Yeah, I’m one of those guys. The guy that comes in and tries to tell everyone how it is. Well, I’m a little different from them actually. I’m not looking to be right. I’m looking to help the game. My experiences is with Guardian; my only character. I’ve played almost everything except the last mission with my group of friends. Also, let me preface everything by saying I like the game. I enjoy it a lot and it’s one of the best buys out there. OK? I. Like. Guild. Wars. T(w)o. But, I’m also a designer, and we love to improve things.
Contents:
1. Story
2. Combat & Skills (behavior in the context of action oriented combat)
3. Heart Quests
-Story-
First, I’m not a writer, but I’ve seen enough stories to know a few things. Also, I thought the Guild Wars 1 lore was pretty cool. I enjoyed it, and overall, the second game is still awesome. However, there’s an unneeded notion of this “personal story”. Hear me out:
MMOs are not single player games, and contrary to popular belief, we’re not special in this story. In the first Guild Wars, the player was more of a bystander and offered his opinion and the main characters were all NPC. In terms of storytelling, that is, if you want to tell a good story, that’s totally fine. You don’t have to make the players pivotal characters in an MMO, in fact, it’s a mistake to try to.
The problem lies with trying to have all kinds of decisions for (human) characters, trying to make everyone unique, while trying to tell an epic tale. This is storytelling 101: Don’t have too many characters because it’s impossible to make them all interesting. What we need is a good story, not a story that tries to please everyone, because then it just becomes bland. I paid attention to the story, but I don’t remember anything me or my friends did in their storylines, because everything we did had no effect on the actual main characters: Destiny’s Edge, Traherenrnrn… or however you spell the plant guy, and whoever else was involved. In MMOs, the players are the armies and the NPCs should be the main characters. Trying to reverse this creates an impossible barrier for good story telling. You’re not going to please everyone so don’t try. You’re better off making a strong story. Period.
This is the story Guild Wars needs, not the story players want!
-Combat & Skills- (This is a long section.)
Now then, I’m not particularly a story kind of guy, but I do enjoy good stories. I tend to focus on mechanics. I’m more of a designer, so here we go.
My first complaint is that monster have too much HP, in general. This is not always true, but it’s a concern. Consider the following. My friends and I are in a dungeon. We’re not dying but it takes a handful of minutes to best each enemy engagement. This is delaying us for no good reason and quite frankly, it gets boring to drill through high health enemies engaging us with the same patterns of attacks. This is especially true when you fight gold and purple star enemies. (around their portraits near their health bar) More on this later…
I want to draw attention to GW2 being an “action oriented” combat game, or whatever catch phrase they made for it. (which is good and all) Monsters, skills and the combat concept all tie in to one another. We’ll need to look at what made Guild Wars 1 successful with its skills before we go to combat. Stay with me here…
Continued on next post…
(edited by Flopjack.5314)