Guild Wars Factions
10-Jul-2006
Michael Gills, ArenaNet Tournament Coordinator, talks the MMO's tentative steps into the pro-gaming world of e-sports
http://www.computerandvideogames.com...42682&skip=yes
Until now, the heady world of pro-gaming e-sports has been focussed around FPS or RTS - two largely PC-centric genres of game that lend themselves well to competitive play. With professional gamers like Fatal1ty ripping the very soul out of titles like Counter-Strike for fame and bundles of cash, there's now a new breed of game entering the arena.
Guild Wars Factions has single-handedly created an entirely new e-sports genre, won over thousands of fans and provided a brand new way to earn a Ferrari. We recently caught up with Michael Gills, ArenaNet Tournament Coordinator, and asked him about Guild Wars's fledging steps into e-sports status, and what the future holds for the game.
What challenges have you faced when attempting to stay on top of keeping the game balanced, and how has the introduction of large cash prizes changed the way you run the league?
Gills: As with any game, whether computer, card, or even a board game, there are many, many more players than there are the people who create it. While the designers do their best to create a fair and balanced game, the simple reality is that the player base will do a much more thorough job in testing the game and stretching the rules of it than can ever be done in-house.
With that said, one of the advantages that Guild Wars has over more static games such as trading card or videogames is the ability to be constantly monitoring and making changes to maintain the overall competitive balance of the game. With our streaming technology we are able to quickly make needed game balances and upload them to our entire player base. This was done constantly before high level PvP play was started and is watched even more closely now.
As for the second part of your question, the first thing we did was to clearly spell out the rules for each tournament and for participant behavior so that each event is clear in how it is run and who is eligible to play. It is always important to make the rules of any competitive system easy to find and clear to understand and that was even more important prior to the start of high level competitive play.
Other e-sports are usually based on set-in-stone skill sets, i.e. FPS games and RTS games. But as you plan to release a new campaign every six months with new classes and skills, the demands on the player may well change dramatically. What do you think are the implications of this?
Gills: This is actually the best thing that can happen for the players and for the game itself. Change provides more players more opportunities to excel.
Games that have set-in-stone rules and skill options can end up feeling limited in strategic scope over time. There are certainly a lot of skills and knowledge that are needed to compete at high levels in these games, but there end up limited options for the individual to contribute their own discoveries to the strategic history of the game.
Players first learning their competitive skills in a static game certainly have their work cut out for them in mastering the game rules, improving their reflexive skills (if needed) and such, but can learn pretty much all there is to learn of the strategy of the game based upon everything that has been done before. Hundreds of books on chess, net decks for trading card games, and other similar sources make it easy for a new player to gain all of the knowledge of past masters. Then it all comes down to practice and recognizing what set strategy to use in which specific situation.
A game that is constantly growing and evolving such as Guild Wars however provides an ever changing strategic environment. New skills and professions coming into the game expand the amount of strategic possibilities for the game at a set pace.
It had always been our intent that half of the strategy of the game takes place before your match even begins. We want players to feel they should look at the ever increasing number of skill, profession, and team build combinations to help maximize their chances for victory prior to actually competing. Every player should feel like they could be the one to come up with the next "big thing".
After the release of Guild Wars Factions we saw new builds and skill combinations start to come in to the state of the game from different guilds right away. First the Assassin was in vogue and now the Ritualist is seen as a necessary component in competitive guild builds. As time passes and more players experiment with the new skills and classes, we will see new strategies and tactics developed that keep everyone involved.
With the influx of these new skills and professions as well as the constant skill balancing, an interesting and ever evolving game environment is created. New ideas and experimentation are encouraged and are talked about by the community itself and players end up looking forward to the next campaign in order to see what great ideas they can come up with first.
Will past champions be able to keep up with the state of the game? Or will new challengers appear with new ideas and a better understanding of the updated environment? This is what keeps a game vibrant and enticing for all.
Online games have much stronger links with their players than offline games. How has the introduction of real money prizes affected how you monitor feedback from the community, if at all?
Gills: It is important for any entertainment company to pay attention to what their customers say, period. Anyone can be lucky and come up with a good idea in a vacuum, but to ignore what your player base says means you won't have a long future in your industry.
Guild Wars has always had a large Community Management staff that spends all of their time talking with the Guild Wars player base, listening to what they have to say, and reading what they don't directly say but post publicly for others to discuss.
With the introduction of high level organized play, we spend as much time as possible collecting feedback, taking in suggestions, answering concerns, and so on. Our championship event rules and systems have been evolving as we learn more about what our player base like and want. We also factor in the changing state of the game along with the technological improvements (such as observer mode) that are added to game as time goes by.
We are currently discussing our future organized play plans with a select group of Guild Wars players (our alpha testers) to allow them to help us constantly improve our tournament systems.
Has there been much interest from serious players from other genres in coming over to Guild Wars and what has the reaction from the other scenes been like?
Gills: We have already been contacted by various organizations that run high level events for other genres to help support Guild Wars tournaments at their events and locations. These groups - whether retail, fan groups, or conventions - have recognized that Guild Wars can provide a high level competitive play experience for their existing customers and fans and we are working with them to help support their efforts.
For example, we have a Guild Wars tournament and event sanctioning system that will be going live within the next several weeks that will make it easier for us to provide marketing support as well as offering exciting prize support opportunities for these events to provide even more competitive opportunities for both existing and new Guild Wars competitors.
In addition, we will be running exciting introductory competitive events at various events and conventions where high level competitors of other game types and genres congregate so that they will have the opportunity to learn about Guild Wars and compete for fame and prizes.
Now that the game has reached e-sports status, have you had to make any revisions to the control system or UI to accommodate the elite players and the way they operate?
Gills: There have always been and will always be constant improvements in Guild Wars for both the PvE and PvP experiences in the game.
One of the first revisions that were added to the game was our observer mode technology. This allows us to mark special games (matches held between high rated guilds, playoff matches, etc.) so that they are available to be watched by any Guild Wars player. And not just idly watched like a movie, the observer is able to manipulate the map, zoom in on particular areas or players, and watch what skills and tactics these high level guilds employ.
Another example is the upcoming upgrade that is coming for our tournament ladder. While we have always provided the necessary information to determine overall ratings and rank, we will be providing the additional sorts of information (history, streaks, call out large changes, etc.) that any competitive sports fan wants. Look for this to come out soon.
Other PvE and PvP game improvements are always being worked on and will be announced in the future.
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