As I see players are finally starting to open to Guild Wars 2 criticism, I have decided to take another swing at making a forum post to get the ArenaNet developers to understand where they have gone wrong and how they can improve the game. Rather than make a typical complaint post, I’ve decided to explain why I think Guild Wars 2 is a flawed game.
In order to explain this, I’m going to be using their previous game, Guild Wars, for many comparisons. Before I start, please refrain from “go play another game/go design your own game” posts as they do not contribute to the discussion.
For those who never played Guild Wars, Guild Wars was a CORPG based on skillsets. The level cap is 20 and most content was designed for level cap.
Here are some of Guild Wars 2’s game design flaws that go against ArenaNet’s manifesto.
Levels are obsolete
After Guild Wars: Prophecies, ArenaNet noticed that lower level areas were becoming abandoned.
To fight this, they implemented tutorial zones where players would level from 1-20 very quickly. They also added Hard Mode to encourage players to revisit older areas. Many players who desired vertical progression quickly left, turned off by the level cap. However, in theory this system was perfect.
Because all content was at level cap, there was basically no need for a leveling system. This meant that once players were at level cap, they would experience the entire game as endgame.
Instead of creating a game which has no levels, ArenaNet quadrupled the level cap and introduced a downscaling system. Although this system gives players a sense of progression while still allowing them to visit old content… it works well until players reach endgame.
Here are several flaws of the current system:
- Older zones are obsolete and content is still categorized. Players will not visit older zones if the level range is numerically inferior. This is why ArenaNet cannot “make the whole game endgame”, because zones in the level cap are still the true endgame. This directly contradicts the ArenaNet manifesto.
- Balancing and dynamic content scaling is a development nightmare. Scaling a dynamic event accurately is difficult when players have different levels of power. This is mostly noted during event zergfests. While I encourage the idea of an event system, I feel it could have been better executed without levels.
- Having levels encourages vertical progression. Players do not want to be downscaled and many players who have 100% zone completion avoid older zones because of this.
Edit: for clarity.
(edited by dimgl.4786)