Guild Wars is a massively multiplayer online role-playing game (MMORPG) series developed by ArenaNet and published by NCSOFT . The games Were Critically well received    and won Many editor’s choice awards, as well as awards Such As Best Value, Best Massively Multiplayer Online Role-Playing Game (MMORPG), and Best Game.  Guild Wars Was Noted for being white one of the FEW Commercially Developed games in the MMORPG genre to offer online play without subscription fees ,  icts instanced approach to MMORPG play, and the quality of the graphics and play for computers with low specifications.  In April 2009, NCSoft annoncé That 6 million units of games in the Guild Wars series HAD beens sold.  The sequel, Guild Wars 2 , was announced in March 2007 and released on August 28, 2012. It features updated graphics and gameplay mechanics, and continues the original Guild Wars tradition of no subscription fees. 
|Guild Wars||2005||Standalone game|
|Guild Wars Factions||2006||Standalone game|
|Guild Wars Nightfall||2006||Standalone game|
|Guild Wars: Eye of the North||2007||Expansion pack|
|Guild Wars: Ghosts of Ascalon||2009||Novel by Matt Forbeck and Jeff Grubb|
|Guild Wars: Edge of Destiny||2010||Novel by J. Robert King|
|Guild Wars 2||2012||Standalone game|
|Rytlock’s Critter Rampage||2013||Free browser game|
|Guild Wars: Sea of Sorrows||2013||Novel by Ree Soesbee|
|Guild Wars 2: Heart of Thorns||2015||Expansion pack|
|Guild Wars 2: Path of Fire||2017||Expansion pack|
Guild Wars subseries
The original subseries consisting of the Guild Wars , Guild Wars Factions , Guild Wars Nightfall , and Guild Wars: The game of the North games coexist within a unified game world. The games provide two modes of gameplay-a cooperative role-playing component that is specific to each campaign, and a competitive component that is shared across all campaigns. Three stand-alone campaigns, one major expansion pack , and several “mini” -expansions were released in the series from April 2005 to April 2013. The games depict the fictional fantasy world of Tyria; Each campaign focuses on events in disjointed sections of the world at roughly the same time. A player creates an avatarto play through the cooperative storyline of a campaign, taking the role of a hero who must save Tyria from its antagonists. Players can group with other players and non-player characters , known to henchmen and heroes , to perform missions and quests found throughout the game-world. PvP is consensual, team based, and limited to areas designed for such combat. Players are allowed to create characters at maximum level and with the best equipment SPECIFICALLY for play PvP, qui est unusual for MMORPGs. Historically, ArenaNet hosted official Guild Wars tournaments where the most successful players and guilds competed for the chance to play live at gaming conventionsand win prizes up to US $ 100,000.  
Players use a 3D avatar to interact with the world around them. The game predominantly features a third person perspective but also the option of first person . These characters are able to walk / run and interact with other characters through chat. They can also perform actions such as fighting and picking up objects, as well as interacting with special objects.
Players can choose from a range of up to ten different professions. When creating a character, players can select their hair style, face, skin tone, height and avatar name. As the player progresses through the game, they can unlock different armor and weapons to alter the visual appearance of that avatar. They can also decide whether they want their avatar to start a Player vs. Environment world (the RPG aspect of the game), or get right into the competitive Player vs. Player and fight live against other players in the game.
The maximum level for character development is 20% by this point, the character will also reach 170 attribute points. Players may also choose to do so to some other extent, making the maximum points available. Experience can be gained through the game.
A profession is a type of class commonly found in most RPGs and is central to the gameplay in Guild Wars. Each profession has an array of attributes and skills that help narrow a class’s proficiency in order to perform a customized role that is determined by the player. The Warrior profession, for example, Has access to the primary Strength attribute That Increases Their armor penetration with martial weapons, and is reliable to wear heavy armor supplier providing The Highest Protection contre physical damage of all professions. Elementalists , on the other hand, wear less protective armor, but can use their primary energy storage attributes to give them a much larger pool of energythan other professions.
Guild Wars also introduces the ability to choose a secondary profession, expanding the selection of attributes and skills. A character does not, however, have access to the primary attribute of its secondary profession. Many, but not all, skills become more powerful with more points in a class’s primary attribute. A Warrior / Elementalist, therefore, is a warrior who may use spells in combat, while the Elementalist has a primary elementalist. This is an increase in the rate of increase, which increases the level of activity, can only increase the level of a player’s primary profession.
There are many skills in the game that can be acquired by the character over time. This introduces levels of strategy, in which one must have a careful selection of skills and one that works with others.
The core professions are Warrior, Monk, Elementalist, Ranger, Necromancer and Mesmer. The Assassin’s and Ritualist’s professions are exclusive to Guild Wars: Factions, which can be played along with the aforementioned core professions. The Paragon and Dervish professions are exclusive to Guild Wars: Nightfall, and can also be played with the core professions. Unlike the campaigns, Guild Wars: Eye of the North (the only expansion pack of the Guild Wars franchise) does not offer any new playable professions.
The Guild Wars universe consists of persistent staging known as towns and outposts . These areas normally contain non-player charactersthat provide services such as merchandising or storage. Other NPC’s provide quests and present rewards to adventurers. These areas are also used when forming groups of people in the world and play cooperatively. Players who venture out of the staging area and are able to use their weapons and skills to defeat monsters and interact with other objects in the game. As players progress through the game, they gain access to additional staging zones. Players can then transport their characters to another location using a process commonly referred to as ‘map traveling’.
Apart from fighting with weapons, skills make up the majority of combat interaction. Each skill has a different effect when used, and falls under many different categories. They can range from offensive skills to help you get your hands on your feet. Enchantments that include giving players extra health points or Hexes that drain the enemy’s life and add it to your own make up part of the Guild Wars . Attack skills are used in conjunction with the effects of multiple impediments (such as with an axis).
Most skills have a governing attribute that determines its power and effect. These attributes are assigned using a number of attribute items similar to the item buy Ability score generation system in Dungeons & Dragons .
Guild Wars skill is often compared to collectible card games such as Magic: The Gathering because of the way the different skills interact.  While in a town or staging area, a character’s skill and attribute selection can be freely modified to build a “build”. Once in a combat zone (such as an explorable area or a PvP arena), the build becomes immutable until the character exits the combat zone and returns to a staging area. Players will either choose a specific build for a given area or role, or use builds that synergize with the builds of other characters in the party.
A player’s ability to help the party is based on the player’s “build” works. If the skills combine well, such as a hex spell that makes an enemy attack and then another one makes it miss 75% of the time and take damage for each miss, then the build will work effectively.
In PvE , monsters that are slowing down and running. Unique rare gold weapon designs are often found from defeating powerful monsters, or by opening treasure chests.
In PvP , reputation in the form of “faction” is gained based on how well a player performs. “Balthazar faction” is won by you and your team, and for each single kill. Most PvP in Guild Wars is fast-paced, while the transition period between games may take longer.
Player versus Environment (PvE) missions of Guild Wars use several standard tropes of the genre MMORPG . Players explores the game-world, kill monsters, perform quests and complete missions to earn rewards and advance the story. Rewards include experience points , skill points, skills, gold, faction, reputation and items for the player character. Some of these rewards are only played at the time of the game, but also unlock features of the game account-wide.
In each campaign the player is involved in a linear story with which they interact by performing a series of primary quests and replayable missions . Quests are given to a player by NPCs via text dialog. As quests and missions are completed, new areas, new quests, and new missions are unlocked for the player’s character to access. Missions allow the player character to participate in the major events of the storyline, such as significant battles against the main antagonist. Both quests and missions can feature in-game cut sceneswhich advance the story and which context to the actions which follow. Cut scenes are in the third-person, often featuring the party leader’s character and revealing elements of the game that the character would not normally be aware of, such as the actions of an antagonist. Players are given the option of skipping the cut
There are different types of PvE in Guild Wars , and it is advisable to prepare a build to meet the challenges of each type:
- Cooperative Mission
- Missions that move the game story. These form the backbone of the storyline in each campaign. Each requires a party of 4-8 players (and sometimes NPCs) to complete certain objectives. The party does the mission if every member dies.
- Explorable Area
- Unlike cooperative missions, your party can not be ignored, and you will be respawned at a “resurrection shrine”, but there are exceptions. Explorable areas are where they are accepted and played out. Unlike a cooperative mission, players can work on several quests at the same time.
- Elite Mission
- Especially difficult missions, with an 8-12 player, which requires a high amount of preparation, skill, knowledge and time commitment. Having the correct team build is a must, and players must coordinate with other team members than normal.
- Subterranean explorable areas in the Eye of the North expansion. A quest is given to guide the party through the dungeon, culminating in a boss fight , after which rewards are distributed.
- Minigames are either competitive or cooperative “mini missions” or battles that have no bearing on the plot of the Guild Wars campaigns. Some are present in the game only during special events, such as the Dragon Arena for the New Year Canthan and Dragon Festival . Rewards offered for competing in these games include tokens which can be traded for prizes
- Challenge Mission
- A special form of mission that is not part of the main story, in which parts aim to reach a high score . Unlike other forms of PvE play, Challenge Missions can theoretically go on forever, with the difficulty increasing the player or party to stay alive.
Player versus Player (PvP) in Guild Wars is consensual and team-based. Such combat is restricted to special PvP areas, the majority of which are located on the core area known as The Battle Isles . Individual campaigns also have certain campaign-specific PvP arenas. Players may participate in PvP with their role-playing characters or with characters created specifically for PvP. Characters are rewarded with experience points for victories in competitive battle and the player also acquires faction points redeemable for in-game rewards.  In addition to this victory may also be awarded to the achievement of character or account based titles .
The following are the competitive modes in Guild Wars :
- Random Arena
- Four-on-four matches with teams randomly composed from those waiting to enter combat. There are many different arenas with different victory conditions: deathmatch and kill-count.
- Codex Arena
- Four-on-four matches with player-managed teams. These matches are played in the same areas as the Random Arena with a few exceptions. Each class has a pool of limited amounts of money.
- Heroes’ Ascent
- A continuous tournament where players form teams of eight to battle in a sequence of arenas, culminating in the Hall of Heroes whose results are broadcast to all online players in addition to rewarding the victors with high-end loot . Arenas in the Heroes’ Ascent tournament include deathmatch, altar-control, and capture-the-relic victory conditions. Victories in the Heroes’ Ascent award players with fame points can be used to determine the rank of the player.
- Guild Battles
- Two guilds meet in guild halls and have a tactical battle with the aim of killing the opposing Guild Lord , a well-protected NPC . Victory in guild battles affects the rankGuild versus Guild (GvG) ladder. GvG is considered the most supported of Guild Wars. In 2005, ArenaNet hosted a Guild Wars World Championship, and in 2006, the Guild Wars Factions Championship was hosted as well. Since then, the Automated Tournament system has become more popular, including the Rawr Cup and the Guild Wars Guru Cup. The GWWC, GWFC, RawrCup, and GWG Tournament all had real life prizes; the former tournaments had cash prizes, the RawrCup and Guru Tournament had laptops and MP3 players to give away.
- Alliance Battles
- Guild Wars Factions introduced an arena where twelve players aligned with one of the opposing Kurzick and Luxon factions team up to fight an opposing team to gain new territory for their faction. The twelve player team is composed of three teams. The three teams are selected from the teams waiting for the match. Alliance Battles grant alliance faction and affect the border between the two factions in the Factions -specific continent of Cantha. The location of the border affects the map in which the battles take place by adding a bias to the faction losing the war. In addition, faction alliance can be contributed to a player’s guild (if it is allied with the respective faction), allowing the guild to “control” a town in their faction’s territory.
- Competitive Missions
- Facts also introduced a pair of competitive arenas, named Fort Aspenwood and The Jade Quarry , where randomly assembled teams of 8 players from the opposing factions in particular events in the Kurzick / Luxon war. Victories in these missions have no global effect, but do grant the players with alliance faction .
- Minigames are either competitive or cooperative “mini missions” or battles that have no bearing on the plot and do not advance the storyline of the Guild Wars campaigns. Most are added to the game during festivals and events.
- Hero Battles
- Hero Battles was known as Hero versus Hero (HvH). In this contest, players would have the battle with 3 heroes (fully customizable NPC allies), and fight another player and his / her team of 3 heroes. A player must have had a name to participate in Hero Battles. This type of PvP was removed in the October 22nd, 2009 update.
Guild Wars has a continuously running automated tournament system .  Players or guilds elect to participate in the tournament by buying in-game tokens using their PvP faction points. The participants are randomly divided into groups of 32 daily That Participate in up to six Swiss rounds Held on a fixed schedule, and the top eight guilds we continue to a single-elimination tournament. Participants who are unable to field a full team automatically forfeit their round. Success in daily automated tournaments qualified that particular guild for play in the automated monthly tournament, and the final victors of this tournament earn a number of real and in-game rewards. Players who do not participate in the automated tournament were allowed to place the results of these tournaments for a number of in-game rewards prior to February 2010.
Many competitive matches may be observed by means of an observing mode .  Important PvP matches such as matches in the Hall of Heroes or between highly rated guilds can be observed (after a delay of fifteen minutes) by others in order to see the tactics used by successful teams and attempts to learn or counter them. Guilds may additionally observe their own Guild Battles for a fixed period of time. 
As the name suggests, guilds are a core element of Guild Wars , manifesting not only as social units but also closely related to the game mechanics. Although a player is not required to join a guild, it adds value to the gaming time and increases camaraderie. Often, joining a guild interface allows communication between guild members.
A guild leader has a guild name and a tag (between two and four characters) with a Guild Registrar, found in some major towns. The guild tag is displayed in brackets after the names of guild members. The leader also designs the guild’s cape (from a large palette of shapes, patterns and emblems), and trades, and storage NPCs. Each guild is an individual outpost located at the same spot on the Battle Isles, but they are not physically accessible to non-allied members. The guild leader recruits new players to the guild and can Promote a number of em to Guild Officers, who can then help with the recruitment and further promotion of officers. All player characters on the same Guild Warsaccount belong to the same guild. Players may leave their guild whenever they please, but only the leader and officers can dismiss non-officers players from the guild; the leader has the additional power to dismiss officers and disband the guild. Guilds have a membership limit of 100 members; player communities with the same name, and with the same tag and cape.
Up to ten individual guilds may ally together to form an alliance . Members of an alliance may share a chat channel, and visit the guild halls of the other guilds of the alliance.  Each alliance has a leading guild that initiates the alliance, the leader of which is also the leading alliance, who may admit or dismiss guilds from the alliance. Each alliance must be dedicated to either the Kurzicks or the Luxons, the two Canthan factions (from Guild Wars Factions ) locked in perpetual conflict. Players can accumulate faction(reputation) with the Kurzicks or the Luxons, which can be “donated” to the alliance or redeemed for certain in-game rewards. The alliances with the highest total amount of donated faction are given control of certain in-game outposts on the Canthan continent; controlling an outpost gives the alliance members access to restricted areas of the outposts, containing, among other things, merchants who sell at a discount.
In addition to membership in guilds, a player may be a guest of any number of other guilds. Guest privileges are limited to visiting guild hall and participating in guild or alliance battles. An accepted invitation expires after 24 hours. 
Full games in the original Guild Wars sequence were released in episodes known as campaigns . Players must purchase an individual campaign in order to access the game elements specific to that campaign; however, all campaigns are linked in one game world. Each campaign is independent of the others, with its own co-operative storyline, campaign-specific skills, and competitive arenas. Players owning different campaigns may still interact in shared areas, they have not purchased. Players who own two or more of their own campaigns, can not find their way around the world.
The first campaign, Guild Wars Prophecies (originally named Guild Wars ), Was released on April 28, 2005. The Prophecies storyline is Situated on the continent of Tyria and revolves around the Flameseeker Prophecy , a prophecy made by an ancient dragon named Glint.
Prophecies was followed by Guild Wars Factions on April 28, 2006, released exactly a year after Prophecies . Factions is situated on the small southern continent of Cantha that is separated from Tyria by a vast ocean. The events of the Factions campaign concerns the return of death of a corrupted bodyguard named Shiro Tagachi. Factions features a global persistent war between the rival vassal nations of Cantha; the Luxons and the Kurzicks, and the notion of guild alliances (see guilds above). The continent of Cantha is heavily based upon and influenced by eastern Asia. 
The third campaign, Guild Wars Nightfall , was released on October 27, 2006. Nightfall features the arid continent of Elona, joined to southern Tyria across a vast desert. Nightfall introduced heroes, advanced computer-controlled units that can be micro-managed by players, including the ability to customize their skills. The continent of Elona is heavily based on North Africa. 
Scrapping Plans for Their initial campaign was fourth, ArenaNet HAS released an expansion pack , Guild Wars: Eye of the North , to the previous three campaigns on August 31, 2007.   Not being white has full campaign, this requires expansion one of the other released campaigns, and is only accessible by player characters at level 10 and above. Eye of the North does not feature new professions, but contains new content for existing characters: dungeons , a number of new skills, armor, and heroes . Eye of the North Guild Wars campaign, Prophecies. It is Intended to be a bridge to the sequel to the Guild Wars series, Guild Wars 2 . As a promotion for their online store and Eye of the North , ArenaNet released a “bonus mission pack”  for purchase online. It contains playable recreations of four incidents in the history of Tyria , Cantha , and Elona , and each mission expands the backstory for one of four major NPCs. [ quote needed ]
In an effort to resolve plot threads, ArenaNet has released a series of “mini-expansion” updates, collectively known as Guild Wars Beyond . This series of stories and events in Guild Wars helps set the stage for Guild Wars 2 , which takes place 250 years in the future. Guild Wars Beyond begins with War in Kryta, then Hearts of the North, and continues with Winds of Change. [ Citation needed ] After the Guild Wars 2 release, ArenaNet Formally annoncé That they “will follow release No. Any new happy order will continue to update the game. We would like to thank all Guild Warsplayers Who participated in our active poll, choosing what rewards You Would like to see When linking your Guild Wars accounts “.  Some of These scrapped Beyond-updates included: the Ebon Vanguards’ withdrawal and establishment of Ebonhawke; the Lunatic Court and their attempts to free Mad King Thorn, expanding on the story of Palawa Joko and continuing that plot thread, which was left dangling in Nightfall and the disappearance of Evennia, last seen in Old Ascalon during the Krytan civil war.  [27 ] ]   
A new player must create a game account using a unique e-mail address and an access key from the purchase of the game or through the online store. Once created, additional keys may be added to the account; These are some of the features that are linked to the account, or certain purchasable features (such as additional character slots) purchased from the online store. We can not be excluded and we can not be more merged in most cases, in some cases, account keys can be merged (eg GotY benefits moved from one account to another, deleting the account it was moved from) and accounts deleted, which can only be achieved by personally contacting customer support. Once a purchase is made through the integrated store, the account name is used in a new ArenaNet account, and henceforth can not be changed via the in-game “Change Account Name” option. After a player’s character is made online. There are no monthly subscription fees.
An account is initially set to a specific region depending on the version of the game purchased; Europe, America, Korea, Taiwan or Japan. Players from Europe, America and Korea. Regardless of the account’s home area, players in all regions can meet and form parts in international districts (instances of in-game outposts). These districts are also in the language of the original region.
A new account has four character slots; each additional full slot. Extra character slots can be purchased from the online store. Players can not freely change their character, including hair style, face, skin color, and gender, after character creation; they must purchase “makeover tickets” using real-world currency.
Guild Wars is the first game created by developer ArenaNet . Senior Developers from Blizzard Entertainment , Somewhere in the Early Development of World of Warcraft ,  left to create ArenaNet to develop a game that took risks with game design and business model.  Guild Wars development annoncé Was first in April 2003.  Guild Wars Prophecies , INITIALLY Marketed as simply Guild Wars , Was released in April 2005.  Sorrow’s Furnace added further Top playable pleased to Prophecies in September 2005. [35 ] Guild Wars Factionswas released exactly a year after Prophecies in April 2006 followed by Guild Wars Nightfall in October, 2006.  Elected ArenaNet to focus one year expansion pack, Guild Wars: Eye of the North , released in August 2007,  a series of updates Known as Guild Wars Beyond , and Guild Wars 2 .
Guild Wars development began in an environment following the release of EverQuest when a new MMORPGs were announced. ArenaNet Guild Wars in a niche in this landscape, with unlimited gametime without subscription fees. ArenaNet believed that players would not pay subscription fees for each online game they  and that paying a fee would be a “lifestyle commitment”  to a particular game, rather than the usual behavior of playing many different games and switching between them.  Jeff Strain, a founder of ArenaNet, said, “It is our opinion that the best online game is a perfect match for the future.” 
ArenaNet has used open beta testing throughout the development of the Guild Wars series. For the first public appearance of Prophecies in April 2004, which occurred in conjunction with E3 2004, the authors were encouraged to download the client and play an online version of the game to test its networking capabilities.  This was followed by a preview event and several beta test weekend events.  Both Factions and Nightfall had similar test weekends prior to their release. Nearly 500,000 players played an average of 8.5 hours playing the PvE Nightfall content during its second beta test weekend. In addition to the public beta events, ArenaNet Some alpha testers were ArenaNet employees but most of them have signed a non-disclosure agreement with ArenaNet . After the release of Eye of the North , the bulk of the development and test teams Were Moved to the Guild Wars 2 project, though a small service and QA team remains on the original Guild Wars project. The group of volunteer testers was disbanded in January 2008, and no plans have yet been announced for repeating such an alpha test program for Guild Wars 2 .
Aspects of every campaign have been influenced or modified based on feedback from the player community.  Such changes were soon after the release of the original Prophecies , when, for instance, and PvP unlocks were made acquirable with the new mechanics of faction rewards for competitive victories. 
A small group of 4 or so people at ArenaNet known as the Live Team continues to grow in two ways. Bi-monthly updates rebalance skills and features in the way of explored areas, quests and missions are added continuously as part of the ‘Guild Wars Beyond’ campaign. This page is only available in the following languages: GuildWars 2. This content is being released, currently includes ‘War in Kryta’ and ‘Hearts’ of the North ‘, and’ Winds of Change ‘. 
ArenaNet also continues to develop in-game events that coincide with Christmas, Halloween, and the Chinese New Year (for the Asian-influenced in-game continent of Cantha ). These events feature mini-games, quests, event-specific PvP game types such as the Dragon Arena and snow-ball fights or beetle racing, special decorations for in-game outposts, and various in-game rewards such as masks and collectible gifts. Regular events also occur every weekend; each such event may increase in-game rewards such as the drop rate of loot, reputation points for various in-game activities, or faction points.
The game engine for Guild Wars was developed by ArenaNet. NCsoft games NCsoft games NCsoft games NCsoft games NCsoft games NCsoft games. However, ArenaNet have said they will not license the game engine technology to non-NCsoft companies. 
Content delivery and network architecture
To support their fee-free approach to online gaming the server is developed for the game was core to minimizing the bandwidth costs associated with maintaining game servers.  Infrastructure design was influenced by the developers’ experiences with Battle.net development. 
The game client is available for download as a very small file. Each time there is an update to the game of the existing client automatically downloads to a new version of the client which examines the file. This manifest is given, the most important files are being played back to the player being able to start the game, the rest is downloaded in the background while the player is playing. ArenaNet uses this rapid update technology to make changes on demand and close exploits in the system. 
ArenaNet also utilizes their update technology to preload content from new Guild Wars campaigns to existing players’ accounts prior to the release of that campaign. The content is only allowed for the player’s account and the game servers allow the campaign changes to go live. 
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Why did you choose a more African theme?
Strain: It’s not really an African theme – one of the things we try to do is take myths, cultural elements and different fantasy traditions from different parts of the world and explore them with a fantasy twist. So what you’ll find in Nightfall, in terms of architecture, creatures, the color palettes we thing and the feel of the story itself, all have a North African flavor. It’s not a representation of North Africa, it’s a fantastical rendition.
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