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ArenaNet describes Guild Wars 3 as a modern evolution of the MMO. The reveal focused on two systems: momentum movement and action RPG combat.
The main feature is described on the official site as a one of a kind movement system that transfers your momentum between modes of travel. As you glide, ride, leap, and wall run across Orr, your speed transfers between travel modes instead of resetting each time.
ArenaNet says positioning and movement contribute to combat, so the momentum you gain carries into a fight rather than resetting.
The official site's description of combat is action RPG combat meets Guild Wars build making. Skill use, positioning, and movement are rewarded, and the design supports both controller and keyboard from the outset, in keeping with the PlayStation 5 release.
“Guild Wars 3 is an epic world that is both beautiful and fun to explore, where the joy of movement is powered by your character’s momentum, and combat will usher in an entirely new type of MMO experience.”
ArenaNet has also explained the game's structural position. In his June 16 philosophy post, Colin Johanson describes Guild Wars Reforged as focused on small team instanced play and Guild Wars 2 on large scale open world experiences, placing the new game between them: “Guild Wars 3 lands near the middle of the MMO spectrum, which supports the goals we have for our movement and combat systems.”
The same post gives a design rule for how the game uses your time. Johanson says that “historically, MMO engagement has been viewed as an experience like a second job, where players spend large amounts of time preparing to have fun before they can actually engage in the fun parts,” and that the studio’s responsibility is “to make sure that time spent in the game feels meaningful.”
Describing the intended players, he writes: “We want you to feel good about the time you invest, whether you’re playing every day, only have an hour or two every week, or are coming back after a long break from the game.”
Source: ArenaNet: Our Guild Wars Philosophy
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