Spheres of Influence within areas seem disjoint and segmented..

Spheres of Influence within areas seem disjoint and segmented..

in Guild Wars 2 Discussion

Posted by: lothefallen.7081

lothefallen.7081

What i mean is that many hearts areas seem to be disjointed and arbitrarily placed with little background or “meat” to text dialogue. I’m finding myself perplexed as to why there are no solid battle lines implied in the map design. You have Centaur, Dredge, etc..what have you maintaining camps in all areas around areas that other groups maintain, even in areas that don’t have events where takeovers and battles between the two groups take place. It just doesn’t seem very cohesive, as if there wasn’t much communication or thought put into the premise of each area. The content is purveyed in a very messy manner and i find it very hard to understand why certain structures or places exist as a result of 250 years between the first Guild Wars. I don’t like how it’s supposedly implied that we should accept these world changes without background information and i feel like developers could do a lot more to inject lore and meaningful dialogue into the maps they’ve created. Right now, i feel like what they do have is very superficial. For example, there’s a skill point in a dredge cave that just tells you about why the dwarves died out. It seems like a lot of the content was designed solely for the benefit of players new to the franchise and it sometimes feels like the content is impersonal and shallow because of it. This type of design does not help the game feel like an MMO. Maybe make a map instance for each area (like a raid) that players can party up for to learn more about why the steam creatures exist in Lornar’s Pass for example. I’m just feeling like the world sort of insists upon itself with very little background and thought to why each individual place exists. It’s reflected in the area names (Mistarion Beach, lol wtf) when you see all types of derivatives..it seems like they let 12 year olds name the spheres of influence on the maps. The reason i felt it was necessary to mention this was because i was exploring Lornar’s Pass today and just felt like everything was disjoint. I didn’t feel like the world was alive, i felt like i was playing out an amalgamation of faulty concepts and hopes that the developers had when they designed the game. I just feel like the interaction between the player and the world is very shallow. Looking back on each area, i remember each individual sphere of influence, but i don’t feel like it’s all relative to an overarching experience. The game just doesn’t feel right. It feels like deliberate busy work rather than a cohesive, dynamic experience. Thus is to be expected from developers that transition from a CRPG-like game such as GW1 into GW2, but i’m feeling like this game took a bad turn in the conceptualization room. Does anyone else feel even remotely similar?


The Ardent Aegis
http://aa-guild.shivtr.com/

Spheres of Influence within areas seem disjoint and segmented..

in Guild Wars 2 Discussion

Posted by: lothefallen.7081

lothefallen.7081

In trying to accommodate for dynamic grouping, removal of the trinity as well as questing hubs, and homogenizing classes and cohesive story based PvE gameplay premise (GW1), i feel like this game is just weakly designed in regards to the overworld content. The structure alienates players so that they play alongside each other, not with each other, encourages mindless zerg combat, and encourages players to just plod all over the content. It doesn’t feel like a living, breathing world, it feels like a patronizing joke. I don’t feel like all parts are cohesive with the whole. I feel like they should have scrapped the personal story idea in exchange for a map or world story that would have brought people together rather than pull them in separate directions. I don’t feel like the removal of the trinity and the introduction of a fully persistent world helps the feel of the gameplay for GW1 players. I really feel like this game is a sell out flop and an embarassment to GW1 fans.


The Ardent Aegis
http://aa-guild.shivtr.com/

Spheres of Influence within areas seem disjoint and segmented..

in Guild Wars 2 Discussion

Posted by: lothefallen.7081

lothefallen.7081

It feels bad and half baked, i hope that expansions rectify the situation. I used to spend hours at a time on GW1 and i could never get enough, see enough, or be engaged enough by the combat or PvP. This game just feels like a boring, homogeneous mess of a single player experience rather than an MMO.


The Ardent Aegis
http://aa-guild.shivtr.com/