Hi,
This post is to talk about about some things which, as a veteran player, I still find counter intuitive after years of playing Guild Wars 2. I’m writing this to sort of highlight these things for the Devs who are trying to draw in new players. I’d expect that if I still find myself thinking this way then a new player will struggle with them too.
Guilds Serve No Purpose:
This really should come last, but I’m going to put it up first because that is how it usually has gone in the MMO world. In MMOs the classical model has been the Holy Trinity. Thus, you do things as a group with a set score of people who – over time and experience – you’ve confirmed are solid people for your play style and objectives.
Classically this meant you formed 120 people together to take down a Dragon, 70 at minimum. They didn’t kill-steal, deliberately wipe the group, and didn’t go out of their way to be inconsiderate in whatever way that happened to be on that particular MMO.
In Guild Wars 2 most of the content can be done without ever interacting with another human being. This never really changes as, while the game may be designed in such a way that it mimics the classical experience of the uber-zerg (40 person plus blob of people moving around by accident) the fact is this is not accidental. The blob-train / zerg-bolb of Guild Wars 2 is (now) a simple fact of game mechanics.
New players to Guild Wars 2 will find this to be considered ‘group content’ counter intuitive. The same goes for anything related to ‘raiding’ and ‘guilding up’. Most games work on the model (and always have) that you build up a guild of at least 40 people and thereby you are set. With this guild you’re going to do a fair bit of everything the game is ever going to offer. Additionally, and very important as well, you’re going to need to do this.
No Down Time, No Nostalgia, No Community:
- Nothing really classical about MMOs goes on in Guild Wars 2. It has its roots in those things, but the game is much more fluid. In fact, players will spend most of their time moving rather than camping an area of the game for any period. Whole zones are accounted as ‘places to be’ rather than sections of the zone.
Currently it appears that Silverwastes is ‘the place to be’. Arah is for those few souls who learned it enough to feel confident there, but that’s the exception. Silverwastes is the perfect example of the Guild Wars 2 experience and how very different it is from any other MMO. In most MMOs the Silverwastes would be considered a once a year event. This would be ‘the place’ where ‘that thing’ occurred ‘last year’ everyone’s still talking about. The hordes of people moving around would have been organized by major guilds of this or that server. During the down time to regenerate health, mana, endurance and/or other stats players would talk about the battle they just had, life in general, and fret if they would regenerate enough for the next fight. All of this builds up community and a sense of “I’m with them” and vice versa. Just as important these down time periods made players feel as though “they” were the ones who “held the castle”. Strategies would be discussed. New tactics would take place. They’d be using “that brain thing” and “that heart thing”.
In Guild Wars 2 most of the experience of game play is ‘keep moving, keep moving, KEEP MOVING!’. Nothing lasts and nothing’s given enough time to have any feels about it. The rare exception to this is a fight that bugs and was ‘solved’ on the fly, someone messes up and things “turned epic”, and the like.
Especially this lack of the sacred comes out strong in WvW where the loss of a keep is meaningless just as holding a keep is meaningless. These things are ‘flipped’ like pancakes. Everyone gets a slice, but it doesn’t matter this constitutes a loss for your ‘team’ (server).
Most MMOs have downtime, “hold the castle” camps (be it in dungeons or open world), etc. Nothing they do has any consequence on the world. Saving a town in Kryta from Centaur is meaningless since they’ll take it back in a few minutes. Whereas the expectation of a Dynamic Event is that “Now the centaur have a foothold here. Doesn’t that mean they’ll expand?” They don’t, they won’t, and they never will. So, players learn quickly the whole world is just a series of binary events infinitely repeating. It’s not ‘Dynamic’ because nothing is random and nothing changes. The average player from another MMO may find the sum of these experiences as something like a desert or flatland. The absence of consequence in the game because of the near-instantaneous of all things in the open world has remained immensely jarring from me compared to other MMOs.
The real exceptions to this sort of thing are jumping puzzles as players frequently work together to complete them, tutor, or assist in various ways through the difficult parts.
Some Positive Things, but Have to be Learned:
Exploration and full use of the map is really where this game signs. From 1 to 80 the game is really sort of a drag. Just like Guild Wars 1, if you’ve played from level 1 to 20 you’ve played through everything the game has to offer challenge wise. It’s when you’ve reached level 80 and are beginning to 100% maps that the world really shines. The frustration of being skill locked (thanks to the new and unnecessary system) or always present access to appropriate gear stats for the level range is over. You can go off and do what you want to do. Unfortunately, this is usually not a problem in other MMOs. In those the armor systems, weapon systems, and skill gains, follow in a way appropriate to the character’s level range. It’s not an arbitrary shortage. The whole game follows a design of increasing difficulty in tune with appropriate gear/skills/abilities. Having only 10 skills and maybe as many more (counting weapons) a player will ever have and want to use is a massive kill-joy for many who are used to playing games with 60 or so abilities they can fit on their action bars by endgame. Having played long enough, I actually do like the limitations of Guild Wars 2. It may be frustrating to have 10 skills and few I find useful, but the long term result is that things are balanced and managable. Unfortunately all of this is so 180 degrees from the classical and standard model of MMO design that most new players I’ve talked with find it all very confusing. This isn’t really a bad thing and I’m fairly convinced it’s one of the major reasons this game thrives it is very jarring for a beginner.
There’s Really Nothing to Do:
This comes back to grouping. The longer you play this game the more you realize how lonely it is. This is probably the hardest thing for sticking with Guild Wars 2. I didn’t join an MMO to play solo. Unfortunately, the game is so watered down when it comes to group content, challenging group content, and trying to be different when it comes to how group content takes place that I think the devs simply have forgotten games are meant to be a place to “play” and “have fun”. It’s a little hard to do that when there’s no healing class, the only meta is berzerker, and the only things to do force you to be running ALL THE TIME. Whereas, I could log on World of Warcraft, slap on some vanilla gear and go do a classical dungeon raid with every expectation “this could take a while, but while we’re waiting for mana/health and cooldowns (sometimes as much as half an hour), ‘How was your day?’” Or “Geez, Balzog really cut it close on that last pull, huh? I had to use my cooldowns.” …which follows with some fond laughter, “I know right?” And so the conversation goes on. This is how friendships come about and years later you’re still talking with each other. In Guild Wars 2…
So, while I think the game has improved and continues to improve over the years, it’s really become something completely different from the usual MMO. Generally all of these differences have proven to be for the better, but not all are necessary and many fall short of their potential.
Just some thoughts that have stayed with me in the years playing this.