Getting a Head Start

Guild Wars 2’s launch period sits very clearly in my memory, not least because I had my first character ready to go almost the second the headstart began: a 250‑year‑old Godrik Gandolfi, quietly carried over in my own headcanon from the original game, on the grounds that Kormir owed him a favour. I’d rehearsed the character creation process during the beta weekends enough times that, when the servers came up, it was just a matter of clicking through the options I already knew by heart.

ArenaNet’s plan split early access into two tiers. Pre‑purchase customers—those who had paid in full ahead of time—were granted a three‑day headstart, officially beginning at 00:00 Pacific on 25 August 2012. Pre‑orders, who had only reserved a copy, followed with a one‑day headstart from 00:00 Pacific on 27 August. Those few days produced a very particular atmosphere: starter zones busy but not yet overwhelmed, familiar faces from the beta finding their feet again, and a sense of being present at the moment Tyria took its first proper breath.

By the time the official launch date of 28 August rolled around, the floodgates were fully open. The influx of new players was large enough that log‑in servers and overflow systems creaked under the strain, producing queues, occasional timeouts and some memorable staging issues where people ended up in temporary instances instead of alongside their friends. News outlets like the BBC noted the delays and staging problems, but it was also clear that ArenaNet’s team were working flat out in those first days to stabilise things, and for most players the experience settled down into something playable surprisingly quickly for a launch of that scale.

Once you were actually in, the game largely lived up to the long build‑up. Visually, Guild Wars 2 made a strong impression: painterly vistas, detailed cities and ambient environmental effects that led a fair few people to describe it as the best‑looking MMO they’d seen at the time. The heart‑and‑event structure did what it had promised in previews, pushing players towards helping each other rather than competing for tags, and the dynamic event chains—especially the larger ones, like dragon encounters—gave the world a sense of motion rather than static quest hubs. Combat, with its emphasis on dodge‑rolling, breakbars, positional skills and weapon swapping, felt more active and timing‑dependent than the traditional hotbar model many of us had come from.

There were rough edges, as there always are: bits of content that didn’t scale gracefully to launch‑week crowds, occasional bugs, and systems like the trading post needing extra time to stabilise. Even so, the overall verdict from players and press in those early weeks was that Guild Wars 2 had managed a remarkably strong debut for such a heavily hyped MMO. With its buy‑to‑play model, dynamic event philosophy and insistence on making cooperation the default, it planted its flag as something slightly different in a crowded field—and for those of us who were there from that first headstart weekend, those initial hours in Tyria still feel like the start of a long, ongoing journey.

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Elder Scrolls Online Beta

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The Secret World