"Guild Wars", retroactively called "Guild Wars: Prophecies", is the first in the "Guild Wars" series. It is an action role-playing game, with competition in both the player versus player (in random matches, teams, tournaments, or guild battles), and player versus environment (in missions, quests, or area exploration) forms. The developers call this blend a "competitive online role-playing game". Important goals of the game are both to minimize the amount of repetitive actions a player has to perform to become a respectable force in the gaming world (called grind), and also to minimize a player's dependency on game items to stay competitive. These are two goals that set the game apart from most massively online role-playing games (MMORPGs), where one hardcore player will gain major advantages when competing against another more casual gamer simply from having played the game more and found better items. In "Guild Wars", the advantages in battle will instead come from how well a player picks and uses the character's 8 skills (from a library of hundreds), an art that is hard to master. The game is different from most MMORPGs in that it did not have any additional recurring fees, but bases revenue on standalone game expansions, or "campaigns" (in addition to microtransactions). This structure was discontinued with "Eye of the North", which was a traditional expansion pack that required one of the three standalone campaigns. ArenaNet stated that this was because they felt that this format was restricting their ability to add new game mechanics and balance the overwhelming number of skills introduced with each title, and decided to begin work on "Guild Wars 2" to address these issues (with "Eye of the North" bridging the gap between "Guild Wars" and "Guild Wars 2").