Imagine an airsoft establishment which announces plans to expand its facility regularly with cool new stuff for its patrons. A million dollars and a massive time investment from the owners yields not new fields and layouts which might facilitate new game modes or larger games, nor an expanded armory with special equipment to change the dynamic of their existing games, but a single room. And every week, the most expensive ex-special forces trainer available comes by to give a new 10 minute sit-down recital of a mission he once partook in.
The patrons didn’t come to the establishment to listen to this guy discuss past glories. They came to play airsoft. They can’t help but imagine what it might be like if this guy would play games with them while telling the stories, or if the investment had instead been directed towards the expanded play facilities mentioned previously. So, they see that their admission fees aren’t being used to meaningfully maintain and expand the facility, and decide to attend a competing establishment which is constructing those very improvements on a regular basis.
This establishment sounds like an isolated Bizarro-ville, with owners completely detached from the realities of their business and their competition. And yet a similar mindset has existed at ArenaNet since before GW2’s release. They have made a game for which their express priority in ongoing to development is to not expand it with compelling gameplay on a regular basis. New gameplay is a rarity, and in interview after interview, ArenaNet continues to support that development philosophy as some evolutionary innovation in the industry, when all evidence supports the contrary.
For the vast majority of the video game industry, new gameplay is a common thread that connects all downloadable content updates and expansion sets of all kinds. With each new update, additional facets of gameplay are added, explored, fleshed-out, and given to players to keep the game fresh and exciting, and to add value for newer players as the game expands. Iteration on existing mechanics, or simply adding more game, is never a bad thing; even when mistakes are made, improvements result over the long term.
But Guild Wars 2 exists in a vacuum where story takes overwhelming priority over gameplay. Its developer, rightfully inspired by the likes of tabletop RPG’s, have arbitrarily decreed its characters and stories to be the most valuable form of “content,” and missed the fine print that states that a DM has to continually create a massive world full of interesting places and fun encounters in order to keep his players engaged, regardless of the static nature of the game mechanics. Alas, they haven’t made a tabletop RPG. They’ve made an MMORPG. A video game genre which, more so than any tabletop campaign, lives and dies on its ability to provide players with exciting things to do.
And yet here we stand, over a year and a half later, with little by way of additional engaging gameplay. Living World has turn out like a collection of very short stories tied together into a small novella. The Season 1 novella was simply burned chapter-by-chapter with a “Too bad, we’re being innovative” excuse. The Season 2 novella is shaping up to be its own waste of time, a collection of story beats with deplorably half-baked mechanics thrown in which will have eaten up development time that could’ve been spent on a massive collection of zones and dungeons and fixes to WvW complemented by appropriate story beats. Time that could’ve been spent on enormous amounts of gameplay. An expansion. (An obscenity, I know.)
Every interview ArenaNet partakes in concerning the Living World development pipeline makes them seem like they’re constantly on the verge of exploding. It’s as if artists and writers and designers don’t have enough time to flesh out their ideas with any true depth before they cycle on to a future update. They’ve constructed a production line in a creative business, the dangers of which I should not have to elaborate on.
Fact is, improvement in voice actors aside, the otherwise decent story Season 2 is telling would work far better as the aforementioned novella or as a series of released short stories, with playable content tying into these characters and places tangentially as a pacing element for new, exciting gameplay and tons of awesome content (like a potential HOST of new Maguuma zones). But our “new” gameplay is instead Zephyrite crystals, we have one new zone, and our time every couple of weeks is spent clicking through too-simple dialogs and engaging mediocre mechanics. That party in Divinity’s Reach would’ve made for a fun read, but instead it made for a tedious slog.
There’s a reason GW1’s expansion structure was so successful. There’s also a reason your community insists on new Super Adventure Box content. It’s because they were meaningful, engaging, fun gameplay. Do not underestimate the value of those lessons.
(edited by Nerve.9581)