You guys are either Trolls or completely ignorant…
The link I provided is an Announcement of World Tournament 2014.
There seems to be Prize money for the winning Team.This means that GW2 is finally E-Sport now… Unless I’m mistaken prove me wrong otherwise cause how I see it, E-Sport is when players win prize money in PvP tournaments as a team and people come to watch or participate.
Also GW2’s PvP takes lots of skills and strategy so it’s appropriate for E-sport genre.
This is why I support it becoming E-Sport… We need games with combat like this.
Because you seem to be honest with your post, let me give a serious answer.
First, the bolded part is a problem right there. Not many people watch the streams because thre’s not much fun in doing it. This is for several reasons:
A lesser one is that the conquest game mode does not makes for many great plays. It revolves around bunkering points instead of pushing tactics. The audience greatly prefers more offensive-driven games. The scoring system has a passive feel to it. Turnbacks take a slow time and are unexciting. Generally, they come of too late. And frequently enough, tight matches are decided by whichever team is the luckiest by scoring that 1 extra point first. Which can be very accidental.
But a bigger reason is that GW2’s game design disregards visual or tactical clarity. Between the huge amount of particle effects, invisible procs, pets, skill spamming and lack of telegraphed attacks, you can’t understand anything of what is happening on the screen, even as a player, much less as a viewer. Traits sacrifice clarity and skillful playing for the sake of customisation, to make up for the very restricting skill system. Pets passive AI is mathematically too impactful and too frequent, and traits incentivate builds to bring as many pets as possible. The lack of skill weight, generally as a direct consequence of no resource/ energy system, makes skill spamming highly effective, which in turn overloads the UI with condition and boon icons, and the screen with particle effects. Traits also contribute to UI overload. No energy also leads anet’s devs to place more emphasis on skill cooldowns, which in turn demands more skill quantity to the combat system (else, you’d be auto-attacking all the time when waiting for the cooldowns to go off). On top of this, most weapon sets lack any build-up and momentum or decisive telegraphed attacks. There are many situations where skills within a weapon are all “equally useful” and equally fast, with no build-up or climax. Bad for the stream viewer, bad for competitive counter-playing tactics.
In addition to that, GW2’s pvp infrastructure is poor – no, it barely exists. There’s no incentive for competitive growth. Hotjoin is a failure at teaching players good pvp habbits or giving them a stress-free environment for casual play/ learning experience/ non-competitive matches. Solo and team queues have crude systems for fair matchmaking. Leaderboards are broken, hard to measure and relegated to outside of the game. The reward system feels a bit crude and incomplete.
For GW2 to be “esports”, it needs more game mode diversity, it needs an effective match infrastructure, and it needs core gameplay concepts to be reshaped for the sake of more active playing, counter-playing, tactical clarity and UI/ visual clarity.
(edited by DiogoSilva.7089)