Or Making An E-sport, I couldn’t quite decide wich title.
Hello all, I’d like to talk about GW2 as an e-sport, and how I believe it falls short at maintaining a competitive scene.
I think most will agree with me that the games spvp is is somewhat underpopulated, wich is a shame as, and I’m sure you’ve heard this before, this game has , in my opinion, the potential to make an amazing pvp scene.
So let’s talk about where this game might have gone wrong and what could be done to realize this potential. The spvp may have launched in a state that can not be called ready, but it is far from a lost cause.
I will try to avoid touching the subject of game balance. This will probably not be a popular assessement but while balance is important to the competitive scene, I do believe a game mustn’t be emaculately balanced to be an e-sport. I
will try to stick to other design issues I believe is holding this games spvp back.
First a little about me: I’m no pro player; in fact I’m quite the newb when it comes to spvp, although this may in turn give me insight a pro player may not have in what ails spvp. I’m no authority on how to make a competitive game succesful at all but I have definatly been around and played my fair share of competitive games and I like to think I know a thing or two about game design. Maybe my insights I’m about to give are invaluable, or maybe I’ll just be speaking common sense. In case of the latter it never hurts to be reminded of the obvious from time to time.
I hope this topic will spark some discussion on how to improve upon the spvp side of this game, and maybe get some of those ideas to the devs.
Lastly I’m not a native english speaker nor a writer, so don’t expect top notch literature.
So let us begin. Beginning at the first problem a prospective spvp may encounter
The entry barrier
The entry barrier is the collection of reasons a player that may want to play spvp, that keep him from doing so.
There’s a multitude of reasons as I see it, many who stem from the fact that pve is the first thing new players come into contact with. Now don’t get me wrong, a seperate pve part to a game with a competitive scene can be a boon, but it can just as well be a curse.
The benefit of pve in conjuction with competitive pvp is that pve can serve as a giant tutorial into the games combat. Soften the entry barrier by having players learn to play vs computer controlled opponents instead of throwing them to straight into full on pvp they may not be ready for yet. In fact I have seen a game or two that did not have any pve at all add some for exactly this reason . Look at LoL for example, there is a reason they have added a player vs AI mode, it allows for new players to learn the game at a speed they are comfortable with.
Now then why does GW2 fail at this concept, there is a substantial pve part, a predominant one might be argued, after all. The problem is that combat in pve is so immensly different from playing against another player,
it does little to prepare the player for actual pvp encounters. No player will only attack every five seconds or stand still whilst attacking, not even care about boons and condition on himself or the opponent and not heal at all.
Yet this is what we see in pve, an AI that appears to be designed with traditional mmorpg combat in mind in a combat system that is wholy different. A good combat system ofcourse, but one that boils down to kiting monsters as best you can whilst spamming damaging attacks. I think this is not only a problem for pvp but for the pve itself, wich after learning the basics becomes rather shallow (the reason people complain about the lack of trinity if you ask me). Just as damaging to the pvp however, since beyond learning how skills work (and this the game does well with the unlocking) and gradualy learning about traits as you unlock them, the pve teaches next to nothing on how to compete in pvp.
This is a real problem and me personally I haven’t the faintest clue how to solve it. It stems from the core design in the games pve wich cannot be changed at this point in the games life, at least not without a complete overhaul of the pve combat AI to more resemble how a player may fight. Sadly the only way to keep making pve engaging (really not a concern for this discussion, but I would like to add regardless) is to add boss mechanics to make up for lacking combat mechanics. And then to soften the entry barrier, something that can be achieved by having a superb matchmaking that ensures brand new pvp players are put against similarly experienced players, not ideal but feasable.
(edited by Jelle.2807)