Lack of content - huge mistake.
I am just pointing out that 14 people in 3 years is a very low number in this market.
So you are really assuming that no one else left? Despite how I mentioned a very clear “so on” at the end of my post? And despite how the wiki section on former employees has nearly 200 names, despite being out of date, and being very easy to find?
Better luck next time, buddy.
@ Test
I think John Stumme still works at arenanet … at least I didn’t hear about him leaving.
Check his linkedin profile. He left ArenaNet last year.
I don’t think that its a good idea to compare GW2 to GW1. Too different. Sure GW2 has much more resources but its also much more complex. I think it would be more reasonable to compare GW2 to a AAA MMO contemporary….such as GW2.
GW2 was developed over approximately 5 years. During that time a game engine had to be developed, game concepts hammered out, many zones designed and created, WvW created, SPvP created, character design, animations, emotes, skill design, trait design, weapon artwork, armor artwork, UI, reward structures, etc….all from scratch.
In approximately half that time something like 1/15th as many zones have been added. The prelaunch team had to create everything from scratch while the post launch team had the work of the prelaunch team as a solid foundation and yet has produced a small fraction of what the prelaunch team did. If the post. Launch results were even close to 50% of the prelaunch productivity (since the post launch period is at 50% of the prelaunch) I dont think anyone would have grounds to question productivity. But its nowhere near that.
New content is not really one of my concerns for the game. Its not something that really bugs me. But I do find the disparity between prelaunch and post launch productivity to be interesting.
@ Test
I think John Stumme still works at arenanet … at least I didn’t hear about him leaving. And I think the main reason anet feels so different is because Jeff Strain & Patrick Wyatt left during the development of GW2@ Just a flesh wound
I think you misunderstood. I wasn’t comparing GW1 to GW2 , I was comparing GW2 to GW2 , to be more precise the five year of GW2’s development and the last 2,5 year since GW2’s release.
If I remember correctly what they said from a long time ago, they were hoping to have the Living Story take the place of expansions. It was a new model for delivering content to players that they thought of and were trying to do for the first year and a half. Obviously, it didn’t work out the way they hoped and now they are trying for a mixed version of expansion and LS.
Imo, that’s why the content hasn’t been coming at the rate it could have. Basically they attempted something new and innovative which took a lot of resources to try to work out, but it didn’t work out in the end. It does appear they decided to change their approach to the expansion/LS model a year ago. Hopefully, this will be a good way to put out content for them and they will be able to push out additional expansions/LS bundles at an acceptable rate from now on.
ANet may give it to you.
An old saying goes, the job is always easy for the ones that don’t have to do it.
Amazing how at the time of the original Guild Wars, ArenaNet managed to make it look easy even while doing it. I guess sayings only go so far when you try to apply then to reality
Completely different games. That one wasn’t an mmorpg like this one but a lobby game with instanced content with set static maps. Much easier to make in comparison.
It’s not just GW1. Look at how much anet accomplished in the five years they made GW2. Five region with at least 3 big exploreable zone, 25 dungeon path, 8 profession just to name a few. Now we are getting close to the 3 year mark, yet the amount of content is nowhere near what one should expect, yet anet is bigger than ever and as far as we know their full resource is used on GW2.
I admit, I know close to nothing about game development , but I think it’s a reasonable assumption to think it should be faster to expand a game than to create one. It just feels like it’s not the same anet since GW2’s release.
Your are correct, you have no idea of game developement. That said, your assumption is wrong.
To point out even more things you missed. GW2 mchanics, events, etc have undergone major changes and are way more engaging than at release. Many areas, events got reworked. sPvp and WvW got reworked. If you are looking only at added zones, you are not factoring in a huge part of work that has gone into this game (a very huge part).
The comparison with GW1 is more than inadequate, but that has been pointed out already.
To point out even more things you missed. GW2 mchanics, events, etc have undergone major changes and are way more engaging than at release.
“More engaging”?
Sure, the new trait unlock system is a lot more “engaging”. The New Player Experience update, hiding many parts of the game, is a lot more “engaging”. Removing interactive items from low level areas is a lot more “engaging”. The new storyline system, that ArenaNet itself knows is broken but still have not fixed, is a lot more “engaging”.
And so on.
You do have a point, maybe ArenaNet could have released more content if they didn’t need so many resources to fix things they have broken. Still, all they have done is but a fraction of what they did during the same time when developing GW2.
Something was lost there, it seems. Efficiency and efficacy, mostly.
I was happy with the living story as is, but no…pages of pages of why no expansions, rwar! just do it because Ls1, Ls2 were wasted times blah!, now we get a expansion instead. we got no choice but to wait. (hopefully the xpac will be worth the wait, and so far it looking so, but I am missing the living stories)
Since the discussion in this thread has derailed and is no longer constructive this thread is now closed.