My arguments over Guild Wars 2 as a competitive game
It is evident that solely PvP based games draw in more sponsors and fans than any combination of mixed PvE/PvP game. If you look at the biggest games in the market right now, Starcraft 2 draws hundred of thousands of views and players for the exact same game format. the MOBA format is also another prime example. If you were to examine any successful game, they would share common traits.
Fun/Replayability
The keyword is interesting. Guild Wars 2’s conquest for example does not capture this basic idea. According to Arena Net, capture points were a way to drive interaction between players; yet the idea behind points is flawed. By creating the objective of holding a point, it has created a dynamic which they encountered in their previous game’s Hall of Heroes. For whatever reason the game has been decided, whether intentional or not, to promote the use of holding/surviving classes as opposed to a balanced character. This is a fine idea when implemented in other forms/games. The problem with Guild Wars 2 is that there is no drawback for creating a bunker build; there must be a negative value to being more and more defensive. For example, In Starcraft 2, if one is to turtle(play very defensive), they give up map control which is paramount to controlling the flow of battle. it allows the opponent to set up new bases as well as create superior army positioning which results in winning the game. GW2 on the other hand, has points which only promote keeping them captured; if nobody is contesting the point you will be gaining more points. If two people are contesting the point, but you cannot die, you will be gaining more points as well. If they have the point, there are ways to neutralize the point as a bunker via knockbacks and fear. But nowhere in being a bunker is there any drawback. They provide a load of support and CAN do damage (although not all the time). This is a fundamental flaw in the game format, not the game design itself. There must be tradeoffs in the game format itself in order for there to be variation between builds/playstyles.
Playstyles and Adaptation
Another key aspect of creating a successful PvP game is the ability to create dynamic playstyles that border both spectrums of completely aggressive to completely defensive to everything in between. Now, while both extremas are viable, they cannot be viable 100% of the time. Because skewing a playstyle so drastically in one direction SHOULD sacrifice other aspects of your gameplay (HP, Money, Energy, Armor, Damage, etc…), these should only be viable as a part of a larger strategy within multiple games/series between teams/players. Times in which you can catch your opponent off guard. Strategies must have an inherent risk if you are to skew towards the extremes.
This is partially what creates the excitement in PvP games; the lack of knowledge in what your opponent is going to do, but more so the adaptation to every style. Any highly competitive head to head sport can verify this; martial arts is a prime example. Both players have no idea who their opponent is as they enter a ring to compete with each other. They could be extremely aggressive, extremely passive, or anywhere inbetween. It is the ability to overcome every style of fighter that is the thrill. How you can manipulate the fight in order to make it beneficial for yourself, controlling the tempo of a match and so on. The same principles can be applied into competitive PvP.
While the Guild Wars 2 system does promote adaptation, the game format is not inherently promoting of all playstyles. Furthermore, analyzing capture points can show that it is more beneficial to play towards the extremes rather than towards a balance. Glass cannons have the ability to capture points faster by killing opponents faster, which in turn allows the bunker builds to defend it all day. This is opposed to a balanced build going up against a bunker, which he will never kill 1v1 (or 2v1 depending on the 2nd character with him). Just the same, a glass cannon may or may not be able to kill the balanced player (depending on class/utility vs glass cannon class). When/if they are able to, they die extremely fast due to not specializing in any field. Even if the matchup ended up being 2v1 (2 balanced vs 1 bunker) where the bunker eventually dies, it would hold out long enough to create an advantage. Also, the two balanced characters do not have the ability to hold out in order to gain that advantage back.