben Miller: With the campaign model we had two distinct teams that were working on two distinct projects and what we found is that it's actually a lot more efficient to, as far as design-wise, not have that distinction in place as rigidly as we had previously. So people would be basically focusing on expansion content or focusing on Guild Wars 2's content as their different project required their different skill sets. We kind of did away with the strict, campaign-specific distinction. Also, one of the biggest benefits that we had throughout the process of doing this is we've got a good idea, design-wise, how long it takes to do things, how best to communicate with programmers, artists, and really fine tune not only our design process, but also our communication across all other departments. We've been able to basically efficiently foster good communication between the other departments and the design department. And that's just something it just takes time to do. Our design team, for the most part, has been together since campaign one. So, from Prophecies all the way to Eye of the North we've grown and matured as a team without a lot of turnover. We're really developing the Eye of the North expansion and Guild Wars 2 with a very veteran team, people that work very well together. The more time we do it, we just get better and better and more efficient at it. I hope that answers your question. IGN: Yeah that works. Then after Eye of the North comes out is everyone diving into Guild Wars 2 development at that point, is it one hundred percent staff effort, or is there still a small team being set back to continue to monitor what's going on with all the previous campaigns? Ben Miller: We all keep up on the current trends and the PvP metagames and stuff like that. We do have a subset of people that when live issues do come up we get them addressed quickly and efficiently. Those same people are also responsible for any live content that takes place for the holiday events. Even though we'll be focusing on Guild Wars 2, we already have processes in place that allow us to strongly support all areas of the live game. IGN: Why is this expansion called Eye of the North? Chris Lye: The Eye of the North is actually a plot device, and Ben can talk a little bit more… Ben Miller: The Eye of the North is actually the central area in the Far Shiverpeaks that contains what's called the Hall of Monuments. It basically serves as the focal point for the whole plot and the narrative. What the Eye of the North does is it basically is this big magical tower that shows you visions and helps drive the plot forward. IGN: So what does it look like? Ben Miller: It's a gigantic, monolithic tower. It's going to be awesome and dominating. It's a gigantic, gigantic piece of architecture. IGN: Is the Hall of Monuments a communal space where people meet up? Ben Miller: So there's the Eye of the North, and an interior portion of the Eye of the North is an area called the Hall of Monuments which is another one of the big features of Eye of the North. I don't know how many more times in a sentence I can use Eye of the North but I think that one is the winner. What the Hall of Monuments is, it's an area that will dynamically change to reflect your personal accomplishments within the Guild Wars world. When Guild Wars 2 comes out, your Guild Wars 2 characters will be able to inherit this eternal legacy that your Guild Wars 1 characters have basically immortalized within the Hall of Monuments. It's something that's personal to your character. IGN: So that would be an instanced area then? Ben Miller: Yep. IGN: But people can meet up too at the Eye of the North? Ben Miller: Yep. IGN: In terms of what goes into the Hall of Monuments, from what I've read it just says accomplishments and things like for this expansion and previous campaigns - is that retroactive? Meaning, if you already completed some of the accomplishments do you have to go back and complete them again after you get Eye of the North to register them in the Hall of Monuments? Ben Miller: It's one hundred percent retroactive. You won't need to start a brand new character or anything like that so if you've already accomplished some of things that it will recognize, it will automatically do that without you having to go redo them. IGN: So what do you actually get for these accomplishments in Guild Wars 2? Ben Miller: We want it to be something that will set you apart from other characters that haven't necessarily played, haven't necessarily inherited those accomplishments. We want them to be meaningful and we want them to be rewarding for the amount of time that some of these accomplishments take to actually get. There are many different ways to do that in Guild Wars 2 and as Guild Wars 2 evolves there'll be more specifics. Right now we've just been throwing around general things like you may be able to get unique looks for you character, unique companions, and any manner of other things that we think fit the bill for rewarding you for your investment in the original Guild Wars franchise and also visually, well not necessarily only visually, but distinctly set you apart from other from Guild Wars 2. Chris Lye: The final intention is that someone who made a huge investment in the original Guild Wars series of games, when they come into Guild Wars 2 and they have their inheritance through the Hall of Monuments, they will look and feel significantly better than someone who didn't. IGN: It sounds like people are going to be able to bring their level twenty characters from Eye of the North into Guild Wars 2. Ben Miller: Because of the large amount of technological differences between Guild Wars and Guild Wars 2, a straight conversion isn't possible which is kind of the driving force behind coming up with this immortalization of your Guild Wars 1 character. Chris Lye: You will not be able to take your level 20 from the original Guild Wars game and transfer them over to Guild Wars 2. Ben Miller: But you will be able to take all those accomplishments that you have achieved in Guild Wars 1 and… Chris Lye:…associate them with your Guild Wars 2 character. IGN: So in Guild Wars 2 everyone's going to have to do the level thing again. Is it going to be more or less the game starts at twenty, where it's a quick run from one to twenty, or is it going to be more of a focus on the leveling process? Ben Miller: Guild Wars 2 right now, so what we've talked about publicly, as far as the whole leveling thing in Guild Wars 2, is it's going to be significantly different than our current paradigm of the whole plateau at level twenty. IGN: It's going to be a different level cap then or a different rate of progression? Chris Lye: It's going to be a different level cap. At this point we have not confirmed what that level cap will be. Ben Miller: It's all around going to be significantly different in terms of progression and level cap. Fundamentally there are some things about Guild Wars that we are going to carry forward, so even though we are going to change some things, at its heart it's still going to be Guild Wars. IGN: Have there been any discussion internally about changing the number of active skill bar slots from eight to another number? Ben Miller: [laughs] We're looking at all kinds of stuff for Guild Wars 2. We're basically going to come up with a system that is fun and exciting whether it has eight skill slots or not, we'll see. As far as Eye of the North goes, it's going to be eight character parties and eight skill slots. IGN: Are you doing anything with Eye of the North in terms of interface, being able to invite people into parties is that being tweaked at all? Ben Miller: We actually went live with a bunch of new party formation stuff that is currently live. So you're able to search for groups, broadcast that you are your own group and this is what you're going to do, so we already have extended our party search functionality and that's going to carry over into Eye of the North as well. IGN: How does the story in Eye of the North work? Does it hook into Prophecies at all and then continue into Guild Wars 2 or is it just its own separate thing? Ben Miller: It's actually integrated on both ends, it has its hooks deep in both. It ties up and deepens a lot of the stories that you encountered in the original Prophecies as well as serving as a prequel for some of the plot devices and characters that are going to be in Guild Wars 2. IGN: Can you talk specifics about any of the storylines? Ben Miller: As far as it being a prequel to Guild Wars 2 the Asura and Norn are probably the two strongest examples of that. You'll actually get to have an Asura that will become a hero, a Norn that will become a hero. The Far Shiverpeaks itself, which is one of the first areas you get to in Eye of the North is dominated by the Norn. And the Asura play a large part in the battle against the main nemesis which is this malevolent, seamlessly mindless force that's bubbling up from the bottom of the Earth called the Destroyers. Another point of how it's hooked into Prophecies - we did a live update called Sorrow's Furnace that has a legend of the great dwarves fighting the great Destroyer and plot-wise, the centerpiece of the whole story is building up to this climactic battle between the dwarves and this malevolent force. IGN: Does that plot play out over the course of the - it's 18 new dungeons in Eye of the North - is there a linear path through them or can you branch off all over the place. How is the progression structured? Ben Miller: That's actually one of the biggest things we wanted to change design-wise is how it's structured. One of the biggest things with Eye of the North is we wanted to make the world feel alive, like, a world, and also we wanted to give you a sense of intrepidness and exploration. So with that, the story itself, there's a small linear part that then opens up into these three larger story arcs. It's really open-ended and you can play them at your own pace. You can do part of one story arc and drift on over to - so you can be playing the story arc that involves the Asura, for instance, play through a portion of that, then your friends come online to play through a portion of the Norn story arc so you can jump right over and join them. It's very, very open and at the same time we put in some new mechanics that kind of help you if you do get off the beaten track. IGN: With the multi-tiered dungeons in Eye of the North, is there any change in mechanics while fighting through them? Is there a different feel? Ben Miller: The dungeons themselves, I'd like to give the example of what players can expect out of dungeons are basically a basically a big, badass, epic version of what we did with Sorrow's Furnace. And Sorrow's Furnace itself had its own kind of feel, its own kind of open-endedness and it also introduced at the time some of the most unique rewards that we had. The dungeons in Eye of the North are going to have that kind of same unique feel to them. It's not going to feel like you're playing a quest in an explorable area or some of the other types of content that we have. It's going to feel like it's a dungeon and it is full of traps and you get unique rewards. Chris Lye: One of the things that Ben and his design team wanted to do with his dungeons is definitely introduce that idea as, that dungeon environment as another kind of opponent that you have to overcome. There'll be things like traps, secret doors, puzzles, and things like that that will make the dungeon environment itself much more interactive. IGN: To what extent will the Charr be involved? Ben Miller: The Charr play an important role in Eye of the North, and there is a whole third of the, basically one of the story arcs is the story of the Charr and heavily involves them. IGN: So the three main story arcs are Charr, Asura, and Norn? Ben Miller: There are actually four. There's the one that takes place in the Charr homeland that is focused around the struggle between Ascalon and the Charr. There's the one that's focused in the Far Shiverpeaks that involves the Norn. There's the Asura, and then there's the one underground that focuses on the battle between the great dwarves and the great Destroyers. So the fourth one is the dwarves, basically. IGN: Can you access that fourth one immediately or do you have to go through the other story arcs to get there? Ben Miller: You have to go through the other three to get there, but it kind of opens up to the other three then once you have completed the other three it sort of culminates with the - it's bookended by the story of the dwarves. It starts with the dwarves, opens up, then the climax involves the dwarves and the battle with the great Destroyer. IGN: Are you doing anything with PvP for the expansion? Ben Miller: With PvP one of the important things is it's something that's so big, and something that's so worldwide that we're actively continuing to support PvP. Whatever new PvP features that we come out with for Guild Wars 1, we're just going to do them outside of the expansion and outside of Eye of the North. We still are actively going to support our PvP community, we're just not going to do it under the pretense of you have to buy and expansion. IGN: They'll be rolled out in live updates? Ben Miller: Yeah. We're not going to abandon PvP or anything. IGN: And there'll be some new heroes in Eye of the North, right? Ben Miller: Ten brand new heroes, and the coolest part of Eye of the North is if you own Prophecies or Factions but have not bought Nightfall, you can use heroes without having to use Nightfall. IGN: Do you get access to the heroes from Nightfall? Ben Miller: No, you get access to the Eye of the North heroes, and you can take them back into Prophecies or Factions. IGN: What are the new heroes like? Ben Miller: The sexy blonde girl that we're using for all of our marketing, her name is Jora, she's a Norn. You meet her fairly early on in getting to the Far Shiverpeaks and through helping her enact some retribution against a terrible beast that's ravaging the countryside, she'll join you as a hero. Chris Lye: She's one of the first new race heroes that you get. Ben Miller: You get to see the Asura hero, there's a dwarf hero that you get right off the bat. IGN: Jora's the one in the picture with the giant bear behind her? Ben Miller: That's her. Part of the cool thing about being a Norn is they shapeshift into giant bears. IGN: What about the new skills. What sorts of challenges have you been faced with just in terms of putting something new in there and making sure it's all balanced? Ben Miller: Luckily we are not introducing two new professions and a whole bunch of skills which means our PvP community is going to be less tumultuous with this release than any other one. Out of the 150 new skills, 100 of them are PvP-legal and 50 of them are PvE only skills. Actually some of the PvE only skills have been some of the most challenging to design because we wanted them to tie pretty closely in with the story, the different groups of NPCs you do quests for actually reward these skills to you. Some of the skills that you get, for example, will tie extremely closely into the quest that you're doing. There's a series of dwarven boxing quests that you do with an NPC that people who've played Sorrow's Furnace are very familiar with, his name's Kilroy. He's back in the north to settle some debts and you get to watch his back while he goes on a dwarven boxing spree. We switch your skill set out with boxing skills and at the end of this chain of quests you actually have not only a set of brass knuckles that you get to box with but also a set of PvE only boxing skills. IGN: Such as jab and right hook or something like that? Ben Miller: The names may change between now and then, but essentially that's what they are. One of the key things about these PvE only skills, there's kind of two key things. One is that they're tied to your reputation with these NPC groups that get more powerful the more reputation you gain with them and the higher your rank is. The other thing is that we understand how people like to play the game and people don't like builds dictated to them, so at no point during Eye of the North that you will have to equip some PvE skills to get past a certain encounter. The PvE skills are there just to deepen your experience and to give you more options in how you play the game. IGN: What sort of new monster types, what sort of new enemies should people expect to fight? Ben Miller: The dungeons themselves are full of some brand new monster types. There's the Destroyers, they're not the Great Destroyers, but the Destroyers in general, it's one of the most expansive armies that we've done and you'll fight them throughout Eye of the North. Any respectable dungeon could not be done without its fair share of dungeon creatures. We have some pretty awesome ooze monsters that you end up fighting that split apart and come together and do cool, ooze-like things. You get to fight new Charr. We've expanded the Charr army that you get to fight to include some brand new types and have some brand new mechanics. IGN: What do they look like and what would those mechanics be? Ben Miller: There's some white tiger striped looking Charr. And then as far as the mechanics go, for the first time ever they're dual professioned. We want to make the Charr feel more like you're fighting intelligent creatures, so they'll use skill builds that draw from two professions. IGN: Do they use more advanced AI team tactics than other enemies might? Ben Miller: We've gotten some better tools to make monster encounters a little cooler. So the Charr for example, we could set up some boss encounters where there's a Charr in the middle where his warriors will ring him or Charr that march in formation. That kind of stuff that you haven't seen before in Guild Wars. IGN: Have you made any changes to hero AI? Ben Miller: Nothing drastic. We're not trying to make them try to do anything different. Since we've released them in Nightfall and moving forward we've just fixed bugs and problems and addressed player concerns with them. They're not going to play crazily different, they'll just play a little bit cleaner and a little bit tighter just because we've had time to clean up their code. IGN: Is it a more relaxed atmosphere at ArenaNet now that Eye of the North is almost out or is it more stressful with the sequel on the way? Ben Miller: [laughs] Part of the design process is that after doing this, this being the fourth time, we're getting a little bit better about scheduling our time about what we can and can't do. Overall it's, I think it's more excited than stressful. IGN: It just seems like you guys would have had to be in crunch mode for two years. Ben Miller: [laughs] No, no, no. The thing is is that we're, as far as the design team is concerned, we're getting to pull out all the stops and getting to do all the things we always said we wanted to do, but had to devote our time and creative resources to making a brand new campaign. This time around it's more of a playful atmosphere than anything else. If it's cool and it's fun, it's probably going to go in. IGN: Is there a cohesive visual theme for Eye of the North? Ben Miller: The cohesive theme of Eye of the North is kick ass. But to seriously answer your question, we're drawing heavily on the first campaign. The Charr homeland looks very similar to what Pre-Searing Ascalon looked like. The Far Shiverpeaks look like an incredibly beautiful version of the Shiverpeak mountains. The Tarnished Coast looks like an incredibly epic, beautiful, kick ass version of the Maguuma Jungle. This by far, aesthetically, hands-down is the most gorgeous thing we have ever, ever, ever done. But we had that foundation to draw on from Prophecies. As far as that visual theme goes, it's basically a more awesome version of some of the areas you saw in Prophecies - because it's all part of the same world, so, it wouldn't make sense for us to drastically change anything. IGN: You're still using the free to play model with Eye of the North and you need one of the previous games to run it right? Ben Miller: Yep. IGN: What about Guild Wars 2 - still free to play? Ben Miller: Yep. IGN: Are you thinking at all of some sort of - I know a lot of Korean games are free to play but you can go to a website and pay to download a bunch of in-game items. Chris Lye: It's a little too early to say, but one of the things we respect a great deal about working with NCsoft is they give us here a lot of latitude to explore different revenue models. And so we're looking at a lot of stuff right now, but as far as the Guild Wars family of games, it's buy the game and play it for as much or as little as you want to. We may do some additional things, but nothing that's going to fundamentally change that model. IGN: Would you be able to go online and buy gameplay altering items - things that would give paying customers an advantage over non-paying customers? Chris Lye: We've had a lot of internal discussion about that and there's some really strong design reasons why we don't think that'd be a good idea. IGN: When's Eye of the North coming out? Chris Lye: We've announced Q3 of this year. IGN: No specific month? Chris Lye: No we have not announced a final release date yet. IGN: And what's it going to cost? Chris Lye: We'll finalize that information soon. IGN: Ok. Thanks for your time. Back to Top