The game world in Guild Wars is quite large and there are plenty of quests to
keep you occupied for some time. The instanced zones are all good sized, with
plenty of areas to explore. The game makes it easy to determine where you need
to go to complete the next step of your currently active quest by placing an
arrow on your compass rose to guide you. However, this arrow directs you to your
quest location as the bird flies – navigating on the ground is another matter.
The main problem with getting from one place to the next in the game is that
there are plenty of artificial “glass walls” in place to keep your character
from falling off of cliffs, tumbling down hillsides, and the like. While it may
be useful to help prevent players from falling into an abyss, it also leads to a
lot of artificial dead-ends – places that look like you should be able to make
it safely past but can not. It can be frustrating at times to take what looks
like the right path only to find that it comes to an end and you’ll need to
double-back and look for a new route. If you’re trying to reach one of the
common areas getting there is easy – you just need to click on the city name on
your map and you’re transported there – but trying to reach a quest location can
require a degree of trial and error.
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| Nothing like a romantic boat ride through a swamp. |
There is another minor issue with the quest system in Guild Wars: the quest
rewards are not necessarily geared towards your character class. Everyone can
use the experience gain, but if a special item is part of the reward then you’ve
basically got a one in six chance that it will be of any use to you.
Should you die while questing or otherwise, Guild Wars features the most
forgiving penalty in online gaming. After death you are automatically
resurrected at the nearest shrine with only the
need to do a little backtracking to return to where you were. And since every
area in the game has at least one of these shrines, you never have to backtrack
all that far of a distance anyway. While you remain in the instanced area you
will accumulate a penalty to your maximum health and power, but this penalty is
erased when you leave the mission instance. No need to spend hours erasing
experience debt! Guild Wars uses the same liberal policy when
it comes time for you to quit. You can end the game anywhere and anytime that
you’d like – there’s no need to camp and no penalty for bugging out of a quest
early. Simply click on the close button and you’re back to the Windows desktop
and the next time you play your character will be ready to go from the town
nearest to the place where you left the game.
For all of the traditional questing and solo play opportunity it provides, Guild
Wars is really designed to be a PvP game. You can spend a very long time
exploring the game’s storyline and completing its quests, but you will
eventually reach an end to the game. If you go this route you will find the game
becomes increasingly harder to play solo and you’ll need to team up to complete
most of the later quests. It is possible to team up with NPC henchmen on quests,
but they are only of marginal use and never seem to be able to last long into a
quest. Surprisingly the game does not provide much in the way of aid to players
looking to group up. The process is a time-consuming one of walking through a
town inviting players to join you and comparing quests on the single chat
channel. Long before you reach the end game though you will reach the character
level cap. The level cap is set at 20, and while at first this may seem to be
quite low for an MMORPG remember that Guild Wars is about bringing the right set
of skills to each situation rather than maxing out attributes.
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