In the latest blog about what Guild Wars 2 is planning to offer in 2013, I felt sad.
Because as usual when a mmorpg starts to settle, it settles on gear, dungeons and currency exchange.
And as usual, it loses focus on expanding what makes the definition of a game :
the gameplay, the interaction.
I’m sorry, but watching my new shiny sword is not interaction.
Watching a cutscene is not interaction.
Watching a boss AOE’ing a zone that a party already avoided is not interaction.
Clicking on “Buy Material, Build sword”, or on a flower is barely interaction.
The interaction is what happens if I use my keyboard, how it happens, and what other ways to interact it opens.
In a word : I was saddened too by this total lack of word about expanding combat mechanics.
For players who are new to the game, or who see the fights as a routine more than a source of excitement, it may be fine. I understand there is an audience who’s happy with repeating the same 4-6 skills for 800 other hours, switching between the same 3-4 build variations, as long as it will give them new visual assets (armor, weapon, etc). Each to his own pleasure, good to them.
But what about mmo players who have been used to these playstyles for literally a decade ? What about people who have spent so many hours in the last 10 years of mmos that they already found all the secrets of their Guild Wars 2 character barely at level 20 ?
And these people are not a few, potentially : in 2012, according to a ESA study, the gamers average age is 30. That means people who are potentially playing videogames since the beginning, and more importantly who may be playing mmos for a decade.
“Back in the days” (yeah old fart style), this very crowd was the kind to spend hours and hours milking class spells data, only to find the best strategies for their playstyle.
Experimenting stuff, testing spells, trying impossible things (even not intended possibilities).
That was called “min maxing” (and no, this didn’t start with WoW). Chunking, mining, trying tons of build templates. Customizing our class playstyle by establishing personal strategies.
The best part of it was that devs answered to that need, and leveraged the mechanics layers more and more. Back in the time …
Now, it just seems like this audience is being completely forgotten. What prevails is Gear, Consumable content, Currency and cosmetics, whatever the mmo. It happens with any of them.
And that’s what the latest blog slammed into my face once again. A currency screenshot, a lot of talk about gear, about occasional events, about socializing … and gear ! Did I mention gear ?
But what about the thrill of the hunt ? The personal strategies ? The tools to animate a fight ?
Personally, I lost that thrill 1 month after release. Skills were understood, situational setups were learned, and trait builds were wrapped up. Switching them kept me entertained for a few more weeks, but it faded quickly. It became muscle memory.
Really, you could promise me 30 new awesomely designed armors, 30 new 6k DPS legendary swords … I couldn’t care less. I’m not playing to watch numbers, or to expose myself in a golden armor so I could impress random players on their way to the bank.
I’m playing to interact with my avatar. To think about how I’m going to react with other’s actions. To use my brain, feel the adrenalin, and most of all not feel bored after the 100th fight.
It’s not necessarly about having more skills. You could perfectly still have 5 skills, but that would dynamically change upon my previous choices, my current build, and my timing.
The commonly used technique in recent mmos to iterate that “thrill of the fight” is bringing new encounters. New “bosses”. But in my opinion, that’s just pushing that layer of interaction one step away from me. Because between the boss and me, there is my avatar. And if I chosed to create this avatar in this world, it’s because I want to interact with him, before having to interact with a NPC.
Tyria is already huge, there are already tons of reasons to lurk in its woods, in its plains, in its deserts and oasis for hours. But right now, I wish those tons of reasons to interact started in the very first layer : my character. My skills. My traits. My choices. The moves and actions he/she makes when I push buttons, and its effects on my target.
The gamedesign team did a fantastic job with the core combat mechanics, as they are clean, simple, and promising. They’re not a mess like other WoW clones. Plus the tools are already there : cross class combos, dynamically changing skills, and some clever boons/conditions. It just needs way more layers of choices.
TL;DR : please MMO industry, stop forgetting your nerds.
(edited by kineticdamage.6279)