OK, the truth is I sometimes feel good, sometimes not so good about GW2. I’ve been reading the opinions on both sides and sympathise with a lot from both the ‘haters’ and the ‘fanboys’. But let me be clear about where I think the real negativity comes from:
It’s not that nothing about GW2 is enjoyable or worthwhile. It’s that it’s so easy to imagine massive potential improvements.
By that, I mean this kind of thing:
1) The crafting system. Just look at all the work that’s gone into it, all the potential for something deep and arresting. Look at what they were aiming at with the recipes. It’s easy to see how this could have worked out.
How it could have been
You pick a crafting profession. You spend ages testing different combinations, making odd, junky weapons, learning what things work well together, gradually getting better. Eventually, you know how to produce a variety of weapons with high stats and special effects. Players come to you to buy these weapons because they need them for specific instances, eg. a dungeon has fast critters in it, and you’ve created a bow that sacrifices power for a mean slow-down ability. You make lots of money selling this bow, which only you and other people who’ve picked that profession can create, and which took creativity and hard work to make.
How it is
You work out the ‘system’ with recipes after about a minute: two parts of a weapon plus one inscription. The rest is a grind. Everything you produce along the way is worthless, to be immediately sold to a vendor. No one wants it. The different effects are negligible. It’s all just to get to the stage of crafting your legendary.
2) Combat.
How it could have been
You have an array of weapons, spells and abilities. Different enemies require different tactics. Some you figure out quickly; others take a while. Bosses require you to specifically combine your abilities with someone else’s for particular special effects. By observing an enemy camp before attacking, you can plan a strategy to take them all out, but charging in recklessly will get you killed. Powerful weapons mean you can take out some enemies in a single, satisfying hit but only if you put the work in to position yourself, wear them down and create an opening.
How it is
You have an array of weapons, spells and abilities, but the effects they produce are short-lived, with little impact and make no discernible difference to the outcome of a battle. If enemies are difficult, it’s purely because (1) they have obscene amounts of health and wear your down, (2) they have moves that kill you in one hit, or (3) ten of their friends spawn out of nowhere right next to you, destroying all of the gameplay potential of planning a strategy or approach. Yes, you can have an elementalist lay down a firewall and a ranger fire arrows through it, but to what end? Fire, lightning, metal – all it ever does is chip away at a floating health bar or cause a five-second ‘condition’ whose effects you barely notice.
I could go on … but instead, I’ll just make this point: I don’t believe much of what we might have asked for would have required more work, just different work. I would have happily accepted a slightly smaller world, a smaller number of effects, abilities, cut scenes, heart quests – even less professions and crafts – in exchange for added depth and potential in the systems we do have.