Guild Wars 2 Interview

Anook is offering a new Guild Wars 2 interview with ArenaNet's Stephen Isaiah Cartwright, with community questions covering subjects such as PvP, new guild missions, "living story" and more. Here's a snip:
@LadyKaguya asks: Will there eventually be any more features that are more focused for the impressive/RP player types? Player housing, more emotes, town clothing, being able to sit in chairs...so forth?

Isaiah Cartwright: We're always looking at new and fun ways for players to show off, so we'll continue to add new weapon and armor skins, town clothes, titles and other systems to allow players to show off their accomplishments and achievements. This is very important to us and it's something we will never stop adding to and improving.

@yuii asks: Can you elaborate on the different types of guild missions that went live in this patch? What inspired you implement this type of content in the game?

Isaiah Cartwright: We really wanted to create content for guilds to work together to experience and to overcome. We think this type of content needs to be challenging, so you have to work together in order to defeat it.

I'll talk some about Guild Bounties, as it will be the first content people can unlock. There are 3 tiers to guild bounties, which allow guilds of different size and skill to do them. When you start a Guild Bounty, you to find x boss encounters hidden around the world and defeat them within the time limit. Each encounter has been set up to be a challenge that you have to overcome, and they're balanced in such a way that your guild will want to split up in order to defeat them all in time. The higher tiers will require more bosses to be defeated in the same amount of time.

The other guild challenges are also meant to be challenging and require a lot of guild communication and organization. It's our main goal for this content: you must work together as a guild in order to succeed.