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Eurogamer: You've mentioned that Guild Wars 2 will be more "persistent" than the first game, perhaps offering less instanced content. How is exactly is it all going to work? Ben Miller: So in Guild Wars 2 we want to have a big "persistent world" where you're out running into other people as you play. You could be fighting a dragon attacking a tower for instance, and other players will choose to come to your aid, rather than having you shut off from other players in your own instance of the world. Although some elements of the game will remain instanced - like in Guild Wars - such as dungeons, because it's cool and natural for them to be. But when the world becomes persistent like that, then obviously you don't want everybody in the same instance of the world. If you've got hundreds of thousands of people online, you don't want them all standing in the same valley and tripping over each other. So Guild Wars 2 will have different "persistent worlds", different servers so to speak, where you can build up a reputation and run into the same people over and over, naturally making friends by bumping into and adventuring with other people. But what we can do is unify them with our single unified database from Guild Wars, which will allow people to move from server to server, right across worlds. |
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Eurogamer: In the first game you had the option of filling your group with NPC henchmen if you had gaps in your line-up or simply didn't want to wait for real life players to fill your party. How will this work in Guild Wars 2, will we see the return of the henchmen? Erik Flannum: So one of the things we're planning on doing is developing a companion system, where every character of every class has - if they want it - a companion they can develop, much like our Heroes. However, these companions don't take up a party slot, they're assumed to be a part of your character. These will allow you to potentially fill in weaknesses that your character may have. For example, you might have a character who's a mage-type that doesn't have a lot of armour and doesn't want people to get up and really smack him. So he might take the companion that's a very heavily armoured "tank" character, which will allow him to more effectively solo. But it will still allow the mage to feel like he's got that vulnerable low armour thing going on at the same time. We're also going to offer some sort of buff for players who prefer not to deal with companions, which will make up for the loss of power in not having a companion with them. |
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Eurogamer: Guild Wars only featured one race, the humans, and steadily added more playable classes to the original line-up. What sort of choice will we have in Guild Wars 2? Erik Flannum: Right now we've got five races announced, and we're not saying exactly how many, but that's not the total amount that we'll have, we're going to have more in the future. |