Hello,
I’m writing this in order to express my current feelings about the design philosophy of GuildWars 2. There’ll be a TL;DR at the end of this post, for those who don’t want to read the “why” and “how” but the “what”.
First, let me introduce myself as an experienced player who has about 1800 hours played so far (way more in GuildWars 1), aswell as having a bit of experience on strategic game design after release in terms of marketing and quality. This doesn’t mean my opinion counts more than anybody else’s, but i could be finding core issues others dont immediatly see. I’ll try to keep this as simple and objective as possible though. Oh, and i’m no native speaker, so please bear me.
Let’s get it going.
As much as i appreciate the terms “living world” and “living story”, i dislike the way it was implemented. Since forming a living, changing world through various, quick updates is currently a major selling point of GuildWars 2, it’s obvious to spend ressources in it in order to keep it working. Yet, it could be a mistake to put so much weigth on this pillar, since its stability is dependant on user acceptance and each player’s personal flavour.
In my opinion there’s flaw in how this living world is beeing realized, as result of a possible misinterpretation of the players desires. What sounds like a “cool idea”, is in fact a world that has a chance to keep people fascinated as long as they’re following and liking the story, read: as long as they don’t miss anything and enjoy it, they will keep playing. The downside: Everyone who doesn’t enjoy a single chapter, misses something, gets bored, or for whatever reason decides to not participate, is beeing excluded from not only this particular content, but from all of the content normally would be existing in that area.
The misinterpretation of players desires shows as follows: Given the player likes new content, that means updates at all, he would likely prefer the enhancement of either quality or quantity of whatever he bought the game for, for example “i like open world, i wish to play more areas”. or “i like events, i want more world bosses”. The word “more” here means the player wants to have access to more choice to do. this is a very important point in my opinion. Removing content, temporary or forever, means removing choice. this is especially dangerous for whatever is popular, but also for the less popular.
As a result, the idea of achieving a real living changing world through removal of exisiting, popular or non-popular leads to bad feedback among the players. Worst of all, they accuse the living world – the major pillar of GW2.
As more and more people get unsatisfied, reputation of updates in general sinks and every politician will know – a bad reputation is difficult to lose. A bad reputation on advance is fatal for updates.
Let me draw you an image (keep in mind it’s an image, and never 100% accurate)
You and your guys go to your favourite restaurant in the lunch break, just like everyday. Some of you love the pizza, some others love pasta, you yourself are a bit different and like the risotto most. That day is different though. The waitress arrives, you order, and for some reason the waitress tells you there’s no more risotto on the menu. Instead, you can have some fish. You really love risotto, but since there’s no, you’re okay with the fish. Your friends order the usual. Once the pizza arrives, there’s fish on it. And in the pasta. Well, okay. Some of them don’t like it, leave it. You really enjoyed your fish. So much, you come back the next day and order it again. “Nope”, says the waitress. “but you can have our random fractal-box with a chance of fish in it.”