

Instead of each area having a series of "districts" so that not too many people are on one server, there are a list of "worlds," similar to most MMOs' server or "realm" setups. Unlike the original game, which was completely instanced aside from towns and outposts, Guild Wars 2's world is entirely persistent except for dungeons and some personal storyline quests. Weapon skills are unlocked through use of their associated weapon, while non-weapon skills can be collected using a mechanic similar to the one found in the original Guild Wars.

These are customizable to best fit the player’s play style and current situation and each profession and race will have a wide variety of utility skills from which to choose. For example, a warrior with a two-handed greatsword will always have the same first five skills (the weapon’s main damage dealing skills) with the latter five being drawn from a pool of healing, utility, and elite skills. The rest are determined by the character’s profession and weapon they currently have equipped. Guild Wars 2 is unique in that it has a ten slot skill bar, of which only five skills are determined by the player. Players can also dodge incoming attacks by key-binding a key or double tapping on any directional key. Spells and abilities with cast times can be cast while moving, and it has been mentioned that using an ability while jumping or moving may cause it to perform differently than usual.

Characters can interact with the environment through motion significantly more, by jumping, climbing, swimming, sliding, etc. Guild Wars 2 has revamped controls compared to the previous game, eliminating "click-to-move" and adding a Z axis to allow for jumping and swimming. DirectX10 is supported but it is not required. The game uses a new engine with improved graphics over the original games, but can still run on moderate to high spec PCs. GW2 was developed by ArenaNet and still retains the original concept of having no monthly fees. They give people a sense of community, make you more likely to see problems as solvable, increase your likelihood of thinking of other people as potential allies or "quest givers" that you can help, and urge you to persevere when faced with a difficult challenge in real life because you are used to failing, re-evaluating, and then winning.Guild Wars 2 is the second game in the Guild Wars franchise. It may not be the way to create the most, but reading and gaming are things I'm going to continue because they make me joyful, curious, determined, and cultured. When people say I'm smart, it's because I've read so much. I center myself through Guild Wars so when people comment on my positivity I point them there. It's strange, though, because the qualities people value most in me come from the time I spend online. I can game instead and get little other than an increase in mood. I should have to make something big to get that high, but I don't. I didn't create anything, but I get the high of having done something. I don't need to contribute much, and I feel as if I've had a fulfilling experience. I don't know if it's normal that the most fun I can have is to simply sit and consume games. I feel like I accomplished something when I complete a campaign or get a meta-achievement. I've had days where I've played 16 hours of Guild Wars 2 and eight hours of something else. The things I enjoy most don't feel lasting. As gamers, I hope you can sympathize with my problem. They aren't wastes of time because they make you a better person, but they aren't productive because you aren't creating anything. Sleeping, reading, and playing are all sort of the same. As you can see from the pictures, I get very into it. Sometimes I think I spend all the time that I'm not doing life-sustaining things, like working, I'm just sleeping, reading, and playing video games because they are my carefree, fun activities.
