I understand you get these posts a lot (I have in the past), but Colin Johanson, I’m directly calling you out regarding your post for the misconceptions regarding level gating. I’m not insulting you are anyone at ANet. No, this is not a hate thread. This is a true feedback and theory thread designed to help you understand the systems created in GW2 regarding the new player experience. Be warned: This is a long one, because it’s more than an a mere complaint.
With that out of the way, I’d like to introduce myself, currently just a mere player under the account name DeceiverX.
I’ve worked in the MMO industry for several years and have worked in the MMO industry on the basis that my contributions to player retention and resolving community problems as a player – not even as an employee – warranted me joining the force as a staff member for another publisher with unrestricted privileges to community resources to help improve the player experience. I have watched this mentioned game fail on the basis of poor development handling and poor leadership by the executives micromanaging such decisions. I care about your game as a player just as much as the above since I have put in a considerable amount of my time here and wish for that investment to yield a positive experience in return. Do not believe me? I more than welcome you to send me a PM and I will include my game alias/studio name and credentials. I’m absolutely serious in this post.
What you have done is actually manage to create an environment that is in fact so “easy” so to speak that players simply don’t actually enjoy playing early on or even consider it any kind of experience, nor do they actually learn anything from it.
By a system explaining what to do in such explicit detail, with the attitude being that players thus following the instructions will therefore succeed, all that is achieved is helping a player move from point A to point B. You know the saying, “give a man a fish (or in this case, instructions on how to play), and he can eat for a day (or in this case, succeed in a fight); teach a man to fish (or in this case, giving him the resources needed to experiment and learn firsthand), and he can eat for a lifetime (or in this case, understand the ins and outs of combat and menu/game navigation).” Simply put, this kind of attitude does not retain new players. Everyone learns at different paces. Seemingly “forcing” them into a standardized pace designed to keep the slowest players successful will just make things boring, and frankly, very standardized.
The MMO genre of games succeeds on the basis that there is nothing restricting players, and that the community is the driving force in what makes the world thrive. The world is truly open; there is little “waiting” period before people can just dive in, and subsequently, new players feel like content is constantly fresh and can consume it at whatever rate they wish to in whatever order they please, and veterans can skip by all of the frills to get to their goals faster. Simply, gating content – aside from general experience restrictions (levels) on competitive and/or difficult content (GvG/WvW, Dungeons, Fractals, etc.) – is a terrible philosophy to abide by when trying to resolve player retention issues in hopes it simplifies the process and prevents new players from being overwhelmed.
With those veterans’ goals in mind, I would like to discuss the topic of goals further. Goals are what define games and keep players engaged and coming back. As it stands, GW2 does not provide enough meaningful, motivating goals. Goals for a massive percentage of the game consist of unlocking new mechanisms essential to even playing the game on fundamental levels at the high levels. Yes, skill unlocks are a way to keep players motivated in leveling in traditional MMO’s – more powerful skills become unlocked and usable over time – but GW2 does not abide by unlocking these truly “additional” features; things like utility skills, traits, and the capacity to utilize class mechanic abilities are not unlockable power-ups to keep the player constantly getting stronger and keeping the gameplay fresh; GW2’s unlocks consist of fundamental basics of the game, and tightly restrict player options and incentives and ultimately cause a very slow and unrewarding feeling of progression.
Continued below…
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)