Attention grabbing title. This is intended as constructive feedback.
tl:dr Sensory overload is a core design problem that affects gameplay and gates content, not just an inconvenience.
So today I finally figured out the source of my love/hate relationship with GW2. I’ve always felt that this was a great game hiding underneath a layer of obtuse, “almost there” game mechanics. I said it had no depth, no counterplay. People tell me I just didn’t see it; the counterplay was in the timing, the positioning, reading your opponent. I just couldn’t see it.
Literally, as it turns out.
To understand this discovery, I will tell a story. I was discussing Ranger builds with a guildy of mine, and he invited me to a duel to see how I used mine. Now I don’t pvp often, and expected to lose, but what happened was simply infuriating. He dodged everything. He had perfect timing. I couldn’t understand it.
When I asked him how he did it, he told me: “I read your character animations.”
Now, dear reader, if you’ve made it this far without stopping and making a L2P post, you may be wondering why the kitten this is a revelation.
The reason is this: I can’t see the characters, much less their animations. I have long assumed that this is the normal way people experience the game. The one person I know IRL that also plays says the same thing (and neither of us has vision problems). As a result, I assumed that other people simply were more familiar with the animations or something. The situation above made me realize that there is a real, physical difference in how I experience the game vs how my guildy does.
I can see my own character, and the circle on the ground that tells me where the target is, but that’s it. All I see at the target location is a blob of movement and color. There are so many particle effects, so many whirly swoosh effects (aka, movement lines), so many overlays and transparencies and animations that the target is completely obscured.
I can no more learn to read the animations then I can learn to read a book with it’s pages glued shut. The information is simply not there to me.
This is not a rant; this is me describing a PHYSICAL difference in the way my guildy and I see things. What to him is a competitive game of precise timing and positioning, is to me a mass of meaningless colors. I’ve been playing GW2 for 3 years. It’s not a matter of learning the animations; I’ve played Ranger extensively, I was facing a fellow Ranger, I KNOW these animations. I just can’t see them. At all. It’s a matter of sensory input and how GW2 completely overwhelms it.
Since then I’ve done a bit of careful analysis of the graphics to identify the main culprits. Anet, please fix these, preferably by making the UI and graphics elements more customizable. If you can’t, fire your artists and get new ones. This is a basic accessibility problem, no different then people who ask for a colorblind mode.
Culprits, in Order:
1. Floating Damage Popups: I’ve been tuning these out for so long I barely noticed them until I did my careful study of the UI. These kitten ed floating numbers actually completely block everything behind them. Crits in particular, with their red Adam West like “Wham!” background are completely opaque. They are moving, brightly colored attention grabbers, and block everything behind them. They are evil. I had learned to tune them out, but in the process tuned out everything near them, including the target. They are pure, unmitigated evil. Let us turn them off.
2. “Motion Lines”: This appear on dodges, certain skills, projectiles, and the Swiftness boon effect. Consider what they really are: graphical elements moving in OTHER directions from the character model. Remember, although rendered in 3d, monitors themselves are 2d. When graphical elements on the same location of the screen are moving in opposite direction, it can be nearly impossible to tell. Eyes (the physical, actually existing, goo-filled things that most of us have in our face) are notoriously easy to fool, and these motion lines are pretty good at it. No wonder I can’t tell what way people are dodging; the graphics are showing movement in all directions at once because of these lines swirling all over the place. Tone them down, big time.
3. Particle Effects: OMG. So many of these, it’s disgusting. This is an old problem, and one that’s never been addressed. Since it’s been discussed elsewhere (since Beta, in fact), I won’t do it here.
4. Animated Indicators: For example, the “Vulnerability” indicator that pops up when Vuln is applied. It’s a semi-transparent shield that pops up, floats above the target, then cracks into many pieces and fades away. Why waste so much movement and flash on simple debuff icons? Save that “sensory overload budget” for the actual combat target.
Contributing Factors: Just for reference, cuz these can’t really be changed, but by comparing GW2 to other games I identified them as problems. (notably, Wildstar, which is so easy to read I was doing it instinctively before I even knew what the different telegraph patterns meant)
-Pacing. Every autoattack chain, skill, action takes a different unit of time or multiple thereof. There’s no “beat” to combat like there is in other games.
-Multiple Races: Multiple animations. The same actions often look nothing alike on different characters.
-Too Much Bling: Armor, weapons, etc. So distracting. Please let us use “Standard Enemy Models” in all PVP modes.
inb4l2p
provide a service that I’m willing to purchase.” – Fortuna.7259
(edited by Rhyse.8179)