Edit: Thread title was modified and chosen by a moderator. The intent of this write-up is to discuss the relationship between GW2’s conveniences and the root causes of the lack of immersion in this game.
This isn’t in the suggestions forum, because there is no suggestion. This is an established game system and I’m aware it will not change.
This is not a gripe in the strictest sense, I still enjoy playing this game and will continue to play.
This is simply me trying to discuss one of the biggest things I feel GW2 is missing, and this post will be relatively long.
Guild Wars 2 lacks heart.
I can start out with some background:
- Thanks to the trading post function, you can sell from anywhere. You don’t have to be at a trading post merchant to post up your items.
- Person to person trading is non-existent, so there is no need of a major hub in the game. The trading post is nameless and faceless.
- The deposit all function performs the majority of the role of a bank, in an instant.
- There are portals and paths in the game that lead here and there, but waypoints lead anywhere and everywhere in the game in an instant. The only advantage of a portal is that it is free.
- NPCs buy everything. They have unlimited money, and none of them have any personality. They want everything you have, and they have nothing you want. Somehow, they make enough money from selling bell peppers and white equipment to buy every last bit of loot you drag in.
These conveniences all replace major functions of a game world. Because things in this game travel freely at the speed of light, there just is no character left in the game.
Towns, stations, and outposts are valued in games because they are able to provide services and gathering areas. The fact that the game environment is not needed is a tremendous reason why this game, in many ways, feels hollow and empty. What is the real point of any of the NPCs, aside from providing bell peppers?
I can see that the developers in this game took the time to create cities like Claypool, Ebonhawke, and many of the racial cities. There are many intricate, painstakingly crafted parts of the world, but I truly wonder how many players really took the time to notice before warping off to Shadow Behemoth, then venting their rage about being in overflow.
Surely you can say that removing many of the conveniences of i’ve listed above would be a toll on the player experience in certain ways. I don’t mean to say it should have been done this way or not. You would have to run from place to place, and it would take time. You would have to find a town to NPC your gear or post items on the trading post. The flip side, however, is that players might grow to appreciate the environment they are in, cherish the value of a convenient portal or bridge. Cities would populate, (if only by necessity), and the game as a whole would slow down (ArenaNet, this also means that players would take a longer time to get through content). Towns, useful NPCS, settlements, outposts, and asura portals would gain meaning and relevance to players, and in turn they may take the time to get to know them. As things stand, I would be surprised if many of the players here can name a single NPC that resides in Rata Sum aside from Zojja. (I can’t). Is this what you wanted when the development team took the time to build an entire city?
Of even more benefit would be that you can’t simply look at your event timers and try to determine the optimal warping pattern to get 2 hits in on each large boss: you’d actually consider the area you are in. This lends significance to events, rather than the quick warp two-tap that is prevalent now.
There’s no value to being in Kessex Hills, or Fields of Ruin, or anything. You are not in any one location. Because of waypoints, you are everywhere. This diminishes the value of your environment, and leads to the feeling of the world just being one congealed blob, instead of distinct areas with unique features.
I make this post in an attempt to explain why I personally always found a little bit missing from the immersion of this game. The environment isn’t compelling because it isn’t necessary. This in turn doesn’t make the story compelling, because you never truly feel as if you are a part of the world. It feels a little bit like the attempt to roll out fast and new content has in turn neglected to flesh out many of the existing parts of the game, making the majority of the world seem unnecessary.
This game lacks heart, and it’s my least favorite thing about it.
(edited by LFk.1408)