ArenaNet has revealed more details about the new momentum system coming to Guild Wars 3, a mechanic designed to connect movement and combat into a more continuous experience. The studio says the system will let players carry momentum across actions instead of stopping abruptly when switching between movement abilities.

The studio shared details during an exclusive presentation at Gamescom. ArenaNet studio head Colin Johanson discussed several aspects of the upcoming action-adventure MMORPG, including its story, open world, combat mechanics and multiplayer features, while explaining how momentum will affect the way players move through the game’s world.

Momentum connects movement across the world

Johanson said Guild Wars 3 is designed to address what ArenaNet sees as a common limitation in traditional MMORPG movement. In many games, switching between movement options can make a character stop before starting the next action, creating a series of separate movements rather than one continuous sequence.

“If you can picture with me for a second, movement in an MMO, you’re riding through the world on your mount, and you get off your mount, and your character immediately stops moving,” he explained. “And then you start moving again, and you go to glide, and you stop gliding, and your character immediately stops moving. Then you go into combat, and you use an ability, and then you move, and you’ll stop moving again.”

According to Johanson, ArenaNet wants to remove those interruptions by letting momentum carry over between actions. “There are no fluid transitions between movement and combat in MMOs, and Guild Wars 3’s momentum system introduces the first MMO that has truly fluid movement across the entire world,” he said.

The system is intended to let players move through the environment in ways that feel closer to an action game. A character could leap from a mountain, activate a glider, dive, fly or run along a wall while retaining momentum. Rather than treating each movement ability as a separate action, the game will connect them to create what ArenaNet describes as a more seamless experience.

Momentum will also affect combat

Momentum is not limited to exploration. ArenaNet is incorporating the system into combat, where a player’s speed and direction can influence certain attacks and abilities. During the presentation, the studio demonstrated a warrior class with an ability that changes its attacks depending on how the character approaches the battlefield.

For example, the warrior can descend from the air and use the momentum gained during the fall to increase an attack’s effectiveness. The damage and area of effect can change “based on his velocity or how much downward momentum” the warrior carries.

The warrior can also use the environment in its movement and attack patterns. One demonstrated ability allows the character to run up walls before returning to the ground and striking enemies below. The approach is intended to make momentum an important part of combat rather than simply a way to reposition a character.

“Momentum also impacts battlefield control,” Johanson said, adding that the faster the player is moving, the more momentum they have.

This could give players additional ways to approach encounters. Instead of standing in one position and using abilities from a fixed location, players may be encouraged to build speed, use vertical space and combine movement with attacks. The system could also make the terrain around a fight more strategically important.

The environment becomes part of the combat system

ArenaNet also sees the surrounding environment as an active element of gameplay. Johanson said the world is “part of the experience”, with players able to use terrain and objects around them to influence battles.

For example, enemies can be knocked into walls, potentially stunning them and causing additional damage. Building momentum before an attack can therefore affect not only the strength of the player’s abilities but also how enemies interact with the environment.

The approach encourages players to consider their surroundings in combat. A wall, slope or other part of the terrain could become an opportunity to control an enemy or increase the impact of an attack. This gives movement a role beyond simply travelling from one location to another.

“This is another first for the MMORPG genre,” Johanson said.

ArenaNet has not yet announced a release date for Guild Wars 3. However, a beta is scheduled for autumn 2027. The game is currently planned for PC and PlayStation 5, with ArenaNet continuing to develop its open world, story, combat and multiplayer systems ahead of the beta.

The momentum system could ultimately become one of Guild Wars 3’s defining features if ArenaNet delivers on its goal of creating continuous movement across exploration and combat. By carrying speed between abilities and letting momentum influence attacks, the studio aims for an MMORPG experience that feels more dynamic and physically connected.

Share