Guild Wars 3’s strategy to fight and motion is like nothing I’ve ever seen in an MMO earlier than: ‘One in all our massive objectives once we make a brand new sport within the Guild Wars franchise is to set out and take a look at new issues’

Rishab

3 September, 2026


There are few issues as thrilling because the prospect of a brand new MMO. And when that new MMO is from ArenaNet, the studio that is been targeted on Guild Wars for greater than 20 years, the joy is even larger. Having seen Guild Wars 3 in motion at Gamescom, and spoken to sport director Colin Johanson and lead fight designer Kevin Stocker, my pleasure has been justified.

Simply as Guild Wars 2 was dramatically completely different from its predecessor, Guild Wars 3 isn’t a easy sequel. It is distinct from GW2, a really completely different type of MMO, and one which even within the quick house of time I spent watching it being performed is stuffed with novel concepts.

(Image credit: ArenaNet)

The first big change is in its setting. The clock has been turned back 1,000 years, and we’re heading to Orr—a land that in GW2’s era is a post-apocalyptic hellscape, but at this earlier point is a verdant wilderness teeming with spirits.

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See also  Guild Wars 3 is quite a bit smaller scale than Guild Wars 2 due to the brand new strategy to fight and motion: 'You'd most likely see about 20 gamers in a big fight situation'

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