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[GW2] Fan Interviews

ArenaNet, like any business, has their own marketing agenda where they have to figure out how to use their finite resources to get the biggest results. Obviously, PCGamer and Rock Paper Shotgun are among two media outlets that are going to hit a very large audience. Yet, it shows a lot on their part that they still take time to talk with smaller fansites like GuildMag, Variance, and our humble home. There is one thing about smaller fansites. They usually take as much time and care, if not more, into preparing for the interview as any true journalist site. Two recent interviews from our friends at Tap Repeatedly and Guild-Hall.cz definitely raise the bar for all future professional and fan interviews.

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[GW2] WvW – There Are Four Maps

In a nice interview over at Variance, ArenaNet starts dropping some pretty big information World vs. World (WvW)  combat.  WvW is actually three servers or shards pitted against each other for a set amount of time. Instead of arena-style PvP, WvW involves a big combat zone with multiple, linked objectives. For example, a supply caravan might be re-stocking a fortification. Players can either attack the fortification directly or cut off the supply chain. Winning sides garner benefits for their entire server. All this information has been known for some time. The interview brings to light an interesting twist: there are four maps.

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[GW] Happy 6th Anniversary!

Six years of Guild Wars, and it is still going strong even with the last box release being over three years. Most of its perseverance is owed to the Guild Wars Live Team. The Live Team has put out another great update, which follows on the heels of the Embark Beach update last month. There’s a smattering of prodigious items like high-resolution textures in town, hard mode versions of favorite quests, and the much requested Friends location feature. Plus the weight of the birthday presents feels a little different this year, and madness has bled into PvP.

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[Rift] Not My Problem

I am in the mid-high level zone of Moonshade Highlands still. My vacation slowed me down for a week. I am pretty sure I am nearly finished with it being level 41 and nearing the final Guardian quest hub. I am starting to see an interesting change in these lower populated zones, especially during the week (i.e., even lower pop.). It sadly reminds me of Warhammer Online’s descent. The problem is that fewer people care about lonely rifts that open up. Invasions still seem to draw a raid group or two since they give rarer tokens and an achievement if beaten. Rifts, especially major ones, seem to be drawing less people.

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[GW2] One Unique Snowflake

At the beginning of charr week, there was one interview at Now Gamer that asked broader questions including one that touched upon one I’ve had for awhile. What are race and profession conventions?

Unlike other some other MMOs, all races in Guild Wars 2 will be allowed to play all professions. Therefore, a height-challenged asura could become an aggressive warrior or a hulking norn could become a sneaky thief. My first lore-based thought came with the release of the guardian. The guardian professions had mechanical ancestry with the Guild Wars monks. Monks drew their power from the human gods. Where did the guardians draw their power from, especially the godless charr (and quasi-scientific asura)?

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[GW2] Charr Rule

How can this iconic Guild Wars race get any cooler? Their pseudo-leader is named Smodur the Unflinching. They are badass. Possibly one of the most badass fantasy/sci-fi races ever created, especially on the protagonist side. Take the hardness and grimness of Sparta, the structure and purpose of Ancient Rome, and make them anthropomorphic, meat-eating predators.

I remember an old Ang Lee interview where the director talked about making the movie Hulk where he really wanted to play up that childish impulse to just smash things recklessly. It plays to our id, if you will, that we usually repress so we can have nice things and bigger wallets. The charr are the Guild Wars 2 race that call to similar primal instincts to dominate, to bully, and to win at any possible costs. Hey look, Guild Wars 2 is also a PvP game that will attract PvP players.

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Interview with the Gaiscioch Guild

I went a different route in Rift, and I joined a very large guild, The Gaiscioch Family. Usually I join guilds with about 40-50 members or smaller so this has been a much different experience for me. I am finding in an open-grouping MMO game, specifically Rift, the larger guild has provided a great experience. I wanted to interview the guild leader, Foghladha, about some of the unique aspects of a “mega-guild” or one big family.

What’s your elevator proposal for joining Gaiscioch?

The Gaiscioch Family began in November of 2001 as a channel for people of similar hobbies to make new friends by participating in something they already have in common. Our roots are set in the Celtic Mythological Cycle and take the name Gaiscioch from the Lebor Gabála Érenn where a group of Warriors chosen by the Tuatha de Danaan — The Celtic Gods — to fight along their side in the First Battle of Moyturna. These warriors not only displayed honor to their own troops but to the enemy troops as well. They took the time to teach the Fir Bolg warriors their technologies, their weaponry, and teach them to use it in hopes that the battle would be more fair for both sides.

This type of thinking is exactly where the Gaiscioch family has grown to become. We are an outward thinking family who looks to improve the community that they are part of by hosting large scale public events open to everyone including the opposite faction. They organize server wide events and provide them with the publicity for people to hear about and flock to attend. While most “Guilds” focus inward and strive to make their own better, the Gaiscioch strive to make the whole server better. Our focus is on community development and involvement and with this comes several benefits and several curses.

The Gaiscioch Family has consistently grown over the past decade reaching over 1,400 members from all around the globe. We feature an out of game leveling system within the family which rewards members from participating together through gaining ranks, badges, achievements, and even family currency called Family Vault Credits. Using family vault credits you can purchase things from the family Marketplace, or request resources to help fill crafting orders. We have a dungeon planner system in place to help people find others who need the same dungeons at the same time and have one of the most in detail list of guides and discovery locations on the web. With thousands of members you will rarely have trouble finding a group.

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Shades of Zoo

A zoo is a different kind of theme park, but there are many different kinds of zoos. Guild Wars 2 fans are trying to envision that upcoming game through the lens of Rift. I wouldn’t say it’s like comparing apples and oranges, but it might be better to say the arena is Disney’s Animal Kingdom versus the San Diego Zoo. Disney’s Animal Kingdom is on the borderline of being a theme park in the harshest MMO sense. The caretakers call the exhibits “stages” or “sets” (my former zookeeper wife couldn’t exactly remember), and they want every zoo patron to see exactly the same experience. On the other hand, San Diego Zoo is a “progressive” zoo, which seeks to put the animals in as natural a cage as possible without it being a nature reserve.

Like real zoos, MMOs with dynamic event systems can vary along these shades of gray as well. In Rift, events are like a calling. I drop everything I am doing and run towards the rift, invasion, or my favorite a planar tear, which I can open with a skill to start a rift. They are the exciting thing going on when the rest is filler by comparison. It gets even more interesting, in a Skinner sense, when players are rewarded more so for attacking specific colors of rifts, such as death in the latest world event Grim Harvest. I’ve seen other players completely ignore, for example, a dominating life invasion to go for that one death rift in the corner of the map. In Guild Wars 2, since everything was an event, I didn’t really care whether there were other players or how active the event was. I just went where I wanted to play during the demo because activity was everywhere.

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That’s Why We Call It A Zoo

At the basic level, a zoo is a theme park. We go to see the animals and exhibits. We don’t go to jump in the lion’s pen and see what happens or build penguin dens. Yet, there is a vast difference between a zoo and a conventional theme park because we’re not always sure what we will experience. In a theme park, the rides, show times, and games are all set, but at a zoo the tigers might be napping while the monkeys are doing it next door. Things are especially interesting if a zoo visitor happens upon feeding time.

From basic definitions a theme park MMO is one where players experience exactly what the developers intend for them to experience, and sandbox MMOs are more player driven. Yet, with Rift and the upcoming Guild Wars 2, developers aren’t exactly sure what players will experience. There is a little more excitement and chaos than the usual theme park in these MMO zoos.

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