Over the years of Guild Wars 2’s development, one question was asked above all others by excited fans: when is the game being released? And Arenanet always gave the same answer: When it’s done. It was a good answer, and one that gave many people, including myself, a lot of hope for the final product. We’d seen other MMOs rush out the door and fail horribly as a result; here at last there seemed to be a developer who understood that gamers wanted a complete, polished game at launch.
Arenanet themselves recognised this, as evidenced by comments such as this in an interview: "So many MMOs – and games in general, but MMOs in particular – have come out half-baked, they aren’t quite there yet, and the way the market is now you really don’t have the opportunity to grow.
“It’s not like seven years ago where you could come out, and if you stumble out of the gate and then make it grow and develop and say, ‘Oh, people like this content’ and slowly build your audience this way.”
Having played a character all the way through to 80, having completed the world 100%, done almost all of my personal story and ventured into most of the dungeons in the game, I have to ask: Whatever happened to “When it’s done”?
Quite simply, the game feels like it was rushed out the door. The further you progress through it, the more this feels evident. The early zones and early story feel excellent; there’s a good mix of mobs and events, and your personal story really draws you in. Even the voice acting and dialogue feel good. Perhaps it’s no co-incidence that only the early zones and story were opened up for large scale beta testing; they’re by far the most polished.
Past level 30 things start to get worse. Your story now heads down one of three paths, and your previous experiences are all but ignored. Zones start to exhibit more and more bugged events and skill challenges; I don’t believe I completed a single event in Gendarian Hills when I 100%ed it.
At level 50 comes in imfamous Claw Island mission, where everyone’s personal story stops being personal and becomes virtually identical. This more than anything else feels like Arenanet panicing at running out of time and simply deciding to homogenize all personal stories so that they wouldn’t have to spend time recording and coding personalised missions depending on your character choices. The quality of the story dives dramatically, details of which have been discussed to death already, but coupled with truly appaling voice acting this begins to look more and more like a rushed job.
Finally we reach the end zones, where bugged events are the order of the day, you’re forced to fight just one type of enemy ad nauseum, leading to combat fatigue after mere hours, the events feel lifeless and unimportant and the personal story becomes a tiresome drag of listening to Trehearne’s wooden and uninspiring dialogue whilst your character plays no significant role whatsoever, and every remotely interesting character gets killed off. Even the Dragon events, supposed to be the biggest of the biggest meta events on offer, are either trivially easy (Shatterer, Tequatl) or somewhat challenging but impossible to fail (Jormag). They function as loot pinatas and have absolutely zero effect on the zones they spawn in, and are on regular timers at that.
So I really once more must ask Arenanet: Whatever happened to “When it’s done”?