George Reith of GamingBolt.com talked to the director of Guild Wars 2, Colin Johanson:
With Guild Wars 2, the initial reception was pretty stellar, with some great sales figures and a pretty high Metacritic average. How did you feel about that? Are you happy with how the game is performing?
I’m thrilled. To be honest, I think the predictions of how we thought the game would do, at each step along the way, it always was bigger, and more popular than we had ever expected it could be. And it’s been really humbling, honestly. Every step of the way, there’s been more people that showed up for all our betas and more people who signed up to play it on day 1 and more people who purchased the game so far since it came out than any of the numbers we expected. Our last big November weekend — at the high point in the weekend, we were using about 90% of our total server bandwidth for the demand of all the players logging in. And that was just awesome to see. It’s not something that we necessarily expected to be quite so big and we’re continuing to grow. And it’s just really humbling and really exciting to see how much people are falling in love with the game over a short period of time.
Do you have any kind of regrets regarding the development? I mean, obviously you can’t have that many regrets because, well, you’ve released a pretty good game. But if there anything, personally, that you think you would differently if you got the chance to do it again?
You know, there’s always the time element. We spent five years on the game and that’s a really long time to spend on any project. In the game industry, that is eons to be working on anything. You know, the game came out, and I play it everyday, and I everyday I see something in it. There’s always the little detail that sticks out to me- ‘Oh, we could have done that better!’ If we just had one more fix we could make, to make it more spectacular. There’s always a little detail that stands out to me, something we could have done if we had a little more time. But you know, honestly, we could sit on it for ten years and we could keep working on it, never put it out, and we probably still wouldn’t be happy. [Laughs] So it’s hard to say.
At the end of the day, I think that we’ve done a really good job, getting a really solid game out the door. There are certainly some areas that we know we need to grow in, and add more features. PvP is a big one for me. We know that there are some features that we need to have to get the PvP up to where we want it to be. Those were not included in release, and those are all things that we have either already added since the game came out or we have a team of people building right now. So it’s one of the big ones for me, really, growing that competitive PvP feature-base.