Hi all,
I have been playing GW2 since the 3 day headstart and have about 2.5k hours in the game. I have commented on various things on the forums and reddit in the past, and I have a vague memory of doing a feedback thread a few years ago, but I wanted to do an overall feedback post about how I currently feel about GW2. So, as I am a bit bored and have some spare time at work, I thought I would put something together. Some of this may be too late or too much work required to change now, but I thought I would include it anyway. Please also keep in mind that this is feedback from MY perspective. I do not believe I speak for others and if I come across that way I apologize, but that is not my intent. It is purely my take on GW2 and how it makes me feel.
So, where to begin? Well, first I will start with what I like and will then detail what I dislike and how I think things can be improved. I will not talk about story or graphics much, as that is not my main focus when playing games. For me it is about ease of use and gameplay. Story and graphics are of course important, but they are secondary in my mind, and to be honest GW2 does a good job with the graphics and an ok job with the story, so not much to say in that regard really. Also, I will not give my feedback on everything the game offers, and will mainly focus on the things that are most important to me. So without further ado, here is my current feedback on GW2:
The Great
Combat – Anet created a combat system in GW2 that was a very good mix of tab targeting and aiming action combat, which has improved even more since launch. It is fast paced and the animations (for the most part) are very fluid. And on top of that you can move your character around while using most abilities, and that aspect of it alone put GW2’s combat above all others, and still does today to some extent. I also like that they added things like stun breaks and condition cleanses, which is surprisingly lacking from some games. And the fact that they have managed to create a different playstyle for each profession is quite impressive, even if some of them are unbalanced at times it is still an achievement that each profession feels different to the next. The combat in GW2 is the biggest plus for me, and the main thing that has kept me playing for so long.
Accessibility – The next best thing about GW2 is how accessible things are in the game. For example, being able to jump into PvP, from anywhere in the world, and being bumpered up to max level and gear, is one of the best moves Anet has made. And while I think they didn’t do as good a job with WvW, I still appreciate how easy it is to jump into a borderland from anywhere. Then there are things like waypoints (more on this later) and account bound bank space, which makes the game much more approachable and makes your gaming experience so much easier. You can jump straight to the fun.
Non-Competitive PvE – I know some players like their worlds to have a mix of PvE and PvP in the same environment, and to be honest I like that sometimes too. But I also appreciate how Anet separated PvE and PvP in their game, and on top of that they made the PvE areas as non-competitive as possible. From individual nodes to mob xp sharing, you do not fear other players in the world, and in fact in many cases you appreciate them being there. It was a paradigm shift that I was waiting to happen for a long time, and I think Anet did a good job in this regard. They have faultered from time to time here, but they are usually quick to correct these mistakes. I have played a few games since GW2 launched and thought to myself how much better GW2 is for having non-competitive PvE content.
Character Customization – While GW2 may lack in the character face and body customization department, they truely excel in the gear customization department. It is not perfect by any means, but with being able to change the appearance of your gear, while keeping the stats, and unlocking dyes which you can use forever, and not forgetting outfits, I feel GW2 has a very flexible customization system. It’s no City of Heroes or Champions Online, but it is better than most. Other developers are starting to implement more customization into their games now, but none of them yet have created one that is as free from restrictions and user friendly as GW2’s. Being able to change your look out in the world without needing an NPC, and being free to change your armour colour as and when you choose, are great features to have.
The Not So Great
Breadcrumbs – One of my biggest bugbears in GW2 is all the breadcrumbs put in front of you, such as PoI’s, Vistas, etc.. To me, exploration should be something you do because you want to do it, not because the map, or some other guide or title or achievement, says you should do it. The more tickboxes and reward incentives they give you for exploration the less I enjoy it, because the focus is no longer on exploring and much of the sense of discovery is taken away from you. When I first started playing GW2 I enjoyed the story and enjoyed exploring each new zone, but after a while I found myself focusing so much on completing each maps checklist that I was no longer paying attention to the world around me. By the time I got to Orr I was no longer going off path to check stuff out and was mainly going from point A to point B (poi to vista) in as straight a line as possible. GW1 was much better in this regard, until they added the cartographer title. To indicate this, when that title was added to the game I had already explores 96% of the world, and I had done that because I wanted to do it for the fun of it and there was nothing on the map distracting me from it along the way.
Too Easy To Travel – I know I said above that waypoints are great, due to how they make the game more accessible, I also have an issue with them. When you look at the map GW2 is actually a very large world. But it quickly feels very small and I think one of the main reasons why that is is due to the over abundance of waypoints. I feel that far too many were added to each map and moving to the exact spot you want to get to takes hardly any time at all. In my opinion, GW1 had a good balance by forcing you to start from outposts. You didn’t have too far to go from an outpost, but you couldn’t spawn a few seconds run away from where you wanted to go either (unless you wanted to go to the outpost of course). It made each map feel large, even though they were probably smaller in physical dimensions to GW2’s maps. The over use of waypoints, in my opinion, has made each map feel very small (after you have explored the map once of course).
Not So Dynamic Events – When GW2 was first talked about, the devs indicated that the dynamic events system would create be these map changing events that happened with/without player actions, and that they would make the world feel alive. Unfortunately, however, for me that illusion was broken very early and very quicly. Most of them felt too scripted and the dynamic part of them was merely a simple scaling system that increased the number of mobs or the health of the bosses. While many events are interesting, with some fun gameplay mechanics, they did not feel that dynamic and they certainly didn’t make the world feel alive. And with some of them repeating so frequently (centaur events are one example) that feeling of a living breathing world vanished completely and the dynamic events system felt more like rides/attractions at a themepark than organic living world events.
Too Much Focus On Numbers – I have always thought of Anet as innovators and inventors when it came to game design, so it made me a little sad when they used old and tired systems in GW2. While there were levels in GW1, there were so few (20) and they were gained so quickly you could’ve easily classed it to be a level-less game. I suppose it was a level-lite game really, and I really liked that. It didn’t keep your focus on levels for too long and allowed you to put it back onto the gameplay quite quickly. I understand that rule systems are needed, but the more of them you visibly put infront of the player the less they will focus on the actual gameplay and the fun.
GW2 was created with 80 levels, and while it doesn’t take too long to achieve max level, it does take part of your focus off the game itself, and that is a bad thing in my opinion. And they keep adding more numerical systems into the game, such as the new mastery system and rank reward tracks. And then you have gear tiers to climb, adding yet another distraction from the actual gameplay. Levels, and other number based systems, are so old and tired now that the genre is screaming out for a change. I was hoping Anet would be the ones to break this mold, but it doesn’t look like they are willing to take that step. Now with HoT the arbitrary number systems have ruined content for me yet again. For example, I can learn how to speak a new language by fighting mobs, to gain numbers to add to an xp bar. It just doesn’t feel right to me.
When they talked about HoT I thought ‘Cool, it will be like Zelda/Metroid’, but it feels as far from those games as it can be. In Zelda you either discovered new toys or gained them as a reward for performing a certain task for someone. In HoT you gain new toys by doing anything, which results in there being nothing to link your actions with the newly acquired toy. It just feels odd and arbitrary to me. And then you have the issue of reward tracks and other numerical reward systems in PvP and WvW. By adding in rewards tracks they may have made the more materialistic among us happier, but the problem is it added something that players cared more about than the gameplay itself. Players now leave matches, leech or intentionally disrupt games, just because it effects their reward potential. I know some players probably wouldn’t play PvP if there was no reward, but I feel the games themselves, and the quality of player participation, would be a lot better if there were no rewards, at least in PvP.
…Continued on next post…
(edited by Rin.1046)