Edit: Be warned, long post, good points, worth reading. Leave a comment below so we can get a discussion going.
Retired player here, regaining some interest back into this game. 200 or so hours in beta (literally, every minute of beta), 900 hours after launch. Really tired, didn’t sleep last night, but I feel an insightful rant coming on that should interest a good number of you (if you can make it passed the first part).
I’m just going to talk about what this game really is, and what it can be.
Simply put, it is every themepark MMO you’ve ever played except probably better in most ways, without a lot of the annoying stuff and with a bunch of things you’ve craved for a long time.
This is important to recognize, because there are essentially two types of MMO content. Sandbox and Themepark. Sandbox is where players generally create their own fun or control the game themselves, themepark is where the player enjoys content made by the developer.
Each type of MMO will probably have aspects of both. PvP is almost entirely sandbox in every game. PvE is mostly themepark in MMOs.
The point is, Guild Wars 2 is a game just like most other MMOs. Meaning, it’s going to function in the same way long-term.
In every themepark MMO you’ve played, it’s gone like this:
1.) Level through PvE doing a couple dungeons or instanced content as you level in zones with quests.
2.) Get to maximum level and gear up to the minimum
3.) Choose either instanced PvP, open world/large scale PvP, or raids/dungeons where your gear will usually get better, or you’ll get cosmetics.
Same thing with WoW. Same thing with Guild Wars 2. Etc.
The point is, the future of any themepark MMO resides on your sandbox PvP run by the players, and the themepark PvE continually created by developers.
This is why you see ArenaNet creating Fractals and then the Living World. Fractals creates long-term content that people are still doing, that rewards you with cosmetics and better gear (sound like any other MMOs you’ve played)? Living World applies a concept of continuous content to keep players interested until the next update, and so on. However, Fractals is more toward the hardcore and Living Story toward casual.
In the future you WILL see both in balance.
The bottom line is that Guild Wars 2 DOES have endgame. Just like any other MMO. And like any other MMO, you’ll see the endgame controlled by PvP and content the developers regularly push out.
ArenaNet could do what most themepark MMOs do, but there’s so much potential that would be wasted. There’s half the game ArenaNet is ignoring that they have spent a large amount of effort to turn into endgame later: all of the open world and dynamic events. Their big thing pre-release was that this WAS the endgame. However, they haven’t supported this to pump out a huge variety of events.
I’m not sure if many of you were there, but during the beta weekends ArenaNet shocked everyone with 2 particular events…
1.) Invasion of Plains of Ashford
Literally, the Shatterer flew in, corrupted half the players into minions of Kralkatorrik, and an epic battle ensued with monsters all of the place, giant demonic crystals, Eir and Rytlock, and manhunts for the last of the player survivors.
2.) The Hunger Games
The next weekend, we had The Hunger Games, gw2 style. 4 teams, 8 abilities, your health dropped over time and you had to scavenge for food and ammo, and abilities. Pretty intense.
These kinds of things are what they’re capable of doing with the open world. If ArenaNet focused on the zones themselves since release, we could be seeing huge variations of events in every zone,
In the future, why not focus the Living Story team onto new event chains in a specific zone? Say “This month, we’ve focused on X zone” and everyone will flock there to discover the new events.
Better yet, add new BRANCHES to old events. Make large variations on ones we used to know well. Etc.
I would play that for sure. 1-80 was the best time I’ve had in this game minus some memorable WvW or dungeon moments.
An even better idea: we’ve got all these Elder Dragons. Why not make their minions invade certain zones and require players to push them out? Utilize the dynamic event technology and make push/pull for control of the zones?
Look at the first zone in Orr. Apply that to meta events all across Tyria. You can do this in Harathi Hinterlands with the Centaurs, or Fireheart Rise with the Flame Legion.
What do you guys think?
This is something that plays to the strengths of the game, can interest all types of players, and gives something most games can’t come close to.
Rampage Wilson – Charr Engineer
Sea of Sorrows
(edited by Alarox.4590)