Guild Wars 2 is one of the greatest games I’ve ever played, but it has some serious issues as a social experience. A big reason for this is that the cumbersome chat system makes social interaction a lot more painful than it need be. This post is an attempt to collect all the biggest issues with the chat system in one place, along with arguments about why they’re important and how they can be improved. They are arranged in roughly descending order of importance.
Guild Chat — Singular
By far, the biggest issue with chat in Guild Wars 2 is that you can only chat with the guild that you’re currently representing. I think it will be obvious to most people why this is terrible, but I’m going to explain it anyway just to be sure, because this is so important.
ArenaNet has said that guilds are meant to be social groups, rather than the highly regimented/structured organizations they are in other games. It’s completely ludicrous that the choice to talk with one of your social groups excludes you from the opportunity to hear what the others are saying. Imagine for a second that to read the forums you had to ‘represent’ a single topic, and any posts made outside the topic you’re currently representing were permanently invisible to you. That would be silly, right? Same deal in game.
The simple and obvious solution is to let us choose any and all of our guilds to chat with on any given tab of our chat window, in the same checklist that shows the other channels. They would be accessed with /g1 /g2 /g3 and /g4, with /g acting as a shortcut to the currently represented guild.
Chat Window — Singular
It is currently very difficult to separate and follow several threads of discussion (/party, /map, /guild). Tabs help somewhat with this, but it can be a frustrating experience having to constantly switch tabs to keep up with different discussions. Multi-guild chat would contribute further to the clutter.
Luckily, there’s a simple and well-understood solution: let us tear off chat tabs into separate windows so that we can have multiple individually filtered views visible at the same time. It might also be good to let us select one or more chat windows to fade out during combat, for people with limited screen real estate.
Readability
Lengthy conversations can be a bit hard to follow for another reason: your eyes have to do a lot more work than is necessary to see who wrote a given message. The more differentiated player names are visually, the less time you have to spend reading names and the more time you can spend reading content.
The solution is simple: color-code player names in chat. Give each player a unique color (many IRC clients do this) or color them by class (WoW does this). A simple combination of color and length is quite often sufficient to identify the speaker with a high degree of accuracy. This actually fits in neatly with one of GW2’s design goals as well: the less time you spend with your eyes scanning chat, the more time you can spend looking at the game (not the interface!).
“Game Messages”
The “Game Messages” chat channel contains useful information like notifications of your friends logging on and off, but it is far, far too cluttered, mostly by the loot log. Loot should be split off into its own channel. Nothing controversial here.
Links
How many times have you been frustrated when a guild member pasted a lengthy URL into chat, only to find that you have no way of getting it out aside from manually retyping it in your browser? Speaking for myself: many times. Sharing links is part of the basic foundation of online communication, and it shouldn’t be so painful.
The obvious solution is to make URLs in chat clickable, but that has its own set of issues (malware, shock/gore sites, etc.) that might have a negative effect on the game experience for unexpecting players. One possible fix is to only make URLs clickable in ‘trusted’ channels (guild and party, but not say or map). An alternate (and much more general) solution would be to have a button that toggles a mode where you can select and copy text from a chat window.
Export
So we have a combat log, that’s neat. But given how hectic GW2 combat is, it’s not all that useful to look over it manually. Please allow us to write the combat log out to a text file that can be parsed and analyzed by external tools.
Some in the community fear that this might lead to elitism about combat performance, but there’s a very simple solution: by default, a player’s combat events will only appear in their own combat log. They may opt in to allow other players to see their combat events, but this should be off by default. That way teams who want to look at their data together get to, and individuals who prefer not to be judged numerically by other players don’t have to be.