Godrik Gandolfi
Meet Godrik Gandolfi, my first ever MMO character–created in October 2010 when I started playing Guild Wars with my two oldest sons. This was the beginning of my fascination with virtual worlds and the MMORPG genre in particular, and a journey of exploration that continues today.
At the time, my older boys were getting to the age where they enjoyed video games, and we had some success playing real-time strategy games together, most notably Microsoft’s Age of Mythology. However, the reliability of multiplayer gaming with this RTS was pretty flaky at best, and we were looking for an alternative so that we could play together as a family. My old friend Mat, from university days, suggested we look at Guild Wars, and before long, the four of us were questing together through the entire storyline.
Guild Wars is recognised as a notable title in the history of MMORPGs. Released in 2005 by ArenaNet, the game introduced a buy-to-play model at a time when many titles in the genre required ongoing subscription fees. The design focused on cooperative storytelling and an innovative combat system that departed from the traditional reliance on repetitive grinding.
ArenaNet was founded by industry veterans, including Mike O'Brien, who had previously contributed to projects at Blizzard. The development team sought to address common player concerns by eliminating monthly fees and reducing repetitive gameplay. Instead, the game offered a one-time purchase along with a combat system that emphasised positioning and timing rather than simple tab-targeting, highlighting the value of player skill in a dynamic environment.
Set in the fantasy realm of Tyria, Guild Wars allows players to choose from a range of professions, each corresponding to distinct combat roles. The game also permits the adoption of dual professions, which expands the possibilities for character builds. Later expansions introduced the Hero mechanic, enabling players to customise AI companions in both build and appearance, adding additional layers of complexity to the gameplay.
The game is noted for its distinct visual style, which supports detailed character customisation while ensuring that performance remains accessible for players using less powerful hardware. Although some observers have pointed out that the graphics may appear dated compared to modern standards, the game maintains vibrant colours, detailed environments, and expressive character animations.
Expansions such as Factions and Nightfall introduced new areas with distinct visual identities. Factions featured environments with sprawling cities, lush jungles, and extensive seas, while Nightfall presented desert landscapes with unique textures, lighting, and colour palettes. The variety in visual presentation contributed to the overall depth of the game world.
The franchise expanded further with the release of a sequel in 2012, reflecting shifts in the MMORPG landscape since the original launch. Despite changes in the industry, Guild Wars has retained relevance through its original design choices. Once an innovative departure from subscription fees, the buy-to-play model has since become standard in many modern MMORPGs. In addition, the emphasis on skill-based combat and comprehensive character customisation has continued to appeal to a broad audience.
Guild Wars offers a complete experience at the point of purchase, without reliance on continuous content updates or the pressures associated with a perpetual grind. Players can explore the game world, engage with its narrative, and enjoy cooperative gameplay at their own pace.
The development and enduring presence of Guild Wars reflect an innovative approach to game design. Integrating diverse races, versatile professions, and a functional art style contributed to its distinctive position within the MMORPG genre. As of 2024, the title remains a subject of discussion for its contributions to the evolution of online role-playing games.