ArenaNet continues to see success with Guild Wars 2 after the solid launch of its Janthir Wilds expansion. Despite implementing new ideas in the existing sandbox, the new expansion fits right in alongside the massive world of Tyria. As an avid player myself, Guild Wars 2 has given me so much throughout the years, that I cannot wait to see what is next for the Commander/Wayfinder.
Just to give an idea of where I come from, I have been a regular Guild Wars 2 player since the Path of Fire expansion. Living World Season 4 changed how I look at storytelling in video games. For me, the idea of "facing defeat" as the main characters in a story hit differently at the time, and ever since, I have always benchmarked a live-service story based on the ending of that specific LW season.
Recently, I had the opportunity to ask a few questions to the terrific minds behind the masterpiece. In a conversation with Sportskeeda, the developers of Guild Wars 2 at ArenaNet spoke about some of the aspects they have been planning for the game and reflected on a few things that are present in the current sandbox.
ArenaNet developers discuss Guild Wars 2 future, current meta, and more
Q: Elite specializations have been really integral to professions since their introduction in Heart of Thorns. Having opted to not release more for the last two expansions, what are your plans going forward to continue expanding on build potential?
A: It’s a little early to talk about plans for our next expansion, but we’re leaving our options open. Like the new weapon and relic options we’ve introduced over the last two expansions, whatever we do next will be focused on giving players new tools and ways to battle.
Q: At this stage in the game’s life there's a real abundance of higher-difficulty content, namely raids, and strikes. Does the development team currently have a primary focus between these two? Or is there maybe a more broad viewpoint on the subject entirely?
A: Strikes have been our go-to over the last few years and we’ve seen some good success with them (and learned a thing or two along the way), but the stars aligned during Janthir Wilds development in a way that allowed us to commit to building a new raid wing – something that simply wasn’t an option for us during EoD or Soto development.
Endgame PvE folks have been looking forward to a new raid for years and when the opportunity arose we knew we had to jump on it. It helped that we have a lot of raid/strike players on the dev team who were advocating for it, too!
Player feedback has been essential in guiding our approach, and the community's response to this new raid will heavily influence our future decisions. Aspirational PvE content like raids play an important role in the game, but it’s not exactly a secret that it’s fairly niche compared to other areas like story, open world PvE, fractals, World vs World, and even structured player vs. player.
In an ideal world, we’d do all the things, but the reality is that we’re a smaller, scrappy dev team compared to our competitors and we have to be very judicious in terms of what we choose to build. We’re constantly evaluating the opportunity cost of developing a feature or piece of content vs another.
Outside of new endgame PvE content, we’d like to continue breaking down the barriers to endgame PvE so that more players can enjoy it. There’s a lot of amazing content there for players to experience but getting your foot in the door as a new player is really intimidating (and even confusing). We’ve taken some steps towards addressing this in recent years as part of our increased attention on quality-of-life improvements, but we have a long to-do list on the systems side that we’ll hit as time allows.
Q: Pretty much any combat in the current GW2 meta sees 100% Alacrity and Quickness uptime as necessities. Even in meta events nowadays leaders will organize 5 man groups to have both whenever possible. As an Alacrity build main myself, I wonder what your perspectives or opinions are on this meta and if you've considered trying to alter it.
A: We've discussed the significant role boons like Quickness and Alacrity play in combat and how integral they’ve become. It’s a complex topic with a lot of layers. I might catch some flak for the following hot-take, but knowing what I know now, if I could go back in time to 2015 and prevent quickness from becoming a boon and alacrity from being added to the game, I probably would.
I don’t know that I’d say that they were bad changes, but they certainly caused a fundamental shift in combat feel and encounter meta, especially compared to the vanilla GW2 experience. We could probably make some big changes here that would make for a ‘better game’ from a game design and systems standpoint, but I don’t know that they would make the game more fun if that makes sense - and it turns out that the game being fun is pretty important.
Those boons were added nine years ago and most players have grown accustomed to having 100% uptime. Slowing combat down, or worse, making the improved recharge and cast speeds baseline, would be very contentious. This isn’t to say that we won’t experiment on this front, but we don’t currently have any major reworks in the hopper.
Q: We've been seeing a new release cadence for expansions since Secrets, with only a year gap between each. Is there any chance we'll see a return to the original multi-year time gap, with Living World seasons in between?
A: I have a hard time imagining a scenario where we’d return to the old ways, especially given how much success we’ve seen with annual expansions. This cadence not only supports a sustainable dev cycle but also allows us to bring exciting, varied content to players more frequently.
Q: PvP has always been a significant part of GW2, with many even considering WvW to be the true endgame content. It's also no secret that the highest-end competitors are on a level of their own, making the skill curve extremely steep. Is there anything you can tell us about the new PvP game mode that was announced in June? And are there any intentions of using this to make PvP more accessible to less seasoned players?
A: The new Push PvP game mode is designed to make PvP more accessible, while still delivering a competitive and engaging experience. Push simplifies the objectives compared to Conquest by focusing on one central goal: Moving the objective toward the enemy base while preventing them from doing the same.
This change offers a more intuitive introduction to PvP for newer players, who may have found Conquest's complexity overwhelming, but still provides the depth and teamwork that experienced PvPers thrive on.
By hosting a beta event starting on September 10, we’re involving the community in the development process to ensure it resonates with both casual players and veterans. Our hope is that Push will bridge the gap between newcomers and seasoned players, offering a fast-paced, fun experience that eases the learning curve without compromising on competitive intensity.
Q: GW2 has always had a great new player experience, managing to introduce its plethora of content at a digestible pace, while still allowing for player agency and exploration. Is there any chance we'll see the game available on other clients to attract even more new players to Tyria?
A: If by other “clients” you mean console, it’s unlikely. It comes up internally every now and then and we’ve done due diligence on the matter, but the level of effort required to port the game to the console is immense from both a development and gameplay perspective. I’d rather keep our team and resources focused on serving our players.
While the console isn't on the horizon, we remain committed to expanding our presence on PC platforms to welcome even more players to Tyria. In fact, we’re actively preparing to launch on the Epic Games Store platform in the very near future. We don’t have any plans to announce beyond that, but we’re always looking out for opportunities to grow the community.
Q: GW2 has always been a game that thrives on cooperation and group play. Whether you're wandering in the open world or doing organized meta events, you'll almost always end up tagging along with those around you in some capacity. The in-game group finder can often leave players feeling the need to use third-party tools, such as Discord and Reddit, to find a party or guild. Have there been any discussions internally about this? And if so, does the team intend to update or expand on this system?
A: We've always emphasized cooperation and community-driven experiences as core pillars of Guild Wars 2. Whether through open-world events or large-scale metas, our goal is to create a world where players naturally come together to accomplish shared objectives.
While the in-game group finder has helped players connect in these moments, we’re aware that some players turn to third-party tools like Discord or Reddit to find more specialized groups or build long-term connections with guilds and communities.
Internally, we’ve had ongoing discussions about how to evolve our systems to meet the needs of a modern MMO community, especially as player expectations and technology have advanced.
Improving accessibility and ease of use for our group systems is something we’re constantly considering, and aligns with our new development strategy that puts increased attention towards improving or revamping legacy systems (see: Wizard’s Vault and Homesteads).
We’re looking into ways to better integrate these systems, making it easier for players to find others without feeling the need to rely on external tools. While we don’t have specific details to share at the moment, we recognize the importance of strengthening in-game tools to facilitate social connections and organized play.
Our philosophy has always been to build systems that serve the community’s needs while staying true to the spirit of organic, cooperative gameplay that Guild Wars 2 is known for.
Q: Thank you so much for your time. Before signing off, is there anything you'd like to say to veterans or new players alike about the future of Guild Wars?
A: Thank you for the opportunity! To both veterans and new players, the future of Guild Wars 2 is incredibly exciting, and we’re committed to delivering new adventures, challenges, and experiences for everyone.
For those who have been with us for years, we’re constantly evolving the game to keep it fresh while honoring the elements that make Guild Wars 2 special—whether it’s through expansions or quality-of-life improvements. Your continued support and feedback have shaped the game into what it is today, and we look forward to continuing that journey together.
For new players, there has never been a better time to jump in. Guild Wars 2 has always embraced an inclusive, player-friendly philosophy that allows you to explore at your own pace while offering rich stories, epic battles, and a community that welcomes newcomers with open arms.
We’re committed to making sure that as we expand, the game remains accessible and enjoyable for players of all skill levels. The road ahead is filled with opportunities for discovery, and we can’t wait to see how you make your mark in Tyria!
Guild Wars 2 Janthir Wilds still has three updates to come, with story content in all of them. Players can expect a new Raid in the next major update scheduled for November, alongside two new map locations in the final two updates.
Readers can also take a look at our detailed review of Guild Wars 2 Janthir Wilds.