The concept of the massively multiplayer online (MMO) genre is not in decline, but rather expanding, according to Colin Johanson, studio head at Arenanet, the developer behind the Guild Wars series. Speaking after a presentation of Guild Wars 3, Johanson stated that the genre is "as big as it's ever been," provided the definition of an MMO is broadened to include titles like Fortnite, Path of Exile, and Destiny.
Johanson suggested that traditional MMOs have accumulated significant "baggage" over the years, leading to a common player reaction of "I don't have time for that." He believes that by shedding "archaic things that people associate with MMOs," developers can create more accessible experiences.
One key area for evolution is the integration of movement and combat systems. Johanson observed that in many MMOs, combat is static, relying on tab-targeting and intermittent movement. Guild Wars 3, in contrast, features dynamic movement, including wall-running and aerial attacks, blending with its class abilities to create a more action-oriented experience akin to third-person action games.
Another significant point of change, according to Johanson, is addressing the perception of MMOs as time sinks. The traditional loop of organizing inventories, setting skill bars, and planning group activities before even starting gameplay can consume an hour before meaningful play begins. Arenanet aims for Guild Wars 3 to allow players to make tangible progress in shorter, 20-minute sessions, as well as enjoy longer, three-hour play sessions. This approach would align the game with titles like Helldivers and Apex Legends, which support both brief engagements and extended play.
Furthermore, Johanson emphasized the need for players to feel comfortable taking extended breaks from the game without falling irrevocably behind. This addresses a common issue in some MMOs where daily or weekly challenges can turn gameplay into a chore, a sentiment echoed by developers from The Elder Scrolls Online and Jagex, makers of Runescape. The challenge for Arenanet, Johanson admitted, is effectively communicating these shifts to potential and returning players.
The perceived time commitment is a significant barrier for many players, and if Arenanet successfully modernizes its combat and player engagement models, Guild Wars 3 could represent a new direction for the genre.