Technical
As with Guild Wars, there will be no monthly fee to play Guild Wars 2.
Mike O'Brien has stated that expansions or mini-expansions are more likely than standalone campaigns, but a final decision hasn't been made yet.
Guild Wars 2 will be designed to run on computers with moderate specifications, but will have higher requirements than Guild Wars.
The original Guild Wars will continue to be supported after release of Guild Wars 2. This will include continued holiday events and tournaments.
Controls
The control system is going to be significantly changed (in particular mouse movement in the form "click to move" will be removed from the game), however target locking will still function. Guild Wars 2 will introduce a
Z-axis to the game which will allow
characters to jump over obstacles. Actions which have characters interacting with the environment, such as sliding and swimming, will also be introduced.
Graphics
James Phinney indicated in his "Imagining Guild Wars 2" article that polygon counts and texture allowances have been increased so he expects it to look beautiful and "like a whole new game".
Gaile Gray has indicated the game will support DirectX 10, but not require it to play. Guild Wars 2 will use
occlusion culling technology licensed from
Umbra Software.
Persistence
The game will be on multiple
servers or "
worlds," but players will not be bound to a single world. They will be able to move freely from one world to another, as they do districts in Guild Wars, except that each world will encompass the entire game environment, not just a single outpost.
Guild Wars 2 will employ persistent environments more extensively than Guild Wars. Like other multiplayer online games, it will provide persistent explorable areas, allowing players to meet and interact while exploring.
Missions and dungeons will still be instanced.
An "
Event System" will be used to notify players of major events in the world. This could be the return of a dragon to an area, for example.