Q:
According to the news post by Linsey Murdock (13 Nov https://www.guildwars2.com/en/news/linsey-murdock-unveils-new-high-end-ascended-gear/ includes a screen capture comparing an ascended ring to an exotic ring) “The first end game mechanic we will introduce is Agony, which will be encountered in the Fractals of the Mists dungeon, and is mitigated by Infusions.” These infusions can only be placed in special slots that are available only on the newly introduced gear type known as “Ascended”, which means that to fight specific types of high level foes infusions are necessary. It also means that players better love their Ascended gear, because they won’t be able to fight these special foes in anything else. This is a limitation that means that players will have to choose between the aesthetic styles they like and the mandatory Ascended gear they need to play end game content. The overall effect of the mechanics of infusion slots on specific, limited rarity items is choice constriction.
In Guild Wars 1 infusion was something more akin to a title that could be applied to any armour that a player had chosen to equip. Thus, the player had the freedom to control all aspects of the style of armour they wanted for their characters, without worry about function. Players who chose to mix and match parts of various sets of armour to set themselves apart from others could simply infuse that armour to go kill the Mursaat that used the Agony condition that infusion mitigated. They were not forced to stow the armour they liked and equip an entirely new set of armour (that they may not be as enthusiastic about) to fight off the effects of a condition that most enemies in the game didn’t apply.
From a purely financial standpoint, as a “money grab”, the mechanic of creating an exclusive type of enemy that requires an exclusive kind of gear drives micro-transactions and helps fill player storage that can be monetized through storage space sales. It makes financial sense and is supported by a glut of similar “features” in many free-to-play and pay-to-win games currently on the market. It also controls players by limiting their choices and constricting their options.
From a player perspective, as a “fun enhancer”, giving players the freedom to choose any armour they like and infuse it as necessary to engage a specific type of challenge respects the choices that players have made while playing by empowering them to keep the rewards they have earned, regardless of the type of game content they are playing. The original Guild Wars seemed to understand this kind of play system and use it to great advantage, while the new game tends to penalize players more often than reward them. This is exhibited to great effect in the fact that GW1 infusion respected player freedom of choice while GW2 infusion slots on exclusive Ascended gear disrespects the time some players have invested in exotic/cultural gear acquisition by deprecating that gear in favour of new gear that will take as much or more time to acquire.
It could be argued that transmutation stones could be used to make the Ascended gear look like the exotic gear so players “don’t lose anything” except for the fact that they do lose the time they invested in earning that exotic gear. They also lose more time attempting to acquire Ascended gear to replace what they already earned. The key here is that players have earned what gear they have in the game. Developers need to respect the fact that players have jumped through the required hoops to earn the desired baubles and empower those players to take on more challenges rather than penalize players by deprecating their achievements.
All in all, is creating a new tier of exclusive gear really creating a new reason to play the game or is it simply a way of devaluing gear to cajole players into making choices they might not like? Are exclusive infusion slots on exclusive gear more fun for players than earning an “infused” unlockable label for any gear a player chooses?
I’m very interested in knowing what other players think about this type of mechanic and how well they think it rewards their time commitment to the game, whether they are hardcore or casual.
(edited by Brown Fang Thump.9482)