Designing challenge content, and keeping it fun, is a difficult task to get right. Below are some things I think make challenges feel fun or not so fun:
Boring Mechanics:
– Massive health pools (damage sponge) offer nothing other than artificially drawing out the fight. I think giving a boss the ability to block, heal, evade, etc. is a much more entertaining way to prolong the fight, especially if there is a way to disable it temporarily. A high health pool may indicate something is epic, but this kind of epic is rarely fun to fight against, unless you add a lot of fun things to do during the fight while you whittle that health down.
– Mechanics that simplify your character’s capabilities (breakbar). The breakbar turns your chills, fears, taunts, immobs, stuns, dazes, etc, into the same thing, a way to reduce the breakbar. There are 3 stages to the breakbar, and in each stage the mob is immune to control effects. While some encounters have interesting effects attached to those breackbars, the fact your capabilities have been simplified can reduce the amount of fun had in my opinion, as it is taking away our ability to control the mob in a more precise way.
Frustrating Mechanics:
– One hit kill skills (in particular ones that are hard to see or predict). I don’t mind wipe capable skills, providing the players have a half decent chance to deal with it. Thankfully, most encounters in GW2 do offer you a chance to stop or avoid these one hit skills.
– Bad camera angles or visual noise as part of the challenge. It is frustrating enough when these things get in the way of gameplay, but when developers use those difficulties as an actual part of the challenge it just causes even more frustrations, and is an incredibly bad way to design content in my opinion. I don’t think the visual noise was intended to be part of the challenge in GW2, but I have seen instances (in other games) where bad camera angles or poor visibility from skill effects are used as part of the challenge, so I hope Anet does not use this tactic as well. If it is poor visibility from environment effects, such as bad weather or fog, that is fine, but poor visibility from your normal skills effects is not ok. No one likes that.
Fun Mechanics:
– Positioning and direction (of the boss and/or player’s) being a key component of success. It is a lot of fun when you need to lure mobs into position or get them facing a certain direction, or when you can keep them in position with a tankier player, or when players need to be in or out of certain areas. It gives us something else to think about beyond the combat and gives us something else to coordinate over beyond combo fields and finishers.
– AI with a large variety of skills, so it can react better to player actions and give the players more things to watch out for and deal with. The most enjoyable (non champ/legendary) mobs to fight in GW2, for me, are the practice NPC’s in the PvP lobby, because they have the same skills and traits set up as a full profession. They are thefore able to react a bit better than most mobs, because they have more tools at their disposal, and can through more things at you to deal with. If they made more mobs like that in game it would be a hell of a lot more entertaining. I understand that this is a difficult thing to do, I suspect it would put a lot more strain on the servers to achieve this, but I think it would be good to do for a select few mobs, such as champs and legendary bosses.
– Encounters where you don’t just fight the boss. Things like secondary objectives can add a lot of fun, but this depends on how fun these objectives are. This can often be linked with positioning, such as having to activate pressure plates at key moments. But it can also be things like keeping adds away from turrets, or collecting eggs and delivering them to NPC’s, while fighting mobs trying to stop you.
I think Anet has tried to add a lot of the fun things in GW2’s challenging content, but they have, inadvertantly or otherwise, also added some bad mechanics into the content. It really is no surprise though. GW2 is a big game, that needs to cater to a large player base, so they are bound to need to cut some corners here and there. So long as we have enough content that is challenging AND fun, I can forgive the odd bit of poor design.
So, has Anet found that balance? Well, I don’t do that much challenging group content, but from the small amount I have done my personal view is that they haven’t quite got that balance right yet. But on a positive note, it is clear to me that they are trying to improve things. Before the Living Story content we didn’t have anything like the Vinewrath and Triple Trouble. When they added the Marionette I thought ‘This is it! They have found the right path’. And while the first few (permanent) challenging content additions weren’t as fun as the Marrionette, they have gradually added more stuff that many find fun to play. So I have some hope for the future.