4 Years of Guild Wars

State of the Game
It has been 4 years since Guild Wars first launched in April 28, 2005. Back then, I was still in the army serving time when I came across an advertisement and preview article in PC Gamer of Guild Wars. MMORPGs back then weren't as rampant as they are today, and for the most part, World of Warcraft had everyone talking. “Everyone” who was ready to pay to play that is.
ArenaNet caught the world by surprise with their ultimate counter-offer to Blizzard's business model - the complete opposite of what everyone else had geared their online realms to - by offering compelling multiplayer gameplay with absolutely no monthly subscription fees – paving the way for a whole new business model MMO industry, and culling themselves a passionate fan-base that will follow the title to its up and coming sequel.
Guild War's lack of level grinding, fully customizable skill bar (in the likes of a Magic the Gathering card deck) and adjustable character attribute points was revolutionary, while it's graphics engine and production art was nothing short of gorgeous and mind-blowingly beautiful. And with the irresistible offer of a subscription-free model, Guild Wars became an instant hit and a worthy contestant in the online gaming arena.
However, even the best of RPG games strain to live beyond a 2 year shelf-life, requiring expansion packs and add-ons to push their longevity and replayability. It doesn't come as a surprise that Guild Wars would ultimately succumb to the same effects of age – having cleared all 3 campaigns (Prophecies, Factions and Nightfall – arguably the best and most complete in the series) and its relatively short Eye of The North expansion pack, Guild Wars struggles to retain its shine and appeal.
Interestingly however, Guild War's robust graphics engine and astounding artistry manages to remain relevant even today and still surpasses most other average MMORPGs that are released today (including numerous over-hyped releases) – for a product that's already aging beyond 4 years - a sheer testament of ArenaNet's game designing veterancy and shrewd skills.
Upgrades & Surprises
With last month's 2009 major game update, the Guild Wars Live Update Team cleverly adds new features and quests that extend the playability of their product beyond its end-game phase. The newly added Zaishen Menagerie has perhaps been the most useful and convenient feature for players to date since the introduction of its quick-save and loading skill-templates. The Menagerie a sprinkle of Pokémon taming and training where you can capture new creatures and store them in a “farm”. With the Menagerie, your tamed pets can “breed” and their maximum level states can be unlocked with PvP faction – saving players the burn of grinding monsters just to achieve a level 20 pet (and not necessarily in the desired states.)
The new Zaishen Challenge Quests (attainable from the Great Temple of Balthazhar) are an economic and efficient move on ArenaNet's part (kudos to Linsey Murdock & John Stumme from the Guild Wars Live Team) that provide fresh daily activities and at the same time add replay value that's not strictly PvP oriented. Nicholas The Traveler and his companion Professor Yakkington have also been a cute and attractive addition - a side activity spurring players to be on the lookout each week for the NPCs' new locations, and to gather together to trade and work for the required materials which The Traveler will accept for special gifts and rare and adorable miniature pets in return. Noticeably with the addition of The Traveler NPC, the Guild Wars community and forums have also been revitalized with findings and posts relating to The Traveler's weekly whereabouts.
Guild Wars has been largely successful due to its strong community-ties with the development team – most of the updates have been popular requests by players, the prime example being increased storage space, which has finally happened with a free new 4th year storage pane and add-on panes that can be purchased through their online stores. It's always inspiring to see such a close relationship between consumer and developer - and that it is still possible for a large corporate entity to listen and respond to its loyal customers' needs.
It's hard to keep a free-to-play business model going, especially when your flagship products are on hold and have limited means of revenue. While players have reacted both eagerly for and violently against Guild Wars expanding its micro-transactions, one has to understand that after all, it is really one of the better subscription-free MMORPGs out there, and in order to sustain the servers and staff running the product, it's only natural for ArenaNet to ask for a little support. And unlike subscription-based models, you're not exactly forced into making these micro-transactions. The game has been thoughtfully designed enough such that players can do with or without these little upgrades, and by consenting to make any purchases, you are merely showing your support. It would have been detrimental had it been required of players to pay for monthly updates, but as ArenaNet has consistently assured and proven – that isn't the case.
Whatever the Future Holds
It's time to open up those 4th year birthday presents for your characters, show some support, purchase any upgrades of your liking and here's all hoping that we'll hear fresh, juicy, positive news of Guild Wars 2 by the end of 2009. In our next ARF guild article – Confessions of a Guild Leader - a mesmerizing review of a long, 4-year journey, revelations, disappointments and secrets no one knew (or would ever care for that matter!)
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