The ArenaNet team has taken time out of their busy schedule to reach out to the Guild Wars 2 community and answer some questions directly. The r/Gaming subreddit is hosting an AMA where Mike O'Brien, Chris Whiteside, Mike Zadorojny, Mike Ferguson, Peter Giuntoli, Jon Peters, and Isaiah Cartwright are taking turns answering questions. They are hitting a lot of salient questions so I encourage you to go and check it out.
Some things that I have already seen addressed that some of us here were wondering about include guild size cap, putting another MMO out into the wild in this seemingly fickle MMO market, and yes, even the inevitable release date question.
On release date:
Why is there so much secrecy around Guild Wars 2 and the release window? I’m not asking for a release date, but I’d like to know a rough estimate of the time that the product I paid $59.99 for will be delivered and available for me to use. I’m positive that I am not the only one who has a desire to know what window of 2012 Guild Wars 2 will be released in.
Mike O'Brien's response:
We try to be very open and transparent with our fans, as I hope this AMA shows you.
Your concerns are all about release date. The fundamental issue here is that we just don't have a release date right now. We're using beta testing in the traditional sense. When beta testing shows that the game is where we want it to be, we'll lock in a release date.
I'm pumped about what we were able to accomplish for BWE2 and I think you guys will be too when you see it. We're not that far off. We're obviously going to release in 2012, and any statements to the contrary are absurd.
As for the "one month delay" versus "not one month delay", we have to line up distribution and retail sales so obviously we'll announce a release date in advance of the actual release, but we don't have a policy of "exactly X weeks in advance". Aidan was giving his personal take on this. Rubi is correct that there isn't a nailed down number of weeks notice.
~ MO
On gauging success:
Straight talk: How many copies do you need to sell to make this game a success?
How in the world can your MMO make money after SW:TOR, Aion, Rift, Tera and so many others have… well, not failed completely, but eeeeeeehh….. MMO's take so much work and money to produce, how can you recoup all that from box sales and cosmetic micro-transactions alone?Addendum: I've bought your game. I've pestered all my friends to buy Guild Wars 2. But I was listening to the Giant Bombcast {link @ ~1:09:00}talk on the dissolution of 38 Studios and the failure of SWTOR.
They seemed to think that WoW's numbers were a once-in-a-lifetime confluence of serendipitous events + polish and that people are finished with MMOs, excepting for trying the new hotness for a few months then abandoning it. How is your game going to prove them wrong?
Does it even need to prove them wrong? With no subscription, won't you make just as much if everyone abandons your game in 6 months anyway? That doesn't seem weird when you're paying $60 for Skyrim and getting ~200 hours of gameplay. Don't we abandon every game after 6 months of playing it? Will your quick expansions bring them and their money back?
Afterword: Your PR/marketing strategy/community guys deserve a raise. The hype for this game is off the charts. Love your effort to engage all of us and your response to the criticisms of the first beta weekend. Thanks for doing this.
Mike O'Brien's response:
First of all, what we all care about in an online world is making a living world that stands the test of time, where players can keep having fun with their friends year after year. So success isn't based on how many copies the game sells up front. Success is based on whether people keep playing the game over time. And financially, success is based on whether people keep supporting the game by buying new content.
Second, I'll address this idea that the time of MMOs is closing. If the word "MMO" means the same game mechanics that companies have been hashing out again and again for the last decade, fine, let them rot. But if you change the word "MMO" to "online world", then I bet we can agree that "online worlds" are only going to keep growing in importance.
~ MO
On guild size:
Will the guild cap. remain at 100 members for BWE2? If so, any plans to increase the capacity at launch?
Jon Peters' response:
The plan for guild cap is that guilds will be able to gain influence to up their cap. How this will work is not exactly determined yet, but the current limit of 100 is lower than the maximum a guild will be able to achieve.
Jon P
There is way more to be seen in the AMA as it is currently ongoing. I just wanted to provide a taste.
Edit: AMA is finished for now (they alluded to possibly answering more questions later, but they're done for today).
Here is the link to the Google doc of the compilation of questions and answers so you don't have to read the invariable sea of useless comments on Reddit.
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