Summary: Its been two short years since our first game, Guild Wars Prophecies, launched. In that time weve released two standalone campaigns that have expanded lore, increased the number of playable professions, widened skill sets, and have given players more control over their party members.
Its been two short years since our first game, Guild Wars Prophecies, launched. In that time weve released two standalone campaigns that have expanded lore, increased the number of playable professions, widened skill sets, and have given players more control over their party members. Our current project, Guild Wars: Eye of the North, is our first true expansion, and one that we truly feel is a fitting coda that will guide players through the end of one epic story into the next evolution of the series, Guild Wars 2. We want Guild Wars to go out with a bang and leave a lasting impression on players, so weve decided to delve deep into RPG history in an attempt to recreate the thrill of the classic dungeon crawl.
Dungeons are a staple of the RPG genre. Ask any longtime roleplayer and hell get misty-eyed and recall tense adventures in underground civilizations, navigating shadowy passageways and unearthing untold fortune. We knew it was the next logical addition, but we had to be sure it was implemented in such a way that was new and relevant to Guild Wars fans. So, what makes a GW: EN dungeon more exciting than your average hole in the ground? Lots of things, actually.