High-level missions, however, are very difficult to complete with only henchman, so you will find yourself looking for suitable groups at that stage. More tools for putting together groups would be a welcome addition.
It's worth pointing out that playing through instances is very different from playing in the persistent worlds attached to most MMORPGs. While you don't get any interference from players outside your party, you also don't get their help. Everyone that has played a persistent world game has been saved at one time or another by a passing stranger that could see they were in trouble. These sort of unexpected and unpredictable events, even when they end unfavorably, are a big part of what makes MMORPGs engaging. Once you leave town in GW, Tyria feels rather empty and the sense of sharing the world with thousands of other players is greatly diminished.
PvP
It's not uncommon for online RPGs to be released with half-baked PvP combat systems and a handful of promises about what will be implemented in future updates. GW is a glaring exception to this, as the PvP arenas are not only fully functional, they underwent extensive open beta testing. These action-packed team competitions are clearly one of the games most attractive features.
PvP arenas come in a variety of shapes and sizes, with a mix of objectives and win conditions. Some matches require you to annihilate the opposing team, while others involve capture-the-flag or king-of-the-hill scenarios. You can access several of the arenas immediately by creating a PvP character, but there are benefits to playing through the PvE portion of the world. You may find equipment that isn't available to PvP-only characters, and skills unlocked by your roleplaying characters may also be used by your PvP-only characters.
Calling these competitions fast-paced is a bit of an understatement. Very few of the 4 on 4 matches I've been in have lasted even ten minutes. I've seen 8 on 8 matches end in less time than it took to get the group together.
The roleplaying campaign does allow you to PvP at lower levels to give you some practice. If you want to excel at the PvP side of the game, you're going need voice chat and a guild that is prepared to get their act together.
For those that are up to the challenge, the Tombs of Primeval Kings involves a huge tournament where up to 8 teams at a time take to the battlefield and fight for a seat in the Hall of Heroes. This honor comes with the option to create a guild hall, which then sets the stage for guild vs. guild matches. Guild rankings are tracked on the official Web site.
Crafting
If you place a lot of importance on crafting and economic components in a game, you'll have to look elsewhere. Crafting in GW consists of collecting materials, taking them to an NPC, and paying them to craft an item for you.
Note also that gear plays a smaller role than usual in GW, so it's not surprizing that there is a lot less of it. Character level, skill sets, and cooperation weigh far more heavily into the outcome of combat than having the best weapons and armor.
Bottom Line
With no monthly fees, it is easy to recommend Guild Wars. The PvP is among the best you will find in an online RPG, and the PvE is good for many hours of solid adventuring with minimal downtime. It seems particularly well-suited to those that want to jump into the action for an hour or two at a time and still make progress. While it's not quite as compelling or as deep as the leading persistent world MMORPGs, it hits a sweet spot that makes it more accessible to casual players. Guild Wars has an excellent shot at becoming a classic.





