Only One

GamesInsdustry.biz has an interview with ArenaNet co-founder, Jeff Strain. The interview includes their plans for future Guild Wars releases, comments on ArenaNet’s MMO distribution model, and how their distribution technology is implemented. The Eurogamer interview explores similar territory, and like the other interviews it highlights the fact that Guild Wars: Factions has been in development since the original Guild Wars game was released. In fact, Campaign 3 (or Chapter 3, if you prefer) has been in development since November 2005.

Total Video games has an in-depth Q&A with Jeff Strain (via Photics), with many details on the Factions campaign, including some comments on the Asian-influenced art design and the new Professions.

In a Munich press conference, Strain revealed (Thanks, Clamatius) details about the new gameplay features, such as being able to give tactical commands to those moronic Henchmen.

Meanwhile, the official site has the Guild Wars: Factions gameplay trailer available for download, and it the art is just so beautiful! The frozen jade ocean is an incredible sight, as are the various architectural structures. There are some cool-looking enemies here, such as creatures that look like bloated amalgamations of human body parts.

Each new campaign is a stand alone product, so they are full-length games (for those of us who like the PvE), with a full year of development, rather than “expansion packs” per se. It’s an interesting alternative to the monthly subscription model that other online games have, and it’s a bit cheaper as well. With new campaigns being released every six to nine months, and considering how much I have enjoyed it so far, Guild Wars may be the only online game that I will want to play.

  3 comments for “Only One

  1. 27 February 2006 at 09:08

    I’ve frequently wished I could design and train the NPCs more like normal characters, but commands are a start.

  2. 27 February 2006 at 14:28

    They’ve got to be careful tho.. make the henchies just a teensy bit too smart, and the pick-up-group suddenly becomes defunct as the average IQ balance starts to swing towards the always-willing and non-disconnecting hechies-of-power!

  3. 28 February 2006 at 10:15

    I think there’s a strong argument that the effective average IQ for the henchies is already higher than for random pickups.

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