Story, Immersion, Cooperation, Challenge
Four pillars that can greatly enhance the player’s interest and investment on a game. The fifth would be: Competition; and the sixth, perhaps: Grinding. I’m unsure if Reward counts, because players like to be rewarded (or, in broader terms, satisfied) by what they do, be it grinding or following the story, be it helping the community or doing challenging content. I’d say Reward/ Satisfaction is the consequence of work + pleasure, and and those should be inherent to any of the other five pillars.
We know that Anet intended for GW2 to be a MMO game that would bring back plenty of RPG qualities to the genre, like the storytelling and the world immersion. We know that Anet intended for the game to reward skill over grinding. We know that MMORPGs are driven by their community, and that’s one of the key differences between them and single-player RPGs. Community usually means cooperative gameplay or competitive gameplay (pvp).
If we look at the current state of GW2, we can see that it is driven by grinding. Grinding is defined by timesinking (repeateable) content that is monotonous and skill-less. Almost every goal you want to acchieve in this game, be it skins, ascended gear or acchievements, is obtained through grinding and farming, which goes against Anet’s initial intentions for this game. To give several examples of grinding and farming in this game: We have world bosses, where players grind gold by going to their location at the right time and auto-attack until the event is completed. We have several dungeons, especially CoF path 1, where players follow the same easy pattern and get plenty of gold and some items. We have Orr events, where zergs auto-attack through everything. We have dailies and acchievements that mostly consist of doing easy tasks X amount of times.
The purpose of this thread is to look deep on what went wrong, discuss and offer suggestions and feedback to Anet.
CHALLENGING CONTENT
First, I’d say the amount of grinding is not a bad thing by itself, as long as there’s more alternative content that involves some serious degree of challenge to acchieve the same goals. If a player could choose between harder content, or safer-but-slower content, we would get several player types happy (those who want to be challenged or have some fun, those who want to grind and farm, and even those who like to do a bit of both). The main problem with grinding in this game, is that there’s no funnier alternative to acchieve the same goals. Want to get dungeon armor? Repeat the same dungeon over and over – there’s no option to choose a harder but more rewarding route. Want to get ascended gear? Either repeat fractals over and over and pray for the RNG to smile upon you, or farm dailies each day. Want to get tier 6 materials? There’s no alternative to event/ zerg farming. Maybe if the more challenging champion encounters rewarded as much – if not more, tier 6 materials than event chaining. But they don’t.
This estabilishes challenging content as a possible alternative to grinding content. Challenging content would still need to be repeatable to a certain degree, but if well designed, it should be varied enough and remain challenging for each repeat, to never fall into grinding territory.
WORLD IMMERSION AND EXPLORATION
There are, however, some mechanics that also incentivate more grinding than what was meant for them to be, like world exploration. This is also a very important issue, for a different type of players. Hearts are the most generic and grinding quests out there, and they can’t even properly tell a story or reveal tidbits of Tyria lore, like traditional quests can. And outside of Hearts, map exploration is mostly driven by rushing from point to point for a mathematical grind in filling a bar. There’s almost no mechanic that slows down the pace and allows us to immerse in the world of Tyria and let us smell its flowers, so to say, to appreciate it. The only exception are the vistas, which are non-interactive cutscenes, which makes them more intrusive than immersive. There’s no reason to interact with most players you find in the field, outside of the occasional rezzing. There are some interesting jumping puzzles for those who like them, but outside of that, all maps play the same. Exploring Tyria is mechanically cold, and this doesn’t helps world immersion.
We have seen, in the latest living world updates, the devs trying some new stuff. For example, tying exploration tasks to acchievements, which leads to more creative tasks and better attention to detail than the original system (example is the crystal collecting in bazaar, which makes it a very unique map; or the swimming and NPC dialogue acchievements in southsun, which are tiny details that make the world feel more alive and immersive).
(edited by DiogoSilva.7089)