I…. have played so many games, man. In MMO’s alone, I went from Ultima Online, to Asheron’s Call, Dark Ages, the OTHER Dark Ages, 10six, Mechwarrior’s online thing, WoW, RIFTS, Final Fantasy, tried Everquest 2, a bunch of Sci-Fi MMO’s including both Star Wars Incarnations, City of Heroes, Mud’s and so on.
I think my MMO beginnings in Ultima Online and Asheron’s call are the biggest indicators out of the bunch of what I really want in a game – I got into those games to explore a big open community that was able to do some great things. In Ultima Online, the focus was just in becoming another role and going on whatever adventures you wanted, though the lack of restrictions led to a lot of terrible people ruining the community (by actually murdering everyone all the time), until they “fixed” that. In Asheron’s call, it was mostly about exploration, discovery, and events, which eliminated the “ingame societal” aspects of Ultima, for better or worse, but it had this huge game world to explore, spells that you could discover on your own (sort of like the crafting system in GW2), and it tried to hold onto some societal intricacies with an expansively large guild system.
I think Guild Wars 2 has been the only game I’ve played in recent memory to even try and recapture the feel of what MMO’s were originally like – I think I’ve been looking for that for a long time. Back when the internet was revolutionary to gaming, there was no sterile, homogenized formula to follow – Gaming companies didn’t even really have any idea of the golden rule of making online games; “If players can get away with something, they will do so.” There was just this idea – “Wouldn’t it be amazing if you could interact with a community of folks as a wizard/sword-mongering barbarian/whatever you want – and be an integral part of that fantasy?”
For the most part, these games throw away anything “integral” about ingame player input at all. Sure, you’re still a warrior or a wizard, but its a stolen, hollowed-out concept bereft of anything that makes that a cool thing. You’re usually just a tide of people spamming to death an unnecessarily large enemy with a giant pool of hitpoints, and adventure beyond that is pretty few and far between.
Guild Wars 2 puts some of the community and all of the exploration back into the game, for me. I compare it to Asheron’s Call, and that was one of my favorite games. Its pretty great to have an expansive universe to be a part of, a personal story, creative PVP combat, and a sense of “What am I going to do in this game today?” that doesn’t bring to mind four mini-game-like options (Like Capture The Flag, or Dungeon Runs, or A to B to C questing, or whatever other limited activity). I like that goals in this game can be long term or short term, and its very sandbox and self-motivated, for the most part. While I’m wary of some of the new additions, I don’t really feel like ascended gear threatens this concept so absolutely as some other folks, but I think it would be pretty terrible to be “locked” into the mini-game of dungeon-running like some theories have suggested might be on the horizon.
If I could really have anything at all added to Guild Wars 2, I’d just love to see something like player-run cities with their own diplomacy. I’ve seen this happen in some other games, and while it is complex, it seems the simplest way to reach back toward that sandbox concept of a fantasy “community” that was the inspiration for many of the first MMO’s. I think it would be fantastic if the later-story factions, like the Order of Whispers, could somehow be given over to player management in some compelling-but-not unbalancing way.
But I think GW2 is a great game that single-handedly puts something back into the industry that it had lost.