I’m struggling with some of the basic game requirements. When I read “Colin Johanson on Guild Wars 2 in the months ahead”, I see serious effort made to improve PvE, PvP and WvW. When I see;
“Open world online games are always strongest when players are encouraged and rewarded to interact as a community, to support other each other” and “Our shared loot system, dynamic level adjustment system, shared resource nodes, multi-player skill combos, and the ability for every player to revive one another are all examples of key game features that help support this concept of a community-driven experience.” , I have to agree that it’s a big reason why the game is so successful. I like PvE and am glad that PvP and WvW are available for those who enjoy it.
What I am struggling with is this;
“To make playing in our open world worthwhile, we’ll make it rewarding enough for players to spend their time there across all levels. It’s extremely important that we stay true to our philosophy that you should be able to play Guild Wars 2 the way you want to play the game in order to reach the most powerful rewards.”
And how it is diametrically opposed to this statement;
“and when the flow of the game ushers players to go places where they run into other players across all levels and have shared experiences.”
Let me explain. If the flow of the game means forced PvP or forced WvW or forced Dungeons or forced PvE, or forced anything, then it is NOT “ the way you want to play, it’s the way you want us to play. That is designed failure.
Wait, you say it’s not forced? Isn’t a dungeon forced on us if we try to complete our personal story? Isn’t WvW forced on us if we want to complete the world map or create a legendary weapon? Isn’t WvW forced on us if we want to complete a Monthly Achievement? Do I need to go on…
This forcing, continues to drive people away when it could be changed to an incentive based motivation to experience the other types of gameplay. Couldn’t the first dungeon completed grant a significant award that is useful in all aspects of the game? Wouldn’t players learn about dungeons that way? Couldn’t a Monthly Achievement be completed in the open world once a player has tried WvW and found it’s not “the way you want to play?” Why can’t completing the open world map be enough?
There must be many ways this could be done to EVERYONE’S enjoyment. Personally, as it is, I will never complete the world map or my “so called” Personal Story or even a single Monthly Achievement as long as the game forces other content on me, even if those things could ultimately become my most favorite part of the game.
I see great hope in this part of the statement. “Identifying existing parts of the game that can be improved and made more fun/exciting, and investing the time to ensure everything we’ve built really shines as we move forward.”