Here are my issues with GW2 and why I will not recommend the game to friends.
- Story (quality of writing)- The game has incredibly rich lore that creates incredible potential. Unfortunately that potential is lost on a series of half-baked to downright embarrassing script. As someone who greatly enjoyed the story elements of all previous GW games I can say with confidence the story lines I’ve experienced in GW2 have been horrible. Garbage is an appropriate word. In GW1 we had the searing event. It was traumatic. I was expecting the grove to be destroyed or some real darkness to be felt in the world leading up to the end. If you are proud of what you created in terms of story you are delusional. Bad writing. Bad delivery. Incoherent. Of no worth whatsoever to the player at the end. Garbage.
- Lack of monolithic path- The story just creates fragmentation not coherence and does not aid in the feeling of a living world as it appears was intended. The battle of Fort Trinity came close to striking some emotions but ultimately it feel short. The final battle with Zhitan was boring, repetitive and when he died I felt nothing. It was the end of one of the many small story archs it wasn’t epic. Considering the hype and expectations generated from it, I would go so far as to call the end of the game a catastrophic failure in game design. Easily the worst ending of any of the GW games, perhaps one of the worst endings of any game.
- Bugs- You delivered your product half-baked. Even for your new content (e.g. Lost Shores this past weekend) players were dealing with some pretty nasty bugs. It’s seems your game engine’s foundation is cracked and you are unable to fix it. You do realize your quality being kitten is kind of a big deal right or are you all still running around the office giving each other high fives for delivering the “best MMORPG ever”? Delusion and Pretension can be very strong indeed.
- Manifesto amended- You guys had a very clear vision that you spoke about with such confidence. The recent revisions to end-game approach completely change the long term game for everyone. It’s clear you are now uncertain about your own manifesto. How is it invalid for a player to view this as anything other than admittance of your own failure?
- Unbalanced play prevails- Go try to play a few rounds in sPvP and you’ll see three months post release a few professions still dominate the meta game. You do realize without balance between your professions your game is just a glorified button masher. I don’t understand how this can not be viewed as critical important, yet it is not high priority.
- Dynamic events = follow the zerg and wait for reward. The only strategy needed here is to make sure and not miss the chest at the end and to try and find your character in mob. While in the zerg you can do whatever you want. Want to just run around in circles? Ok. No one will notice. You need to hit something so you can get some contribution calculated in, but what you contribute doesn’t matter.
- Solo friendly design = anti-social design- In GW2 most players will be stripped of identity. No one groups in the open world because you have no incentives. In dungeons your characters fills no specific role he or she might be identified and respected for. Team strategy is illusive when it does rear its head the player gets a glimpse of all GW2 could have been and it is a very sad moment indeed…. The only real identity to be had in the game can be bought for 100g (WvW Commander status). This is so sad.
Those are the problems with your game. Your previous GW series lacked most of these issues making them very strong for long term play. There is enough wrong here to make it so the game is short lived.
(edited by SamTheGuardian.2938)