Spencer Petersen said:
I'm going to play devils advocate here to try and juice some more discussion.
I'll play along.
First off, viewing instanced zones as a pitfall to the game is conformed MMO thinking. (much like the people I referenced before about not liking the number 20 as a level cap. I will actually go ahead and touch that later.) As for instanced zones making the game world feel "lonely" actually says more about the player than the game. Ironically, the answer to this is to be more social. Find a sociable guild is the best answer. Although, you could also be more social in town, play with friends, or make friends in town. All three of the latter will usually result in you also finding a good sociable guild.
TIP: In guild wars (read any MMO) if you find yourself in a guild that doesn't speak to you or doesn't speak at all, leave the guild and find a new one.
Additionally, I can see why it may feel more lonely as I too in many games have met some cool people while we were both hunting in the same area. Although, on most occassions where I meet people, they often proceed to tell me how I am playing a game/class wrong or something and seem oblivious to how much of a douche they are being and I never hear from them again. Note that this is about 90% of these encounters. But here is the thing, Guild Wars did away with grind really in their first game. Guild Wars 1 is without grind really unless you count farming for items of the day as "grinding" even though it is actually "farming". (Collecting 15/25 of a common drop doesn't constitute as farming to me.)
See, without actual grind you wouldn't have these encounters you have in other games even if guild wars was not instanced. Because even farming (closest thing to grind in the game) makes you run all over the place and not be in 1 area for too long. It is actually a pain to farm and try to type in guild chat. This is why quite a few of us just use mics.
The problem I have with origin stories is, while you are a bit more individualized, it also sets you up in the wrong mindset. A coop RPG or MMO should be about teamwork and when you are going through your story as the main character it starts to turn the less savory people into, for lack of a better term, gibbering twat-donkeys. When you are the main character, all your allies becomes your sidekicks. People get the idea that the game is all about them, and they act accordingly. Also, while this sounds great on paper, you have to take into account the human effect. Anything that humans get involved in usually devolves into slapstick. (Take the games "trying" to be most serious Halo and COD, and they usually turn into joke reels and machinima on the internet). If a game tries too hard to be serious then that itself becomes the joke. Also, with characters who you save coming back, because they aren't going to be there for everyone the impact they bring really cant be that huge or else it will get unfair really fast.
On this point I first want to say that less savory people are twat-donkeys without the need of a personalized story. It isn't able to be proved that this causes this because few games have tried it out. Secondly, the impact of saving charactors is probably more for story purposes which is more for the people that enjoy this type of thing more than giving you an edge over those who didn't. Lastly, I simply just disagree. No counter points, I just don't see this as a valid encompassing view of the big picture.
Dynamic events have been tried before in an MMO, and it tanked (see: Tabula Rasa). The problem originated due to the annoyance factor it caused. If you have to keep cleaning up invading centaurs or giant worms then it basically becomes a chore you have to do to keep your setup the way it is. MMO's are timeless because a hero's life in an MMO would be very boring day-to-day. Also, if these events aren't instanced then the example you gave really doesn't work. If 99.9999% of the players watch the town burn, but one person saves it, then that town is saved, regardless of the others choices. If saving the town is a group effort, then it will become an exercise in herding cats. The only other way it could work is if you have the choice to attack or defend, which comes across as just a faction choice and pvp arena. If these choices are instanced then really again its just a single player RPG experience (but with coop capabilities).
I will not sit here and say that this idea couldn't fail or even have flaws. However, the current system has flaws in the sense that it has boring, redundant gameplay. I haven't got to play Tabula Rasa or Warhammer Online that supposedly does these as well. I don't know much about how they were executed in either game. But this is an idea that has only been tried a few times and I am sure Arenanet is aware of the times it has been done and they took their own view as to what would make it work the best they could. I hope they get it right personally, but I am aware of how this may not work. I will wait and see before saying it is impossible because it has failed a couple times.
If you can choose how you look at the get go then really there isn't as much incentive to get that new armor. It just seemed that maybe a better option would be to have the armors in the game fit together in a non-clashing style. And although everyone can have their own look, there are definitely going to be some common trends... Also, with the shared experience option wouldn't that allow someone to just follow you all night shooting an arrow into everything you hit just to leech xp? You may not lose anything but you would probably feel ripped off in that situation, especially if it proves the most effective way of leveling at lower levels.
No incentive to get the new armor? Having a better armor rating isn't incentive? I am not going to wear crap armor that looks cool over good armor that makes me look like a flamboyant douchebag if those are my only 2 options. I will choose to look like a flamboyant douchebag as I pwn everyone and make it that much more fun.
Customized appearance ALWAYS has trends. It's just like fashion in reality in that sense. I am so sick of those shirts in real life with the emblem/logo on the left/right side of the shirt that looks like the ink spilled out of the screen press while they were putting the image on the shirt. They are everywhere here in the midwest of the united states. In CoH you know how many "wolverines" I basically saw despite the fact that it had a HUGE scope of customization? Some people are not creative and this will bleed through no matter what.
As for the shared experience, remember about the party system in guild wars. If they are not in your party they cannot do this. If they are in your party and do this, you can kick them/leave if it bothers you but I would assume you would know going into that situation.
Ahh, the infamous kill x of monster x cliche. Really the system in Guild Wars is just that repackaged. If a quest tell you to clear the nearby field of worms so a farmer can replant his crops, and there happens to be 10 worms, isn't it the exact same thing? It may seem new and revolutionary but its just a new icing over the same cake. Also, say for example the worms disappear or move when you finish the quest, what if you needed something in particular that the worms had a higher chance or even the only chance of dropping, wouldn't that suck? Also, If the xp rates don't change then whats going to stop you from sitting in a corner killing rats over and over again to get to the highest level? Xp rates change to get you out and exploring the world, and making them stay the same seems to only encourage you to find a little grindy hole and sit your ass down. And as far as combat goes if attacking and crit/hit chances are numerical systems then you can bet the whole rolling system is not going to set the world on fire. For both of them to exist in one world they need to follow the same rule set, which turns rolling into a combat ability just the same as healing or attacking.
Well, perfection is unobtainable but one can always strive to make things better. There is nothing to stop you from hiding in a corner killing rats. Although, I bet the loot sucks. There are similar strategies people use to get the survivor title in the original GW. (Reach max exp 20 without dying once - it isn't easy even if you "kill rats") However, say at level 1 you kill a rat and it gives 25 xp. If you kill the same level rat at level 2, you will only get 15xp. And while this may seem like no big deal it will become one at around level 12 when you have to go hunt level 8 stuff that is in a zone with level 15 stuff that aggro. You will have to go hunt bigger baddies to get your experience. Additionally, this plays into the anti-social person playing an MMO. Is someone really gonna sit around and kill "rats" the whole game and deprive themselves of the real content everyone else is interested in?
The holy trinity of RPG has been around much longer than any MMO. Hell, it probably goes back to before games existed (LOTR anyone?). The R on RPG is for Role after all, and you cant fill a role unless you specialize for it in some manner. If a support class with healing can take and deal damage just as effectively as any other class then suddenly why would you want to be anything else? Also when the most challenging content appears the need for someone entirely specialized in healing will become evident, and you can quote me on that. If "watching for bars to turn red" never happens, then where is the difficulty? If players can stay alive without healing, then how is it even necessary? The only other option is one hit kills, and that's even worse. Players need to able to fill a role, and that role doesn't exist if there isn't any detriment for leaving it empty.
I think it is an evolution we are seeing. See, the holy trinity of "role" definement is indeed important in games like D&D where campaigns are actually built around parties. But sadly, Mr. Anti-social has made himself known in the MMO community. Some developers are not ignoring him. I personally, don't see a huge problem with it as I hate to break it to that guy but running solo on an MMO means you will be forfeiting some content. Every MMO offers raids. That said, healing itself in the game isn't being removed. Just slasses dedicated soley to healing. I am thinking the pilosophy is that a team with the ability to heal on a small scale = 1 healer. This forces tactics to be alot more crucial as lets face it, spam "heal all full" is not good tactical gameplay.
Now, I am going to step into the level 20 cap if anyone is still reading. This is alone like a great metaphor with what arenanet felt was more important for the game. This is a content orientated game. Most of this game will be played at level 20. However, your charactor will be rebuilt and modified throughout the entire game. Your charactor isn't defined by the number floating above your head but by the content you have explored and te game knowledge you have acquired. The system in play here is balance and Guild Wars achieves balance more than any other MMO out there. This comes to the player by making an arbitrary number mean nothing. So you are level 20, everyone is level 20. Not a big deal.
I have always stated that MMOs need to be designed from the ground up by assuming everyone on the server is max level. Not doing this is how you end up with a game that people complain about lack of end game content. Guild Wars did it and I love them for it. Guild Wars set out to break all the molds people ***** about MMOs. But then when they play guild wars they ***** that they broke the mold.
Anyway, I'm not saying this game has no potential. Competition is necessary for innovation in the industry. But what I'm saying is don't be surprised if the game changes a lot in BETA. Play testing will show many of the flaws in the game, and sometimes the only cure is a complete shit-ectomy.
I won't allow myself to see GW2 as anything more than another game that has enormous potential but may fall through. I know I am going to get it regardless, but I am expecting the worst that way if it delivers, I will be exstatic. Even if they deliver on half of their promises this will be a good MMO. If they deliver on most or all thi will easily be the best MMO to date IMO. I can't help getting excited over news for it. Especially, when I hear the devs say "It'll be done it's done." Arenanet is an ideal game company in my eyes.