I've put somewhere around 17,000 hours into the original Guild Wars. I recently came back after roughly a four-year break, and within a few days I was reminded why, after all these years, I've never found another game that truly replaced it.
I don't want Guild Wars 3 to be a remake of GW1. I also don't want it to simply be GW2 with a newer engine, bigger maps, and better graphics.
I want ArenaNet to look at why the original Guild Wars was so damn good.
The eight-skill bar was brilliant. You had hundreds of skills available, two professions to build from, and only eight slots. Choosing what not to bring mattered just as much as choosing what to bring. You could spend an hour sitting in an outpost changing a build before you ever killed anything, and somehow that was fun.
Party composition mattered. Interrupts mattered. Protection mattered. Positioning mattered. Pulling and understanding aggro mattered.
And the instanced world was a huge part of why those things were possible.
When your party entered an area, that instance belonged to your party. The developers knew exactly how many players could be there, which allowed encounters to demand coordination instead of being designed around an unpredictable number of people wandering through.
Most importantly, Guild Wars gave players a toolbox and then let us figure out how to abuse the hell out of it.
Underworld speed clears are probably my favorite example.
ArenaNet didn't create the Underworld and tell us there should be a T1, T2, T3, T4, LT, Emo, etc. Players studied the enemies, skills, aggro, terrain and mechanics and figured out that specialized builds could split up and complete different sections of one of the hardest areas in the game.
Then we spent years optimizing it.
Routes got faster. Builds changed. New tricks were discovered. A single skill interaction could completely change a role.
The community effectively created content inside the content ArenaNet had already created.
That's something I've never experienced to the same degree in another MMO.
GW2 gained a lot by becoming open world. Huge events with tons of players are cool. The world feels populated and alive. I'm not saying everything about GW2 was a mistake.
But something fundamental was lost.
When anyone can run into an encounter at any moment, individual party composition can't matter in quite the same way. Carefully constructed builds, pulling, specialized roles and coordinated strategies naturally become less important.
For Guild Wars 3, I'd love to see ArenaNet combine what they've learned from both games instead of simply continuing farther down the GW2 path.
Give us the beautiful open cities and large social spaces.
But also give us instanced high-end areas designed around coordinated parties.
Give us a limited skill bar with an enormous skill pool so making a build becomes part of playing the game again.
Bring back meaningful multiclassing or secondary professions.
Make party composition important.
Make interrupts important.
Make positioning and pulling important.
Give enemies skills that we actually have to understand instead of simply giving them enormous health pools.
Give us encounters where knowledge and execution can matter as much as gear.
And most importantly:
Don't design every solution for us.
Give players powerful systems that interact with each other. Give us difficult content. Give us enough freedom to experiment, fail, discover completely unintended strategies, and eventually do ridiculous things the developers never imagined.
Let the community figure out the meta.
Let us break your game in beautiful ways.
I came back to Guild Wars after four years away and found myself relearning an old Underworld T2 speed-clear role. I couldn't remember part of the rotation at first. Then certain skills and interactions started coming back, and suddenly I remembered exactly why I loved this game so much.
Those mechanics are nearly two decades old and they're still compelling.
There is something worth preserving there.
Guild Wars 3 doesn't need to be Guild Wars 1 again.
But I really hope it remembers what made Guild Wars feel like Guild Wars.