Now that I have your attention…
I’m not trying to troll anyone; this is an honest and sincere question intended to reflect critically on the nature of the Manifesto that everyone keeps quoting. I’ve been keeping up with the debate for a few days now, and despite my mixed feelings on this subject, I’m trying to make sense of what seems to be a powerful split in the community.
Nearly every argument that criticizes the recent Lost Shores patch and the addition of Ascended armor cites the GW2 Manifesto—the document which outlines ANet’s vision with the game, and articulates the underlying design philosophy. The addition of a new tier of gear, critics argue, and the introduction of a “gating” mechanic (Infusion) violates a basic premise of the Manifesto—that the rarity of a gear should not be defined by stats but by appearance, and you shouldn’t need to grind away at gear in order to have fun in a dungeon.
I’m not here to argue the small details: the 8% stat difference, the availability of Ascended in WvWvW, the readily available Infusions. I’d like to submit to you a question about the bigger picture, which is:
What if the Manifesto is wrong? What if some of the principles expressed in the Manifesto may seem attractive in rhetoric, but are realistically impractical?
Consider the following points:
1. A Manifesto Is Not A Binding Contract
By definition, a Manifesto is an expression of beliefs. It is a document that collates and expresses the philosophy that motivates a particular group to do what it does. In this case, ANet’s Manifesto is an expression of ANet’s highest ideal, of what they think the ideal MMO should feel like and should play like. You don’t see any specifics in a Manifesto; you just see ideologies. There are no quarterly design plans. There are no projections of future projects. In short, a Manifesto is wishful thinking. It’s an ideal pursued by the design company, but sometimes pragmatism requires compromising ideology and finding a middle ground.
If ANet did go back on one aspect of their Manifesto, presumably they did so consciously. Presumably it was a calculated risk. It’s possible that, ideally, rare gear would be defined by rare skins, rather than better stats. However, in practice, reality may have proved that rare skins just aren’t a fun enough incentive to run dungeons, and players do need some kind of tangible motivator, some actual upgrade to chase. Which leads me to my next point.
2. An MMO Is (probably) Defined By Gear Progression
Actually, Action-RPGs are defined by gear progression as well, so it’s probably safer to say that MMORPGs are defined by having large, vibrant worlds that support big populations, which create incentives for play by offering gear progression.
It’s true that ANet’s design Manifesto claimed otherwise—that gear progression was a backward and un-fun gameplay model, and players should be encouraged to play the game for something other than an abstract, impossible-to-reach carrot that was constantly out of reach. ANet wanted to create the first true post-WoW MMORPG by breaking out of vertical gear progression. And maybe the problem is that it failed.
Bear with me for a second. It may be hard to swallow, and it may be difficult to accept, but what if, just maybe, gear progression is an inevitable reality of a successful MMO? Is it not possible that, if we hate gear progression, we should probably not be playing MMORPGs, in the same way that if we hate loot pinatas, we should probably not be playing Diablo? I want to submit to you the possibility that gear progression is just a fact of MMORPGs, inescapable and inherent to the genre.
I’m not saying this to discourage you, but to just be brutally honest about the whole thing. Every MMORPG has loot progression. All of them. They all create incentive by allowing your character to get better and better, and stronger and stronger, over time. MMORPGs are a carrot on a stick that you chase down a road constantly being paved by the designers. They just are. Until someone comes up with a way to totally undermine that basic principle, this is the definition of the MMORPG. And if you don’t like gear progression, then it may very well be that MMORPGs are not the right genre for you.