Guild Wars Interview
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Q: Currently, players who PVP and don't win consecutively do not have much of an incentive to keep trying. What plans does ArenaNet have to ease people into the PVP environment and make it more approachable and rewarding to those who have largely been ignoring that aspect of the game?
A: In nearly all competitive games-from chess to poker to online gaming-winning consecutively is part of the qualifying process that gets you or your team into the finals. Sure, sometimes you can do a "best 3 out of 5" but for the most part, it's a steady climb to the top with elimination rounds that set you back to the start if you fail. The incentive to keep trying, to continue the climb to the top, is offered by the prize: If you win, you advance. If you advance, you ultimately reach the Hall of Heroes where, if you win again, you receive a valuable prize. Along the way, you can acquire Fame points, which are a symbol of your skill and which give you an exceptional appearance.
As you know, the PvP is divided into areas that offer more or less intense competition. With Guild-versus-Guild, Arena, and Tournament play, PvP players of differing tastes can choose the way they wish to play. On any given day, a player can experience all types, depending on her mood and, also, on how much time she has to spend. Do you have 20 minutes before dinner? Pop into the Arena for a random match. Do you have more time, and crave something with multiple levels and types of engagement? Try the Tournament or help your guild move up the Guild Ladder. Want to practice with your guild? Engage in an unrated GvG match.
I think that the depth of the offerings at present makes getting involved in player-versus-player matches quite inviting. Not all is "do or die" and not all takes long periods of time in which to participate. To the end of making PvP fun for an even broader player base, we will constantly strive to find new and novel ways to increase players' options.
We'll always have escalating victory as part of at least some forms of our competitive play. Part of the fun of the extended levels of combat in the Tournament is the "edge" that comes from winning at those increasing levels. Consequences make for more meaningful combat. By the time you reach the Hall of Heroes, the adrenaline rush is so great, you can be breathless!