guild-wars-prophecies

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  • Celebrating Guild Wars' 8th anniversary

    by 
    Elisabeth
    Elisabeth
    04.28.2013

    Today is Guild Wars' eighth anniversary. Depending on which tradition you follow, I should be getting the game either bronze, salt, linens, or lace as a gift. Since I don't happen to have any of those handy, I'd like to reflect upon the rich life that Guild Wars has led so far. The game didn't start out with all of the neato features that it has now, so I'd like to look a bit at its evolution over time. I can't hit every update ever, but I thought we'd take a stroll down memory lane and look at some of the key moments in the game's life.

  • Flameseeker Chronicles: Returning to a simpler time in Guild Wars

    by 
    Elisabeth
    Elisabeth
    04.09.2013

    Some days, saving the world from Elder Dragons just feels like such a drag. Every time you put a dragon lieutenant down, you know that another one is, even then, being knit together from crystals or rotting corpses and it won't be all that long before it's time to save the world again. That sort of knowledge can really take a toll on a girl. Making full use of the magic of technology, I've started escaping the pressure of dragonfighting by going back into Guild Wars. Because it's the game that most directly relates to the state of affairs in Guild Wars 2, I've been playing the original Prophecies campaign. I've also been streaming the experience for the uninitiated, so if you'd like to catch up and live the adventure vicariously through me, you can check out the first bits on Massively's Twitch channel. If you'd like to quickly familiarize yourself with where Prophecies sits in the grand scheme of things, I recommend acquainting yourself with our brief history of Tyria. It's been a neat experience so far. I'd like to talk about it with you.

  • Jukebox Heroes: Guild Wars Prophecies

    by 
    Justin Olivetti
    Justin Olivetti
    08.28.2012

    What's that, you say? A cheap tie-in, you say? Oh, pish posh. It just so happens that I appreciate the rich oeuvre of Jeremy Soule, and the alignment of the planets is... OK, it's a cheap tie-in. I can't help it; Guild Wars has been on my mind this past week, and since the full Guild Wars 2 soundtrack has yet to ship for DirectSong, this will do. Besides, as we well know, music doesn't age at the same pace as games. So why not hit up a soundtrack for the first Guild Wars while we dive into the sequel? At the risk of understatement, I think it's safe to say Jeremy Soule is somewhat well-known in the field of gaming. As a composer, he's tackled projects like Knights of the Old Republic, Icewind Dale, and the last three Elder Scrolls titles. In the Guild Wars community, he is the voice of the musical soul of the game. His compositions are the stuff of heaven: full, ethereal, dreamy. It's almost impossible to separate Soule's work on Guild Wars: Prophecies from the game, especially for those who played Prophecies extensively since its 2005 release. I'll be eager to digest and report on his newest work when it arrives, but until then, let's sample the highlights of his first foray into Tyria.

  • Flameseeker Chronicles: A brief history of Guild Wars 2's Tyria

    by 
    Elisabeth
    Elisabeth
    08.07.2012

    I see a lot of questions about whether or not people who want to play Guild Wars 2 should jump into the original in the (increasingly diminishing) time left before launch. I don't think there's really a one-size-fits-all answer to that question. For those of you who are worried about missing a bunch of lore and history, however, I can do a little to help with an introduction to Tyria, its history, and the events leading up to Guild Wars 2. This won't be exhaustive (see the word brief in the title?), but it might help you understand what the dragon nonsense is about and what's going on with the world you're stepping into. Except where events had exceptional impact, this focuses mostly on what happened in the continent (not the entire world) of Tyria. I hope it goes without saying that there are lore spoilers ahead, as well as Guild Wars campaign spoilers.

  • The Game Archaeologist looks at Guild Wars Utopia

    by 
    Justin Olivetti
    Justin Olivetti
    05.08.2012

    Aztecs. Chronomancers. Mounts. Halberds. Golems. Dual wielding. These are all but a hint of what a fourth Guild Wars campaign could have been, a campaign that was under development in the mid-2000s but was scrapped by 2007. Replacing it was the expansion Guild Wars Eye of the North and the workings of a super-secret sequel to the game (which you've probably never heard of). It was the forgotten campaign, swept under a rug while it was still under the rug. But what if, in some alternative timeline, ArenaNet had gone ahead with this campaign? What if it became an established part of the Guild Wars legacy, as familiar to us today as Nightfall and Factions? What if Guild Wars Utopia had lived?

  • Embark Beach and Mercenary Heroes coming to Guild Wars

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.03.2011

    Do you play Guild Wars with nothing to lose and nothing to prove? Then you might wind up dancing with yourself in the newest update to the game, which will add a new system of Mercenary Heroes -- turning other characters on your account into special heroes just for your use. And since this update also gives players the option to have a full party of seven heroes, there's plenty of reason to improve alts and play with them even on other characters. Of course, that's the least of the features packed into the new update, and you may not even need the new heroes with the introduction of the group-focused Embark Beach. Allowing players transport to a multitude of locations and missions, the outpost serves as a waypoint for players to find groups and get right into the action of a mission without any trouble. It's also a hub for services, making it an ideal place for players to congregate and look for any needed assistance. That's not even touching upon the new daily quests in Pre-Searing Ascalon, the changes to the Survivor title track to make it earnable on an existing character even after that character has died, and a new Minion UI feature. In short, Guild Wars players have plenty to dance about in the new update, whether by themselves or with others. %Gallery-9135%

  • Best Buy offers Guild Wars Trilogy for $14.99 -- why you need to buy it

    by 
    Rubi Bayer
    Rubi Bayer
    12.17.2009

    In case you haven't heard, Best Buy is offering the Guild Wars Trilogy at a serious discount this week. $14.99 for Guild Wars: Prophecies, Factions, and Nightfall. Since the game is free-to-play, a one-time price of $15 for all three games is a powerful incentive to check out the game as a new player. But what if you're a longtime player who loves a bargain? Are you staring at the offer, thinking "Oh man, $14.99. I really don't NEED another account, but..." Never fear, for we are here to help justify your purchase with our "ten things to do with an extra Guild Wars account." 1. PvP against yourself. 2. Hide all your stuff until the hacking issue is sorted out. 3. Pick up more presents from Nicholas the Traveler. 4. More Xunlai tournament points...wait, never mind. 5. Lots of extra storage at a fraction of the price. 6. Got friends in two different guilds and torn on which one to stick with? Put an account in both! 7. Lend yourself three more heroes if you're feeling particularly antisocial. 8. Run your alts places. 9. Use up all of those great character names that you thought up but didn't have the character slots for. 10. Do Tihark Orchard and Chahbek Village on even MORE characters. We're sure you can think up even more reasons to make the purchase -- if it helps, they even offer a "Great Financing Offer" if you need to spread your payments over 18 months. So pick up a little Christmas gift for yourself. Enjoy!

  • Massively's interview with Guild Wars CM Regina Buenaobra part 2

    by 
    Lesley Smith
    Lesley Smith
    04.27.2009

    You have a much more segregated view of PvE and PVP content, do you think this makes the game more enjoyable for players? Will it influence gameplay in future titles, such as Guild Wars 2?We have different forms of PvP for different player types. We have more easily accessible formats like Alliance Battles as well as more competitive formats like GvG. The various different PvP formats give players multiple options to play and enjoy the challenge of PvP. This will have an influence in Guild Wars 2 in the sense that we want there to be a similar kind of accessible PvP format, like World PvP, that players can get into easily, as well as more competitive forms of PvP. We want to be able to give players different options, because we know that players will want to play and enjoy different forms of PvP. What do you think you have learned from Guild Wars? With the Guild Wars experience under our belts, we've learned that it's worth taking some risks to provide an innovative new gaming experience. We think we've succeeded in delivering a unique online RPG to players. We've learned that players enjoy deep PvE gameplay experiences, and this is shown in Guild Wars: Eye of the North, where we emphasized that deeper style of play rather than a more broad design emphasis where content is spread more thinly. Of course, forging a new path and doing something different from everyone else wasn't totally smooth, and we've had learning experiences that are relevant for development on Guild Wars 2. One of the things we would have reconsidered in hindsight is the fact that adding a large number of skills to the game increases the complexity of the system, and increases the amount of information that a player feels she has to absorb. This is potentially overwhelming, especially for new players. One of the strongest design decisions the team made was the use of instancing, which gives players a personal experience and the feeling that they have an impact and a stake in the destiny of the world. In games where there's more persistence, players don't feel that same kind of power. Having said that, persistent worlds give players a stronger sense of a world that's alive with the excitement and activity of other players. Guild Wars is unique from other games in a similar genre, both in the design sense and in terms of its business model, and we continue to be successful, so the lesson there is that it was worth taking those risks. Is there anything in particular you are looking to improve upon in terms of gameplay or storyline in future? Our Guild Wars Live Team is continuing to work on improving the game through smaller monthly tweaks as well as more substantial content updates. We don't have specific details on what's in store for the immediate future. In terms of Guild Wars 2, we've got a lot of great ideas, but you'll just have to wait and see when we're ready to start talking about them in more detail. Guild Wars 2 is on the horizon, are you preparing players for the transition or do you hope both games will be played side-by-side? We're really excited about Guild Wars 2, and we hope that our longstanding players will check out Guild Wars 2 when it comes out. In Guild Wars, we have the Hall of Monuments, which records and displays players' achievements. This will help transition players over to Guild Wars 2 by giving existing characters some unique rewards in Guild Wars 2. We'll continue to support Guild Wars for as long as players are playing it. Over the last four years, has your method of delivering new content changed? Do you think players prefer mini updates or the WoW-style of three or four huge patches per year/expansion? Yes. We went from releasing large content updates in the form of brand new games, such as Factions and Nightfall, and our expansion Eye of the North, to shifting our focus on Guild Wars 2 while continuing to support Guild Wars with smaller updates. We currently release both mini updates as well as larger patches. These come in the form of our monthly maintenance updates where we do skill balances and monthly tournament updates, and also our less frequent content updates, such as the Fourth Anniversary update, which are larger in scope. Less frequent, larger updates give the Live Team more time for planning and development for larger projects. Do you think the player community has been an important part of the Guild Wars experience? Absolutely. Our players have a strong voice at ArenaNet through our community managers, me and Martin Kerstein, as well as other members of the studio who take an interest in community matters. Some of the features being released in the Fourth Anniversary Update are very popular requests in the community-in particular, the expanded options for item storage and the Zaishen Menagerie. We have a few surprises up our collective sleeves, and the community has definitely asked for them. Guild Wars wouldn't be what it is today without our player community. Our community is passionate and they continue to show their enthusiasm and excitement, whether it's through holding in-game community events, helping new players in and out of the game, showing up to support us at gaming conventions, or contributing articles on our Wiki. Anything you can tell us about Guild Wars 2? How is development progressing? Guild Wars 2 is going to be a much bigger game than the original Guild Wars. Our development team is twice as large as the dev team for Guild Wars, so we're putting a lot of development resources into it. We have regular company-wide play sessions in Guild Wars 2, and it's a blast to play with everyone. The development team also does regular playtesting every day. I can say that it's an absolutely gorgeous game and I'm always astounded at how great our artists are at bringing a world to life. We're not ready to share more just now, but stay tuned for more information later this year. Keep in mind that unlike most development teams, we've been very open about our decision to start development on Guild Wars 2 right from the very beginning. We've also been building almost everything in Guild Wars 2 from the ground up. A lot of games start development in total secrecy before fans even hear a whisper about it. Our fans have been clamouring for news and updates, and we know it feels like a long time for them. When Guild Wars 2 is released, they'll see that it was worth the wait. Do you think players will find it easy to move so far in to the game's future?While we are going to have a fresh start with Guild Wars 2, we're also going to ensure that players still feel a close connection with the lore and mythology of the world. For existing player characters, they'll feel connected to the past of Tyria through the Hall of Monuments, which is where their current Guild Wars characters record their achievements.Anything else you'd like to add? Be sure to check out all the details of the Guild Wars Fourth Anniversary celebrations on our official website! << Regina Buenaobra interview part one

  • Massively's interview with Guild Wars CM Regina Buenaobra

    by 
    Lesley Smith
    Lesley Smith
    04.27.2009

    ArenaNet and NCSoft are celebrating the fourth anniversary of free-to-play MMO Guild Wars this month so we decided to sit down an chat with Community Manager Regina Buenaobra about the games success and it's beginnings.How did Guild Wars come about?When the ArenaNet founders (Jeff Strain, Mike O'Brien, and Pat Wyatt) were still working at Blizzard, they had a lot of discussions about the design underpinnings of World of Warcraft, which Jeff Strain was working on, and Warcraft III, which Mike O'Brien was working on. They thought that it might be cool to mix the two genres, since there was already a lot of overlap between them. Strategy games are more fun when you've got an emotional connection to not just your character but also the game world, and when roleplaying games are infused with a bit of a competitive dimension, that's exciting for players. What were you looking to achieve when you first launched the game?Even before Guild Wars was launched, the team aimed to do something different from what other online roleplaying games were doing. This uniqueness is at the very core of many of the design decisions-for example, the focus on player skill rather than time spent playing. The team wanted Guild Wars to deliver something different from what was already out there on the market, and have it be a success. At the time, it was a risk to diverge from the route that other online games were taking, both in terms of game design and business model. And of course, the goal was to give players a really fun and enjoyable game.Why do you think gamers have been so attracted to the game?I think there are a lot of reasons for the enduring draw of Guild Wars. Guild Wars provides a skill-based gameplay experience that includes a brilliant solo campaign. Here, a player feels immersed in a game world through fantastic storytelling and questing. The player feels powerful, in control of their destiny and their ability to influence events. Guild Wars also includes a deep profession and skill system which is really compelling from a strategic sense. The business model-buy the box and play online without subscription fees-presents great value for the money, especially in the current economic climate. These are all reasons for why Guild Wars is still really popular.

  • A World of Warcraft player's guide to Guild Wars

    by 
    Shawn Schuster
    Shawn Schuster
    07.31.2008

    Guild Wars and World of Warcraft have been peacefully co-existing for several years now. Considering the fact that the Guild Wars development team over at ArenaNet is made up of ex-Blizzard folks, you're bound to see some similarities between the games. Or, as is more accurately the case, you'll see some vast differences between the games, as ArenaNet's Jeff Strain and Mike O'Brien set out to make an experience that is unlike any they've worked on at Blizzard.So in this guide, we're going to break down several gameplay elements between the two games, and compare them for those who may only be familiar with World of Warcraft. We'll go through the differences and similarities between questing, combat, graphics and much more.Follow along to the comparison of Questing in an instanced world>>

  • Guild Wars Wintersday in July event

    by 
    Shawn Schuster
    Shawn Schuster
    07.16.2008

    If you've ever experienced the joy of Wintersday in Guild Wars throughout the years, you may be excited by the news that ArenaNet is bringing Wintersday back for a brief time this coming weekend. It's part of their Wintersday in July event beginning at noon PDT on Friday, July 18th and running until 11:59 PM PDT on Sunday, July 20th.This event will not be the full Wintersday festivities, but there will still be access the the Snowball Arena in Lion's Arch, Droknar's Forge, Ascalon City, Kamadan and the Great Temple of Balthazar. There will also be Wintersday-themed drops from all monsters throughout Tyria. You could probably consider this Wintersday-lite, since there will be no battle between Grenth and Dwayna, and no special headgear given away.

  • A glimpse into Guild Wars gameplay

    by 
    Shawn Schuster
    Shawn Schuster
    06.21.2008

    In the continuing adventures of Shamus over at Twenty-Sided, his latest blog entry treats us to his further impressions of Guild Wars: Prophecies. This time he delves into the gameplay and how much he appreciates a real story in an online game. He also touches on leveling, skills, crafting, looting and a slight revisit to exploration.We find Shamus' recent discovery of Guild Wars interesting, as it seems so long since someone has truly discovered this game for the first time. His opinions, while not always positive towards the game, are truthful and thorough. During his final paragraph, he makes the very valid point that if there was a better trial period for this game (aside from buying a 10-hour trial disk at a store for $2), more people might realize that Guild Wars could possibly be the cure for those who dislike the traditional RPG/MMO formula.

  • Guild Wars: A guide to Heroes

    by 
    Shawn Schuster
    Shawn Schuster
    05.09.2008

    Guild Wars has been an innovator in so many different aspects of the MMO genre, but none more than the introduction of ally NPCs to fill out a party and make soloing easier.This was nothing new to online gaming though. Diablo did it way before Guild Wars, but GW refined the process with Henchmen. They made it simple to hire a few NPCs standing around near the city gate and get them to join your party for their share of the loot. It started out simple enough, but it eventually evolved into something much more advanced (and exciting) with Heroes.%Gallery-22452%

  • It's never too late to start playing Guild Wars

    by 
    Shawn Schuster
    Shawn Schuster
    04.22.2008

    Haven't had a chance to play Guild Wars yet? You're thinking maybe three years after launch is a bit late? Nah, you're just in time! Guild Wars has so many enticements for people who are just getting into this new-fangled MMO scene, but also for people looking for a change from their regular game. We're here now to explain a bit about ArenaNet's masterpiece, targeted at someone who has only heard of Guild Wars, but never actually played it.Guild Wars is different from many of the larger, more popular MMOs we have to choose from today. The main reasons include the fact that it has no monthly fee, it centers around instanced worlds and it is one of the few games that successfully combines PvE with PvP.So let's start from the beginning and explain a bit about the history of the game and why it came into existence. No, this will not be on the test later, but it is an important piece of back story when considering why it is the game that it is.

  • One Shots: Looking out over the Sage Lands

    by 
    Elizabeth Harper
    Elizabeth Harper
    12.01.2007

    Reader Jeff sends in another gorgeous Guild Wars scene, this one from the original Prophecies campaign. Jeff tells us he snapped this shot while exploring the Sage Lands portion of the lush Maguuma Jungle. We're not sure what may await the intrepid adventurer here, but it's darned pretty!Are you starting to think that One Shots is a Guild Wars-only feature? Well we only post what you send us, so if you want to see other games, send your screenshots and stories to oneshots@massively.com. You may see it posted here tomorrow! %Gallery-9798%

  • One Shots: Beacon's Perch

    by 
    Elizabeth Harper
    Elizabeth Harper
    11.30.2007

    Brinstar sends us this shot from Guild Wars: Prophecies along with the story of why this particular location is of interest. For non-GWers, this is Beacon's Perch, an outpost in the Northern Shiverpeak Mountains and the starting point for the Droknar Run. Says Brinstar:The Droknar Run is the only way to get to the Southern Shiverpeaks, an advanced area in Guild Wars Prophecies, without first Ascending. Players will pay runners to get them to Droknar's Forge so they can get max level armour available at Droknar's Forge and so they can skip major portions of the game.Starting to think that One Shots is a Guild Wars-only feature? Well, you have only yourself to blame -- we post your shots and stories, so if you want to see other games, send us your screenshots! Whatever your story is, send it to us at oneshots@massively.com. You may see it posted here tomorrow! %Gallery-9798%