

Touches in opposition box this World Cup
Morocco and Switzerland both made it to Quarterfinals
We were able to stay competitive with both of these teams and now they are in the quarterfinals. We should be proud!
How big of a loss is not having Kone and Davies at their peak?
I am genuinely concerned Canada may be playing with a massive disadvantage since our best midfielder Kone won't be able to play at all and he seems to be the X-factor in finding opportunities for our strikers. He assisted Canada's only goal against Bosnia fyi.
Alphonso Davies on the other hand won't be starting but may be able to be played and he seems to be slowly recovering but seem to only be able to perform 50% of his peak and can stay on the field without being gassed up for more than 20 minutes.
I really do hope Canada is able to push through and defeat Morocco but I wanted to hear your opinions on how big of an impact you think this. I'm curious if it could mean the difference between beating or losing to a giant like Morocco.
South Africa beat Morocco before, so Canada can do it too!
This is a highlight of the last game they played against each other: https://www.youtube.com/watch?v=hhMrSlEvCHc
Modern MMOs Still Haven't Caught Up to Guild Wars 2
youtube.comSummary of future of Guild Wars franchise livestream
- Does annual updates = expansions?": Yes, the goal is to return to annual expansions, "updates" was a miswording/is just their internal terminology for expansions. (Annual expansions are their "sweet spot" after iterating through different content cadences.)
- Are you concerned that taking an 18-month break will affect player retention?: No, they're happy to be able to "modernize" content (+ it has been a longtime player request). They also think it's a good opportunity to bring in new and returning players, hence the recent changes to how things are bundled. Mentions it "isn't just bugfixing"; talks a lot about Zhaitan fight, brief HoT & PoF namedrops. Also says there isn't no new content at all (new Orr map + WvW borderlands). Colin is an Asura Engi main. Guardian who?
- Why not do expansions and modernization in parallel?: Business concerns, internal team size, time, trying to do both at once would result in both being very underwhelming. Some past expansions have done a bit of modernizing (e.g. Wizard's Vault), but the new effort is supposed to target all of the game rather than just the latest expansion.
- Can ArenaNet deliver on developing GW2, GW3 simultaneously?: Mentions they've been internally preparing for years to do simultaneous development (+ partnering with 2weeks), and have been doing it for some time. ArenaNet is split in "three mini-studios" (one for GW2, a very small one for GW1, presumably one for GW3). FTEs dedicated to GW2 are dedicated only to GW2, no borrowing of resources. GW2 and GW3 have very different tools, tech stacks.
- Will the Hall of Monuments give rewards for previously-achieved achievements, or will it require replaying?: More news to come later, goal is to do both. First two releases will be core game only (second will be overworld + story content), expansions will be afterward, goal is to have a 1.5-2 month spacing, some new achievements & Wizard's Vault objectives; rewards for both GW2 & GW3. GW2's HoM is the "next iteration" of the HoM.
- Will GW1 Reforged be connected to the new Hall of Monuments?: At the moment, no, only GW2. GW1 Reforged devs are focused on the mobile port + new content. (They "will review" bringing back the GWAMM title.)
- Can GW2 support PBR without affecting performance?: It's difficult, but say they've learned from the various changes they've made over the years (e.g. DX11, new shaders, VoE lighting changes). Big challenge is getting assets developed outside PBR pipeline to work with assets made inside the PBR pipeline. Performance optimizations for GW2 are a separate and parallel effort in ANet. This year has seen new monitoring & diagnostics deployed for tracking server latency. They've been adding more granularity to shader options so people can "opt out" of new changes.
- What went wrong with Desert Borderlands, and how will the new one be different?: WuvWuh is hard to develop for due to having lots of different kinds of players (roamers, coordinated & uncoordinated groups, zergers, etc.). Desert Borderlands was too big (hard to find fights), too vertical, hard to navigate, bad objectives. Desert Borderlands was designed with what's best for gliding first (rather than what's best for WuvWuh), couldn't be redone once it launched. Want to release a greybox map for new map & do live betas for player feedback, comparison to PvP Rush.
- How will ANet ensure older GW2 maps & metas remain populated during the transition?: They expect new & returning players to come to GW2 (incl. players from GW3). Tangent to mention that GW2 has been "doing pretty well" even before GW3 announcement, GW2 has since seen a ~40% increase in daily active users since the GW3 announcement, Saturday was single best day for new player acquisition since 2022 Steam launch, VoE was a record for returning players (gone for a year or more) and this record was doubled this past Saturday. GW2 megaserver system was designed to keep content being/feeling populated. GW2 is an expansive game, but may be overwhelming for a new player + requires knowledge not in GW2/on the wiki (e.g. event timers); they would like to put more information in the game itself (at some point).
- Is mobile a long-time focus, or an experiment?: Mobile was the right choice for GW1 Reforged. GW1 Reforged was able to happen because of the unexpected success of GW1 anniversary, GW1 Reforged has been bigger than expected (hence mobile port).
- GW2 on console or mobile?: No to both, ANet has explored console in the past (2009, 2014, 2021) but concluded it couldn't/wouldn't happen. Console & crossplay would require compromises to the game/significant changes to the feel of the game given the GW2 tech stack. GW3 being designed to be played on console is part of what makes it "different".
- Why 3 different games across 3 different parts of the timeline?: ANet games start from addressing player concerns/problems, MMOs have been stagnant so they thought it was "time to solve a different problem". GW1, GW2, GW3 are very different types of games ("MMO experiences") and can appeal to different kinds of people (with overlap). GW1, GW2 were MMOs for people who hates MMOs, GW3 is following that lineage. HoM is the unique ecosystem that connects the Guild Wars games, drove GW2 players to play GW1. Mentions regret of not investing more in GW1 Reforged earlier, HoM will be "much more expansive" to connect GW2 & GW3. Intent is for Guild Wars players to be able to enjoy all 3 games. Being in different points in time allows GW2 to tell stories that can't be told in GW3, and vice versa. Taimi will likely not be in GW3, sorry to all Taimi fans. GW2 has many story threads left open. GW2 is magitech, has sci-fi elements, unique aesthetics with the Charr & Asura, was a big jump from GW1; GW3 is meant to be very different, grounded high fantasy, "almost no technology", the GW3->GW1 technological jump is much smaller than GW1->GW2. GW1 & GW2 set up stories & mysteries for GW3.
- "How will GW2 look like 5 years from now"?: Final question. They hope that GW2 can keep feeling like people's homes. Want to close story threads in GW2 + set up new stories, similar to what they're already doing now. Next expansion development likely starts next year, but news will only come after the launch of GW3. They've been quiet for the past little while on GW2 news due to waiting for the GW3 announcement, but there'll be more communication going forward. Colin confirms that GW4 will be a Roller Beetle racing game (100% real).