Guild Wars Mini-Interview #56

ArenaNet has answered another set of questions about Guild Wars, and this time the interview is over at GameAmp. A snippet:
Q: The Guild Wars loot system is now randomly generated between runes, salvages, collector items, weapons, shields and gold. With the absence of armor piece drops, the end-game gear is relatively easy to obtain and can be said to lack the luster of finding your ultimate set of gear. What are the developer's thoughts on the introducing unique items that have a set name and compiled with a set statistics (and perhaps 1 variable statistic) into the loot system? This will give players a new goal to focus on once they've reached end game as well as invigorate the economy.

A: It's an interesting question. This would tie in to basic principles of Guild Wars: The game is not based on the notion of "uber" items, and balance is the foremost objective, always. But what about the "collectability" and sheer coolness factor of having unique items and special looks for our characters? The answer is "Yes, why not!?" We won't add something that's going to tip the delicate scale of item balance, but we absolutely are looking at offering a lot more items for their sheer specialness factor and with the recognition that such items offer the ability to personalize your characters even more. Set items? Under consideration. Now, keep in mind there is a collectability factor in armor sets such as Druid's, Tormentor's, etc. But the idea of special items - that wonderful feeling of "I have the only one of this type" - is very popular with everyone on our team. (Oh, how I remember that from other games, too!) And one more thing about armor: For the next campaign, I expect we'll see the opportunity for making a fashion statement increasing in a bunch of ways, including what you wear in town and into battle, and in seeing a difference between the two.