Hello, this is a topic I feel strongly about, and I believe my point of view will be tragically underrepresented. I don’t like the new orange circles. Let me explain, from an artistic perspective…
The question then is what do we consider good art and what do we consider toilet art?
The orange circles accomplish a clear goal in regards to gameplay functionality. Their utilitarian purpose (as I see it) is to give players a very clear, immediate heads up to incoming threats under circumstances where there is an excess of gameplay information for the player to process. Basically, with the players concentrating on the regulators (Marionette) and all of the adds and wurm mechanics (Triple Trouble), it is unreasonable to expect players to notice certain boss animations and avoid them without the orange circles as a warning. I understand the need for this on a functional level, and I support their use in large chaotic boss fights with an excess of gameplay mechanics going on.
I’m currently a student of game design and character animation. Animation is one of the most difficult artistic rolls in the industry to master. The work that goes in to animations can mean hundreds of man hours for something as simple kitten seconds of a single character moving. Add to that the hard work that went in to the modeling, texturing, rigging, scripting, etc. A lot of hard work and amazing talent goes in to bringing things to life in a game. Anet has some of the greatest artists in the industry.
What I’m getting at is that I feel that animation should be the key to anticipating mechanics. If a boss is going to punch you, it should pull it’s fist back and you should clearly be able to understand what is about to happen. If you slap a brightly colored aoe sticker on top of it, the players attention is shifted from all the hard work and talent that went in to creating that fist-pull. The attention is instantly redirected to this simplified orange sticker.
If you are going to boil everything down to simple brightly colored geometric shapes, why bother animating at all? Is it the goal in the industry right now to phase out animators and utilize gimmicky visual effects to save money on development? Is Anet really willing to sacrifice artistic quality just because some other game is doing it? I would be appalled if indeed Anet has decided to emulate other MMOs “just because.” Anet always talks about pushing the envelope and pioneering ground that no one else is covering. If that’s true, then Anet should be sticking to their guns and remain true to the quality of art they have been putting forth thus far.
I write all of this because I desperately don’t want to see Guild Wars 2 devolve into a clusterfrakk of brightly colored stickers which amount to a gross oversimplification of visual information. The orange circles are, at best, a functional compromise to the fact that the Marionette is literally kicking people from off-screen and way above their heads. At worst, they destroy the quality of video games as art, and vastly diminish the efforts of every artist that touched the character(s) involved. They have no place in small-scale content such as spvp and dungeons. Please, Anet, keep these orange circles to a minimum. Use them only in extreme circumstances when combat mechanics simply wont work without them in these large-scale battles. Allow your talented animator’s work to shine through!
Edit: Again, I understand the need for them on the Marionette and Wurm fights. What I’m advocating against is the idea of slapping these stickers across the entire game. We don’t need them everywhere. There are better ways of doing things.
(edited by Xenon.4537)