Guild Wars Design Decisions - State Of The Game

 

As I understand it, Guild Wars was created from a set of axioms, unfolded with great clarity to its present state.

The developers chose the axioms with great care, acknowledging the potential drawbacks that may result along the road. At the present time, the drawbacks have become more accentuated and will slowly begin to overtake the benefits.

Thus, it makes sense to assume the attitude of knife and say: "Now, it's complete because it's ended here."


Let's take a look at some of these axioms and see what forms and structures they have unfolded:

 

Seamless patching technology

The ArenaNet devs spent a lot of time developing the underlying technology before they started developing the game world. That time was well spent.

The most visible benefit of the seamless patching technology for me, the Guild Wars player, was that I didn't have to think about downloading patches and whether they would work. It just worked, and I could focus on playing the game.

The most important benefit for the developers was the improved feedback cycle which led to more rapid and more sturdy development.

A side effect of this technology that the devs gained more credibility as the playerbase put more trust in them: "See? They're actively working to make the game better for us!" This improves communication.

I believe the creating the seamless patching technology was a crucial aspect for the clarity of the game as whole.

 

'District' technology

In a global world communication and accessibility are of utmost importance, and I am amazed that most game development companies still don't get this.

District technology made the underlying server technology transparent for me, the Guild Wars gamer, and once again this enabled me to simply focus on the game.

It improved the social aspect of the game immensely: I was playing with and against (directly and indirectly) the whole global playerbase of Guild Wars! This should not be underestimated, and I believe the importance of this aspect will be even more prevalent in the future.

 

PvP at core

A decision made early was that the game should revolve around PvP. The balancing process to enable this required extra effort, but once done, the other parts of the game progressed nicely around it.

As I see it, currently other games are nowhere near this level of balance, and the persons responsible for it at ArenaNet should definitely be lauded.

 

Balance for groups of 8

The balancing process had to be started from somewhere, and to aim for balance for groups of eight proved to be a viable decision.

This decision was basically a self-imposed restriction which created footholds for the balancing process, ensured diversity, and put focus on the importance of teamwork.

 

Horizontal progression

In accord with the 'PvP at core' axiom, a level cap at 20 was put in place. This was pretty much another necessity for the balancing process to successful.

The level cap put a hold to vertical progression, and to make up for this, later on the possibility of horizontal progression (in the form of 'titles') was created.

Almost all other games focus almost exclusively on vertical progression (and its degenerate form - the 'grind'), which I think is a huge waste of potential.

 

Efficient economy structure

For a game that revolves around PvP, implementing an efficient economy structure must have been quite difficult. Yet, I call this one a success.

I never had so much gold that I wouldn't know what to spend it on, nor did I have so little to endanger my enjoyment of the game.

Through the ebb and flow of the game economy, I felt more closely connected to the other Guild Wars players across the world.

 

Coherent storyline

Even the underlying technology which 'just works' and the finely tuned technicalities of skill balance would have been an empty shell if not imbued by the life-giving touch of a coherent storyline.

Both coherent and immersive, this aspect of the game tied together the others with ease and elegance, successfully enhancing the identity of the gamer.

 

Clear real-world business model

Now, perhaps this is the axiom I appreciate most greatly. It shows that the founders have not fallen into the trap of the narrow-visioned specialist, and that the very clarity inside the game was applied on the outside of it too.

Thankfully, the choice to go with a new, simple, and clear non-traditional business model (non-exclusive, not forced expansions without subscription) proved to be very successful.

 

I believe this sums up the major axioms that have been employed in Guild Wars.

 

Guild Wars Design Decisions - Foreword   Virtual Worlds   Guild Wars Design Decisions - The Future Of Guild Wars

 

 

 

Aeria Gloris