Theory: All paths point to endgame

Theory: All paths point to endgame

in Guild Wars 2 Discussion

Posted by: Shockwave.1230

Shockwave.1230

I have a theory that I’d like to share on one of the more significant factors of creating the feel of end game. That theory is quite simple.

Every form of progression will lead to a feeling of endgame.

It really seems so obvious now. Players in many MMOs wonder what they are going to do after they are done leveling, or done gearing up, or done with the story. It’s like power progression is the game, or the story is the game, and while you’re on the cusp of reaching the pinnacle or are at that pinnacle the game becomes end game. And let’s be clear, end game is what players do in game after they’ve completed most if not all of the challenges and story of the game, and basically are all funnelled into the same end point of content/grind.


My gaming background really doesn’t involve MMOs, I come from FPSs like Halo and CoD, and RPGs like Final Fantasy and Fable. Guild Wars 1 was the closest to an MMO I have ever played, but that was really a CORPG. I enjoyed those games because of the fun factor and the storylines.

The only MMOs I ever touched were WoW (free up to level 20), Aion, Runes of Magic, Tera (beta), and Rift. MMOs though, they are a different thing to me entirely. I never got into the genre, because of the seemingly mandatory grind that comes with it. So I never stuck with any of those game for much more than a couple of weeks.

Now I did put 4500 hours into the first Guild Wars over 6 years or something. It was a lot of time, but I didn’t play it for the grind. I played it for the stories, fun, and group of people I found.

This isn’t supposed to be a comparison of GW1 to GW2, but more about the driving concepts of the different genres they’re a part of. I’m not sure how many of the forum goers played Guild Wars 1, but the “end game” seemed different to me. It wasn’t that end game started after power progression. It started after gaps in story progression, playing while waiting for the next game/expansion.


For people that wanted to grind, ANet implemented things to work towards such as titles, skins, and made them achievable so that players could work towards these things on multiple alts as well.

Story, lore, fun, and replayability of content via different professions/playstyles all seemed to be the primary goals of Guild Wars. Grind seemed like something extra, not a design concept. It was almost like ANet was hit with an unexpected situation where people wanted something more to work towards, so they needed to give them more of it.

This is not to say story, lore, and fun aren’t a focus of Guild Wars 2. I would heavily question the focus on replayability of content given personal story and living story designs. I would also question the focus on allowing players different playstyles to play given the DPS meta and challenges of rebuilding due to gear and traits.

Basically the genres are different, and ANet is trying to change the MMO genre. I think they’re doing a solid job on satisfying the grindier playstyle of classic MMO players and getting them to shift their mindset. I think they’re starting to focus more on their loyal fanbase’s needs now, which is great.

Obviously the genre’s are different, but I think the business model difference compounds the feeling of impact of the grind design that comes with MMOs. The gemshop makes the company feel way more money hungry than it was with Guild Wars. I understand that there’s the slight diverting off the beaten path, and some trial blazing aspects of the game that will result in wins and failures and therefore more revenue will help counterbalance the failures, but the monetary impact still feels a bit much

Basically in both genre’s we see a clear progression of something leading to end game. In Guild Wars, it was clearly story and lore. In normal MMOs it’s power progression. Sometimes it seems like these progressions are all there is in the game too, and maybe that’s somewhat true.

The question is what is Guild Wars 2’s progression? It’s a lot of power progression, it’s a lot of story (granted the storytelling/lore tie-ins can be improved definitely). The Ascended gear and Legendary gear are both pretty unrealistic for a casual player, especially if they have alts. So the power progression is heavily endgame (as the concentration of players doing the same thing increases), but fortunately the power progression is fairly shallow, unfortunately it has a heavy impact on fractals due to agony resist.

continued below…

Sylvari Elementalist – Mystree Duskbloom (Lv 80)
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)

Theory: All paths point to endgame

in Guild Wars 2 Discussion

Posted by: Shockwave.1230

Shockwave.1230

…continuing from above

Story is also a pretty significant part of the endgame due to the living story. It has been somewhat lacking, but fortunately of late we’ve seen improvements in both quantity and quality, which is honestly really impressive. It’s so obvious the living story is end game, because of the enormous concentration of players doing the same thing. However, it’s extremely different (and better in my opinion), because it’s new content and added challenges/story progression.

So to bring it all back together, no matter what you do endgame is a guarantee (unless there’s literally nothing to do at somepoint, which some people may feel is the case). If a game is largely about power progression, it will lead to endgame. If a game is largely about story/lore it will lead to endgame. There will always be content implemented into online RPGs designed to be a funnel for the playerbase to start walking through muddy terrain. It all goes back to the dissapointing truth that developers can’t create quality content faster than it can be consumed.

Honestly one of the simpler ways to solve this is to hide it well. If you can spread out the playerbase through your world as part of endgame it won’t feel as much like a funnel. If you can give them different lore/story elements to progress in those areas you disperse them too you’re building your world and your IP with them. If you can allow them to progress their character at the same time, you’ve got an incredible system. If you can make them want to replay content, they’re happy. If you can do all that at frequent enough intervals, you’ve solved the content consumption rate problem.

Is Guild Wars 2 entirely endgame? No, because when you start there’s a pretty clear starting point and there’s incentive to go everywhere. As you start to go everywhere and progress in the game you realize there’s really incentive to only be in a few places. For many people that’s, champ trians, dungeons, fractals, or living story. Each of which there are multiple, so while Guild Wars 2 isn’t entirely endgame, it has more endgame than a lot of other MMOs, maybe the most endgame (and without a subscription!!!). In my opinion though, Guild Wars had even more endgame than Guild Wars 2 (but we can thank Hard Mode for most of that).

Sylvari Elementalist – Mystree Duskbloom (Lv 80)
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)