“We don’t make grindy games” – said someone. What we see in reality ? The entire game, in fact, is a solid wall of grind . The local grind has 3 directions .
1) – standard grind, in order to accumulate something. Suppose you want to make a legendary weapon . You’ll need a few weeks to grind resources , then money , then karma, and so on. No options.
2) – grind of gold. Suppose you want to buy a suit or pets in the store. For that you need phenomenal amount of money. You go for weeks to grind resources, dungeon champions. Inhuman (and growing) prices for gems stimulates you to spend real money (which is allready easier to make in reality than in game =P (do you think this is normal?)).
3) – grind of achievements. Everything is clear and nothing to tell about it. Comes another patch. Comes another pack of achievements.
All in-game grind united by one fact – its uselessness. The basic idea is very clear – do grind not necessary, then the players who aspiring for nothing special will not feel offended. And wrong aboit it is –
deprived were those who exactly apsiring. People who are eager to spend more time in the game and collect gaming features, get as reward complete nonsense, which seems useless even to fans of such kind of game features.
Achievement points not impressive for anyon (as they all earned by simple accumulation of something but not by achieving the goals (stupid “get-x9999999-like” grind) and become completely useless after ~11k. So much of decorative skins that there is simply not enough characters and set tipes to apply it (take my word, I dressed 18 characters =P). About miniatures I’ll better keep quiet. More useless and unnecessary pets I have not seen anywhere at all.
Grind should(!) be well motivated. It is a quality grind keeps players in MMO. In fact mmo is a week of story, month of fun and year of grind. In GW motivation is virtually nonexistent. Here developers extremely mistaken. You can not pull out the game on one only innovative combat system. It become commonplace in a couple of months. Most promised things that dev-s advertised somehow neglected in the shadow. Like hears and explorations system instead quests, personal story (that rly made ??a noise) not developing at all. And so on. Now not about it.
I think it’s time for dev-s to think about the global system of unlocks. Something like the truth we see now in the rewards for achievements. I think all game skins and decorative thingss should work on this system. When you do not get a one single reward on whole account but unlock it for all your characters, so use at any time. Just so for minis. Need a special tab in the character panel(!) and not in the bank, which would be shared to all. The same theme with gathering tools too, etc. It’s creates a sense that you are improving your account. Otherwise, progress stops as soon as you collect all that you are comfortable in appearance and finish exploration achiev. Together with a sense of progress leaves interest to the game.
And, it’s time to think about PvE characters improving the system too, like the WvW ranks. Where skill points will involved. Level of fractals, which gives you access to exactly the same fractals but more difficult – it is not enough.
Also, I fervently believe that in the game should not be a temporary rewards. Everything should be available at all times. For example, instead of removing decorative gathering tools and minis from the game, just to sell them more much expensive after the completion of sales.
So.. fun is fun, but need to think about motivation, anyway.