One of the core elements of this is that you can't be detrimental to your team. It's not like the e-sports style of PvP where you have to worry about people yelling about you if you make a mistake or you're too much of a noob and you're not justifying the slot you're holding in your team. Everybody is valuable, no matter what they're doing, no matter their contribution. Every single person who joins in the fight is perceived as a positive contributor. We think it's going to be a lot more accessible to a large number of people.
Is any character advancement/development linked in the World versus World PvP, or is character advancement still done purely through PvE?
Jeff Strain: It is certainly not that case that you ever need to participate in this World versus World PvP. It is strictly there for people that enjoy it. Role-players can strictly stay on the role-playing track.
But yes, you can choose to gain experience and progress your character in the World versus World PvP.
Ben Miller: One of the other aspects of World versus World PvP that makes it more accessible is that 'I have an extremely low level character and you have an extremely high level character' - we're going to integrate a side-kicking system that allows my play experience to be more on par with say your power level.
So instead of me going out there and getting absolutely owned and trying to keep up with higher level characters, the side-kicking system will kind of equalise my character to yours. So we'll both have a fun, competitive time without a lot of the necessary grinding that I would have to do to get high level armour and stuff.
Check back soon for the second and concluding part of our interview with ArenaNet, where we continue to chat about Guild Wars 2, ask about the future of Guild Wars 1 and the developer gives opinions on MMORPGs on console.