Aztecs. Chronomancers. Mounts. Halberds. Golems. Dual carrying.

These are all but an indication of what a fourth Guild Wars campaign could have been, a campaign that was under increase in the mid-2000s but seemed to be scrapped by 2007. Exchanging it was the expansion Guild Wars: Eye of the North and also the workings of a super-secret sequel to the game (which often you’ve probably never heard of). It was the forgotten campaign, taken under a rug whilst it was still under the green area rug.

But what if, in some alternate timeline, ArenaNet had gone ahead with this campaign? Suppose it had become an established the main Guild Wars legacy, as recognizable to us today since Nightfall and Factions?

What if Guild Wars Utopia had lived?

Frozen paychecks

From the get-go, Guild Wars had a much different structure from anything else within the MMO industry. Currently when most every game was subscription-based, ArenaNet decided to go an alternative way by making its accommodating RPGs subscription-free and asking the player only the price tag of the box.

To gain profits and stay afloat, the particular studio created a program that was cheaper to own than traditional MMOs and then vowed to release a fresh “campaign” — a stand-alone Guild Wars title that’s connected to?the rest — frequently. The idea was of which players would be purchasing new content, certainly not the time it loved play it. And it worked, at least for a while.

The 1st title, Guild Wars Prophecies, was released in April regarding 2005. Exactly 12 months later, Guild Wars Factions arrived on the scene, followed by Guild Wars Nightfall throughout October 2006. At that time, players were sure that the ArenaNet content manufacturing plant was up and running solid, and considering the countless copies sold, the organization was making a organised profit.

But then the procedure stuttered and halted. Players finished up Nightfall and then identified themselves waiting for the following chapter of their voyage.?The rumor seemed to be that ArenaNet was hard at work on a fourth campaign for 2007, which may have made sense thinking about the rollout of the three previous campaigns.

Instead of dancing on the new advertising campaign, ArenaNet made two important announcements. The first was that the campaign had been scrapped in favor of doing a first-ever expansion to the game. The second was that the expansion would draw the end of Guild Wars box goods and work would begin on a full-fledged follow up. From there, I think we all know how it played out.

Campaign four

I’onal always been fascinated with Guild Conflicts Utopia ever since hearing about it a while?back. I’d been never as strong into the Guild Wars scene as some, so even if this may have been common knowledge for many people, it was news to me. As you well understand, the possibilities of “what if?” always torment and mock me so, which explains why I’ve been dying to do an article with this aborted fourth campaign.

The truth is that what we truly do know is patchy as well as fairly incomplete. Contrary to some other canceled-before-their-time titles, Utopia?was not ever shown to the public, along with apart from a refer to in a single publication and several concept art, your studio’s never appeared overly eager to focus on it.

However, from a?3 years ago issue of Personal computer Gamer, we does learn a lot concerning why Utopia was scripted. To sum it up, the team seemed to be starting to realize that through churning out campaign after campaign, the game ended up being quickly becoming hugely complex and difficult for you to balance. On top of that, the majority of the ideas that the devs needed to implement simply weren’t doable within the platform of the game themselves.

These ideas quickly transformed into something greater and more breathtaking when compared to a new campaign. “We kept changing your scope of what we were doing, until this became Guild Wars 2,” Game Designer Eric Flannum said.

South American party people

The Guild Wars world visit, starting with Europe (Prophecies) and going to Asia (Factions) as well as Africa (Nightfall), was arranged to visit South American themes with Utopia. Through the gorgeous concept artwork that was shown, it’ersus clear that Aztec themes or templates ran rampant all through this campaign. One of the pieces showed the combat arena which has a cheering crowd around strange pillars.

The primary villains of the plan were to be a bloodthirsty contest known as the Tannecks. Some possess speculated that when the particular game’s assets had been repurposed for the expansion, this Tannecks became Eye of the North’s Destroyers.

As using the previous two plans, Utopia was to introduce a pair of additional classes: the Summoner and the awesomely named Chronomancer. (It’s important to note that these are purportedly fan-given names based on concept art and not necessarily what ArenaNet had in mind.) Relating to the Chronomancer class and some of the images of innovative, clockwork-like settings, it’s sensible to speculate that designs of time and possibly occasion travel were involved.

The Asura and their golems were almost certainly part of this setting at the same time, and fortunately, these people survived the changeover to the expansion. The actual Sylvari possibly had their own roots in Utopia at the same time in the form of a similar competition called the Sidhe,?which?acquired Irish and Scottish roots.

Another doable idea for the plan may have been — gasp — mounts. This particular seems exceedingly unusual, as Guild Wars has always been the mount-free title. How distinct would it have been if perhaps players could ut up on a horse or beetle or flame dragon and gallivant over the landscape? Sadly, we’ll never know.

Shelved for higher things

So what would the gamescape resemble if Utopia had unveiled? Considering that the sketchy info we have is more or less from source and became available after the title’s cancelling, I think it’s hard to make that call. In the past campaigns’ successes, we are able to reasonably assume that this would’ve sold properly and been adopted by the Guild Wars community. Nevertheless past that? I’meters not sure.

The biggest components that stir my imagination are the add-on of mounts and the Chronomancer class. Both feel like something we never experienced before amongst gamers, and in the case associated with mounts, it could’ve had a huge swell effect on how we would’onal played it. I truly do like the Aztec theme, even if it sort of appears similar to the tribal themes or templates of Nightfall.

However, I’michael not mourning loosing Utopia for two reasons. Very first, ArenaNet was right: The experience was quickly getting over-complicated with too many knowledge and classes, at some point, that was about to drag everything on to a huge morass. Second, Utopia’s passing away was the birth of Guild Wars 2, as well as I’ll take that will any day of the week and more.

Ultimately, Utopia remains a fascination that ArenaNet doesn’t manage to want to discuss significantly and that most of the fans have since forgotten. At least supporters have gotten to knowledge many of its tradition, features, and ideas within the expansion and the sequel, and that should gratify most.