In the wave of MMORPG popularity during the early-to-mid 2000s, Guild Wars was one of the games that emerged. It stood alongside notable titles such as World of Warcraft, EVE Online, and Star Wars Galaxies. Despite being launched alongside these giants, ArenaNet’s game not only held its ground but grew significantly due to factors like absence of a subscription fee, minimal server maintenance downtime, and robust server infrastructure. Remarkably, even after taking a back seat to Guild Wars 2, and two decades since its initial release, updates are still being made to Guild Wars. This includes the release of the 20th Anniversary Masterpiece Edition, the option to collect old pre-order bonuses in-game, and even a brand-new weapon upgrade suffix.
During an interaction with Game Rant, Stephen Clarke-Willson – the game director at ArenaNet and their go-to problem solver – discussed the latest update for Guild Wars, along with his background at ArenaNet. As a senior developer, Clarke-Willson has been instrumental in creating both Guild Wars and its sequel throughout most of ArenaNet’s existence. Now serving as the caretaker of the original game, he spoke about his journey with Guild Wars, and what he feels makes ArenaNet’s games so enduring classics despite being surrounded by numerous MMORPGs for over two decades. (For the sake of conciseness and clarity, this interview has been edited.)
Stephen Clarke-Willson – The Guild Wars ‘Problem Solver’
Could you share some insights about your journey with ArenaNet, particularly focusing on your involvement with Guild Wars and the various roles you’ve held there such as programmer, team lead, technical director, vice president, and game director?
Previously, I’ve worked for other game companies, one of which was alongside Jeremy Soule. Jeremy played a significant role in connecting me with ArenaNet. His idea was to create a unique music approach, and I was eager because I had little knowledge about it. I helped build his website and integrated the music, which involved working on the music integration for Guild Wars 1, allowing him to create music packs. Since this required me to be at the office, fortunately it was only a half hour drive away, so I’d go in during evenings to work on the music integration and handle his website updates from home during the day.
In the original “Guild Wars”, all the music compositions were handled by me, which pretty much encapsulates my career’s journey – whenever there was a challenge that others weren’t addressing, my response would be something like, “This seems like an issue, and it doesn’t seem anyone else is tackling it. May I give it a shot?” And more often than not, the answer in my mind would be, “Sure, I might not know much about it yet. But if no one else is doing it, then it looks like I have to learn!
They discussed the possibility of me joining their company, and I responded by saying something along the lines of, “We’ll see how things turn out.”
Working on the website and music integration was quite different from our usual server programming tasks at ArenaNet, and I initially thought, “I have no experience with this.” However, they suggested that we might need more server programmers. So, I decided to give it a shot. After all, Pat Wyatt is incredibly talented. I’m eager to learn your methods. You aim for 24/7 uptime and run builds constantly. I want to understand how you achieve this.
It took approximately a year to kick off the project, during which I created various components based on provided blueprints. However, it wasn’t until three years had passed that everything started making sense in my mind about how all the intricate systems fit together due to its massive complexity. The codebase consists of millions of lines and is filled with challenging elements to ensure it performs as intended.
When suggesting parallel builds to others, they may respond positively, but upon attempting implementation, they often find it difficult due to the underlying technology our founders, particularly Pat, developed for managing simultaneous builds, auto-updating, retirement, and minimal file patching.
Back in the day, this game could only be played through a modem connection, specifically a 56k one when I first got my hands on it. It came on a single CD-ROM, making it incredibly compact without any monthly charges. This necessitated great ingenuity from the developers. The cleverness of their work really drew me in, and as I delved deeper into it, I found myself fascinated by all the intricate details. I couldn’t get enough of learning about their tricks and then trying to improve upon them in certain areas.
When it came to implementing changes for Guild Wars 2, which shares some technology but operates differently, we found that the existing patching system couldn’t handle larger volumes. As a result, we had to modify certain aspects of the game. This ongoing process of adaptation is why I’ve remained at ArenaNet for so long – it offers a continuous stream of tasks, growth, and evolution without becoming overwhelming. Additionally, the size of the company allows for easy interaction and getting to know everyone.
In a way that doesn’t involve stereotyping my age, I must admit that recently turning 65 has left me wondering about my next steps. While I’d love to keep working indefinitely, I’m uncertain if I want to put forth the same level of effort as before. Although this job is my full-time commitment, focusing on a single product rather than juggling multiple technologies and departments within the company feels somewhat like retiring for me on a personal level.
The deeper I delve, the more effort I invest, and the less it resembles retirement – however, emotionally, dedicating myself to a single, smaller project instead of our larger one feels rewarding. Furthermore, since there’s currently little attention given to this area, I decided to take the initiative.
Could you possibly elaborate on how ArenaNet handled the process of maintaining Guild Wars 1 while they started focusing on Guild Wars 2 instead?
Although the project for ‘Eye of the North’ had a team of roughly 10 individuals contributing content to it, the development of ‘Guild Wars 2’ eventually absorbed everyone in the studio due to its massive scale. Currently, if you fully update ‘Guild Wars 1’, it requires around four gigabytes. I’m unsure of the current size of ‘Guild Wars 2’, but it’s a substantial number. Eventually, the team spent extra effort ensuring that it functioned properly, as its design was so meticulous that it could run flawlessly with minimal input. However, due to its exceptional design, people found ways to exploit it by running bots or other means, but it was so well-crafted that it would simply operate without issue.
In Japan, multiple file servers belonging to NCSoft had been operational for years. When one of these servers malfunctioned, we were taken aback, as there was no established communication channel with the team managing them. For years, no one had interacted with this team. It was quite extraordinary. We needed to handle the situation and determine a plan that would primarily involve moving most operations to North America and Europe for easier management. It wasn’t until we joined Amazon that we were able to reintroduce a server instance in Asia, which was favored by the Australian team!
Instead of everyone rushing onto GW2, we found ourselves with extra content after its purchase. To accommodate this, we invested in superior data center equipment, ensuring smooth operation. Regular maintenance was needed for backup purposes, but once set up, the system managed itself for nearly two years without much intervention.

A: What’s your view on why they focused on keeping Guild Wars 1 functional after the release of Guild Wars 2?
A: The main reason is the commitment we made – no monthly fees, purchase once and play whenever you desire, with friends whenever convenient. We can maintain this service affordably due to its exceptional design, thereby fulfilling our pledge to our gaming community. As long as we’re still in business, we will strive to support our games. Our approach to gaming is not just a buzzword; it’s about delivering over 20 years of service and standing by our commitment. We want players to understand that this dedication comes from our affection for them.
From my perspective as a server programmer, I didn’t anticipate being more detached from the players. We focus on graphs, figures, and throughput. It wasn’t until our data center in Frankfurt exploded that things took an unexpected turn. I had just relocated all Asia-based users to North America. So, I decided to move Europe-based users to North America temporarily while they fixed the damage. This was in our previous data center. I then pondered, “I wonder how this change is affecting things?” I connected to my VPN and logged into Frankfurt – it’s just a matter of pressing a button to be in a different city. I expected the worst since I had to VPN there, play the game, and then wait for a response. However, everything seemed to be running smoothly… but I wondered, “I’m not entirely sure if things are running perfectly, so how can I communicate with players and gather insights?
the game worked flawlessly for me, but it was clearly causing problems for others with three-second pings. I wondered if perhaps the server locations had been changed, but I wasn’t entirely sure. Regardless, I was determined to uncover the solution to this conundrum.

Previously, everything associated with Guild Wars 2 was based in America. However, I’ve always wanted to shift operations to Amazon, and recently, a large team did just that. Essentially, Guild Wars 2 became the first Widows-based game on Amazon. Initially, I considered moving Guild Wars 1 as well due to my familiarity with it, to avoid diverting the team’s focus from Guild Wars 2 and to gain experience in Amazon’s systems. So, I moved Guild Wars 1 to Amazon, hoping to eventually relocate it back to Europe since Amazon has data centers worldwide. However, this didn’t magically fix everything; the issues with the game had been present since before its launch, long before it was ever on Amazon.
The issue revolved around the number of players on specific maps within a server affecting the bug. This was a rather subtle problem, and as concurrency decreased over time, the chances of encountering this bug increased. Although this might not be immediately apparent, that’s essentially what transpired. Incidentally, it functioned when I was testing it, but it was more of a chance-related issue. This bug was a statistical anomaly that determined whether you were affected by it based on how players interacted with the game. Initially, I had no idea what was happening, but then I recalled we’d tackled a similar bug in Guild Wars 2 that took me two years of analyzing graphs to figure out the solution, and this bug was inherited from Guild Wars 1. I went back and rectified it in one way, and later Bill Friest improved upon it in another manner! This resolved the three-second issues with the significant lag spikes people were experiencing, and I wouldn’t have addressed that unless I engaged with people on Reddit.
Initially, I was someone who kept a considerable distance from players and gaming, but now I find myself engaging with them. I must admit, it’s quite intriguing to see their enthusiasm for the game, and they’ve proven to be helpful resources for me. Over time, there have been technical hurdles, such as the floating point error that surfaced when we switched compilers. Remarkably, players are sending me video clips demonstrating the issues! These challenges appear in incredibly difficult levels where, even with cheats, I can’t seem to progress. Consequently, they’re sharing videos of the problems, and I’m pouring over code trying to decipher solutions. Their fervor for the game is so contagious that it’s rubbed off on me! It’s evolved from “we need to keep this project operational” to “perhaps we should lend a hand to make it even better!
A New Definitive Edition of Guild Wars 1

Sure thing! I’d be happy to discuss the Guild Wars: 20th Anniversary Masterpiece Collection and share some updates we’ve made to the game for this special edition.
This collection is a celebration of two decades of Guild Wars, featuring remastered versions of classic content, new storylines, and exciting updates that will delight both long-time fans and new players alike. In preparation for its release, our team has been working tirelessly to ensure that every aspect of the game shines brighter than ever before.
For instance, we’ve made changes to the combat system to make it more dynamic and responsive, allowing players to unleash powerful combos with ease. We’ve also updated the graphics engine to take advantage of modern hardware, resulting in stunning visuals that truly bring the world of Tyria to life. And for those who appreciate a good challenge, we’ve added new difficulty modes that will test even the most skilled players.
In addition to these gameplay updates, we’ve also worked hard to create engaging and immersive storylines that explore the rich history of Guild Wars. Whether you’re a seasoned veteran or a newcomer to the world of Tyria, there’s something for everyone in the 20th Anniversary Masterpiece Collection. So, come join us as we celebrate two decades of adventure, friendship, and epic battles!
Joe Kimmes is the one responsible for modifying the gameplay mechanics, and he’s been with us for quite a while, give or take a few months. He has an extensive understanding of the Guild Wars 1 code, having worked on the team that maintained it following Eye of the North. In celebration of our 15th anniversary, he discovered some unused assets that could be reworked into a fresh weapon set, and this was met with an overwhelmingly positive response.
I said, “Is it okay if I use some of Joe’s hours?” Since he’s currently playing Guild Wars 2, I essentially took a month from his schedule. We then sought out tasks where we could minimize the need for an artist and maximize coding, and also bring in items that were difficult or even seemingly impossible to obtain for others. For instance, there’s a pre-order item from Japan dating back 20 years. Who would have thought anyone could get it? Yet someone did, and we aim to honor that effort. These items are unique, not tradeable, and have a different level of rarity. So if you manage to secure one of these rare items, it remains valuable!
Originally conceived by Joe, the weapon suffix concept will introduce a feature allowing for a change in your current weapons. In the near future, mini-games will return and various weapons will be offered as pre-order bonuses. The unique weapon suffix is what triggers a transformation, introducing challenging new missions where you can obtain mini-pets. By unearthing fun elements that have remained untouched for some time, we aim to create an engaging experience.
In a recent turn of events, I found myself embracing the concept of a fresh SKU for our classic game. For eons, we’ve been cherishing the Game of the Year Edition on Steam, but the desire to offer something unique and captivating led us down this path. We infused it with the Bonus Mission Pack to set it apart, yet finding an appropriate name proved challenging.
Initially, we considered “Ultimate,” but as it means “Last,” I sought a more inviting title that wouldn’t close any doors for future updates and expansions. A journey through the thesaurus led us to the perfect fit – the Masterpiece Edition. At first, I questioned whether it was too showy, but given our 20-year legacy in gaming, the feedback was resounding: “If you’re still standing after two decades, it’s not too ostentatious!

We’re releasing this specific edition at an incredibly low price, lower than any sale discount we’ve ever offered. We’re reducing the cost of MTX items more than before, just so everyone can enjoy themselves. To me, the game is definitely worth $40, offering countless hours of entertainment. However, as a consumer, you might wonder about the risks involved when purchasing a product in today’s economy.
As an enthusiast, I aim to extend an inviting hand to fellow gamers, striving to make the experience as inclusive and approachable as possible. The game’s core mechanics are incredibly rich and rewarding, but we want to ensure that even beginners can dive in without feeling overwhelmed. Pre-Searing is already quite accessible, but I believe we can refine our tutorials further so they don’t seem intimidating for newcomers. This is a long-term goal I passionately pursue – to make the game more inviting and less daunting for those taking their first steps into this captivating world.
The Timeless DNA of Guild Wars and ArenaNet
A: Which elements from the original Guild Wars that you contributed to does the universe of Guild Wars 2 reference significantly? Can you name some notable references to the initial game in Guild Wars 2 that catch your attention?
Many of our artists visited and played Guild Wars 1 as a source of inspiration for its overall design. I believe there’s a website showcasing Tyria before and after transformations, but the 3D elements in Guild Wars 2 are significantly more detailed. One aspect that particularly appeals to me in Guild Wars 2 is Lion’s Arch, where you can swim out into the bay to discover the submerged remains of the old Lion’s Arch. I find this so intriguing and it gives me goosebumps. It’s a unique blend of preserving the nostalgia from the original Lion’s Arch while still maintaining the high-quality detail of its modern counterpart, which I think is incredibly cool.
A: Are the reports that estimate daily player counts for Guild Wars 2 around 70,000 and still about 5,600 for Guild Wars 1, even 20 years after its release, in line with the numbers you’ve observed yourself?
Discussing this topic can be challenging due to its focus on concurrency. As a server programmer in the past, I found it to be my primary concern. We had unique methods for calculating total concurrency by combining concurrency graphs, which is unlike how others around the world approach it. Since Europe operates on a different time zone, they peaked at different times compared to North America, and Asia’s peak was distinct as well, making our total not necessarily the highest possible number. However, this was our method, and that’s what we followed.
I analyze daily, weekly, and monthly activities to gauge the effectiveness of a business. Your figures’ interpretation varies based on the time period considered. For instance, immediate high activity rate is one figure, but when viewed over a month, it represents a larger figure.

Q: What do you think is the ‘secret ingredient’ that makes Guild Wars games so timeless?
Our server setup allows multiple players from all over the globe to play together simultaneously. On launch day for games like Guild Wars 2, we’d adjust our characters to Europe due to their enthusiasm, and join in the fun with tags on. Since we’re in various time zones, we don’t often interact much during the week. However, I’d occasionally forget that I had transferred my character, leading to weekend confusion when playing with my guild – “Your icon is there, we’re in the same guild, I should be able to find you on the map… wait a minute, I’m actually in Europe!” The latency is so smooth and efficient that I would sometimes forget I was thousands of miles away!
The remarkable adaptability you’re referring to is actually the ability to play without any specific schedule, as it allows me to join games regardless of my friends’ or guild members’ time zones. For instance, my friends are often in different parts of the world, like Puerto Rico which can be four hours ahead or behind us. Yet, we manage to coordinate our gaming sessions, thanks to these virtual worlds. I believe this flexibility in terms of when, where, and with whom one plays is truly remarkable and significant. Essentially, your potential playing companions are spread all over the globe, making it a cool feature indeed.
A: Do you have any closing remarks about Guild Wars for its 20th anniversary, the Masterpiece Collection, or your continued affiliation with ArenaNet?
It’ll be 20 years for me soon, yet some people have been with the company for 21 years – longer than me. When someone asks how I manage to stay at a single company for so long, I attribute it to the diversity of work, the scale of the organization, and my relationships with colleagues. However, the first step is simply finding a company that has endured for such a duration! In the gaming industry, there aren’t many companies that have survived this long, and as far as I know, none of the ones I worked for previously still exist. I consider it remarkable luck and good fortune that this company is located near where I reside and was founded by a group of intelligent, dedicated individuals who prioritize the player experience. This founding ethos remains in the company today, and I believe players can still see it reflected in their games.
[END]
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