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News 04 September 2026 4 min read

Guild Wars 3 devs reveal momentum system to fix MMO movement

ArenaNet showed a hands-off Guild Wars 3 demo at Gamescom 2026, highlighting a new momentum system that blends dynamic traversal with action combat to break away from traditional MMO mechanics.
Author: Флешка PC
Guild Wars 3 devs reveal momentum system to fix MMO movement

ArenaNet has shown off a hands-off alpha demo of Guild Wars 3 at Gamescom, revealing a fundamental shift in how MMORPGs handle movement and combat. The studio lead and combat designer explained that the game’s core mechanic, momentum, aims to break away from the traditional stop-start nature of classic MMOs, creating a seamless blend of traversal and action.

In the demo, the player character sprinted across walls, mantled over ledges, and climbed a rocky outcropping with fluid, chained animations. The character then leaped off the cliff, gliding down to the ground in a manner reminiscent of the glider in Guild Wars 2. Colin Johanson, studio lead, noted that while the team didn’t initially set out to focus on momentum, they observed players resonating with the expanded movement systems introduced in the previous title, such as gliders and mounts.

"The biggest thing we wanted to tackle was MMO worlds usually being laid out like canyons. They're very much 2D linear environments you progress through, and we really wanted to break out of that," Johanson said. The goal was to design a world where players could utilize the full 3D space and experience movement skills that allow for dynamic navigation. This approach makes the game feel more like a modern action title, such as Legend of Zelda: Breath of the Wild, rather than a traditional MMORPG like World of Warcraft.

The demo featured a Vaelwarden camp, described as a miniature player hub in the open world where players can organize parties and customize builds. The giant spirit mount from the reveal trailer, named a Root Runner, was present but not interacted with. The user interface is drastically scaled back compared to Guild Wars 2, with no hotkeys. Abilities are tied to controller triggers and bumpers, and a health and stamina tracker is visible in the lower center. Kevin Stocker, combat lead, assured that the experience hasn't been watered down for controller support, with many attacks and skills being contextual based on the character's current action.

Momentum plays a crucial role in combat. In the demo, a warrior took on a pack of raptors, using a unique ability that allowed for more damage when striking from above based on the distance of the aerial slam. Stocker explained that the team started building transitional attacks, such as wall-run slams and attacks out of gliding, which became some of the most interesting parts of combat. This makes the location of the fight important, as players can knock enemies into walls to stun them using their momentum, while larger enemies can do the same to players if they are not careful.

Elite Skills from prior Guild Wars games make a return, with the Rampage skill charging up during combat to provide more attack speed, damage, and boosted jump height. While Guild Wars 2 moved away from typical MMO roles in favor of weapon-based skillsets, Guild Wars 3 aims to lean more into defined roles. "We will have more defined abilities to let you play as a tank, DPS, or healer," Johanson said. Each profession interacts with momentum differently; for example, warriors focus on getting above and slamming down, while rangers have more suspended attacks from the air.

The demo also showcased cooperative play in a destroyed temple of the fallen god Dhuum. Players can summon a spirit, a small sprite that acts as a floating lantern. A key feature here is "multiplayer combos," allowing different professions to interact with each other to create varying opportunities during battles. In one instance, a warrior with a shield crouched down to act as a springboard, allowing a necromancer to enter the fight from the air. Stocker noted that the skill, weapon, and profession design is built around how players do things with allies, while remaining solo-friendly.

The demo concluded with a fight against a Mavenburner, a large enemy wielding a flamethrower powered by spirits. Destroying the fuel tank on its back results in an instant kill and an explosion. The final encounter featured giant spiders that shoot webs to slow the player and limit momentum. By using fire skills, these webs can be burnt, and the spiders quickly dispatched. Johanson compared this to the original Guild Wars skill system, where players had to pick and choose the best options to counter enemy weaknesses. This will be especially important in hard parts of the game like dungeons, where players need to customize their builds to defeat the hardest challenges.

Johanson described three pillars that big fights are built around in Guild Wars 3: positioning and terrain, varying weak points that players must use momentum to reach, and the emphasis on skills and enemy weaknesses from the first game. "I think already we're seeing a lot more than just 'stand here' or 'don't stand here'," he said. When asked about the infamous jumping puzzles from Guild Wars 2, Johanson laughed and said that the environmental artists are still around and very excited to see where that can go.

Many questions remain unanswered, including details on player progression, build making, and spirits. Johanson said that these topics will be elaborated on as the game approaches its beta release in Fall 2027. The game is developed by ArenaNet and published by NCSoft, and is expected to be available on PC, PlayStation 5, and Xbox Series X/S.

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