![]() The intent of these releases was to create a bridge between the original campaigns and the sequel. Additional story elements were introduced in the free Guild Wars Beyond update patches, including the War in Kryta and Winds of Change. The two additional campaigns, Factions and Nightfall, each feature two additional professions unique to their continents (which are East Asian (mainly) and North African/Middle Eastern themed, respectively). The original campaign, subtitled Prophecies after the second campaign launched, contains 6 player classes (termed "professions", Warrior, Ranger, Monk, Elementalist, Mesmer, Necromancer) and each character chooses a permanent primary profession and a changeable secondary (the order matters). A fourth release acts as an expansion that can link to any of the main campaigns and is notable for providing primarily end-game content. The three can be linked, allowing one character to play all three stories. The game, instead of one core game and several expansions, features three stand-alone "campaigns" which have independent, if interlinked, plots and differing mechanics. Indeed, Guild Wars was largely an experiment to see if this business model could even succeed in the first place, which it undeniably has. ![]() Anet has said (to paraphrase) that it's not aiming to be a World of Warcraft killer, but that it's happy being its own niche. Part of the reason is due to instancing, and part due to design. It has been both lauded and criticized for its notable and unique business plan, which is quite simple: It's an MMO that requires no monthly fee. ![]() Guild Wars is a video game produced by ArenaNet, a splinter group formed off of Blizzard Entertainment, and published by the Korean MMO giant NC Soft.
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