I’ve recently gone back to play the original Guild Wars, I find that the experience left me introspective, considering why I didn’t like its sequel very much. I won’t con you by leading you in with any other opinion.
There were a few stand-out elements that were immediately obvious to me. Such as animals being window-dressing for the scenery rather than actual mobs, I dug that. It meant that unlike Guild Wars 2, you couldn’t end up taken down in one hit by an angry lynx after having been praised as a war hero for his efforts against the Flame Legion. That was silly.
This leads me to another thing. Flow. Guild Wars 2 had some really weird disconnections between zones that its precursor never did. For example, stepping out of a city to find yourself in a zone 30 levels above you was something that would never have happened, there. The design of how places linked together and how they were related was superior, the closer you were to civilisation, the safer you were.
And the aesthetic flow was better — in that the zones surrounding a city would actually reflect that. The Black Citadel and its surrounding lands never had that. The charr had cars but no roads, really? Tanks but no real factories? No infrastructure to speak of? This did much to break my immersion and my enjoyment of the game.
Another thing that stood out was how exploitative it had all become, how much it drove you to buy things from the cash store. For example, how easy it was to craft armour without needing to grind, how long a single salvage kit would last you, how you could just be running around and doing stuff, then there’d be this collector who’d offer you a new piece of armour for things you were already doing. It had the illusion of that, but it was perverse. Through a twisted, smoky, distorted lens.
It’s something you can only really understand if you’ve returned to Guild Wars 1 again after its sequel.
In Ascalon, another revelation occurred to me. By introducing other players, they could no longer have the superlative AI they once had. If I may, I’ll relate a story of the original Guild Wars which will so lucidly express to you the difference in how the AI was handled. A friend and I were tackling some charr, we found a high point up on a cliff and we were attacking their healers.
The healers hung as far back as they could, away from us, trying to keep out of range. Their ranged fighters tried to put a roadblock between us and the healers. And what were their melee fighters doing? Where did they go? They flanked us! They came up the hill from behind and blocked us in, there. When the melee fighters had us locked down, their ranged fighters came into closer range, and used more powerful attacks.
Let’s run a comparison with Guild Wars 2. The mobs tend to attack in zerg waves, they would never even try something like flanking a foe. Ranged mobs are dumb and quickly get into melee distance, and worse, if you try to snipe yourself from a height, the game pops up with ‘Blocked!’ and the foe below you squirms around trying to somehow path their way to you, desperately wriggling.
“How do I use the stairs! I don’t know how these things work! Does anyone have a manual? There’s someone shooting at me up there and I can’t figure out how to get to them!”
(Cont’d.)
(edited by AuldWolf.7598)