This is an article targetted toward two specific audiences, so I ask in advance that if you do not belong to one of these two audiences, please DO NOT post here.
This article, and it's subsequent discussion, are meant for Arena-Net Developers, and disgruntled Long-time players of Guild Wars.
For clarity, I define a Long-time player as someone who has played Guild Wars consistently (at least 3 hours per week, without pause) since the World Preview Event of October 2004. This is when I first heard about, and started playing Guild Wars.
I have played this game since it's inception. I have watched it grow from a small, almost unknown title, into a global phenomenon to rival World of Warcraft. I revelled in Arena-Net's success, but now I feel it is my duty to speak out. Arena-Net, you need to know what is happening in the hearts of many of your most loyal customers...the people who made you the success you are today.
Please bear in mind as I write this article. This is a warning to you, Arena-Net. There are MANY long-term players that are about to ABANDON Guild Wars, as soon as other games currently being made are released. They are planning to defect, and if things do not change to their liking, they will. They will no longer buy your new chapters. They will no longer buy new character slots, or purchase pre-orders and collector's editions. They don't feel it's WORTHY of their hard-earned money.
If the spirit of the game does not change...I will be one of them.
If this article seems harsh and critical, it's because it is. People are not liking many of the changes to the game, and the way those changes have been carried out. Not testing this weekend, but the entire game, and it's spirit.
The game is losing it's soul.
I will attempt to keep this feedback organized into sections, and I apologize in advance for the length of this article. Please read these and think very hard on them.
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The Fall of Camelot
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I must first start out with my personal feelings of the game. I do this because there must be some context for WHY I am writing this in the first place.
To make a long story short...Guild Wars has lost the 'essence' that made it a once-Great game. I no longer have the drive or ambition in the game I once had. It is not just me, either. Virtually everyone I have spoken to, or know within the game, feels the same way. I see talk of it in the streets of Lions Arch, Kaineng City, and Kamadan. I hear talk of it in group chats while out adventuring.
Guild Wars may very well lose a good portion of it's player base, if these concerns are not addressed, and soon. BEFORE the next chapter comes out.
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PVE vs PvP - Who Wins?
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It has long been known that this game had distinct separations between PvE and PvP, since they do not intermingle within the same game world, map, etc. Instanced play, dedicated PvP arenas, it was a GREAT concept. One I LOVED. I loved it because it allowed me to focus on what I loved about the game. PvE. I am NOT a PvP player. Can I PvP? Yes. Am I good at it? More or less. Do I like to do it? No.
Truthfully, the dedicated PvE players in the game find that there is not nearly enough attention given to the PvE elements of the game. Every time I read a GW Website update, some new feature coming out, or skill rebalances...it seems that PvE considerations are almost an afterthought...and only after things are broken for PvE-ers, do they get fixed, with a 'we are sorry'. If this were an isolated incident, I could forgive and forget. However, it happens time and time again, and after a while, one cannot help but wonder if the Arena-Net staff even thinks of the PvE crowd at all.
It feels like any changes or new content is thrown at us, like a piece of meat meant to shut us up and keep us from howling too loud. This could be just my perspective, but that is how it FEELs.
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The Fellowship is Broken
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Probably one of the biggest things that first drew me to Guild Wars, was the concept of Teamwork. After playing in the WPE, I was amazed that a game finally catered to what I felt made a good RPG game: Comraderie. You not only adventured with other people because you liked to...but because you HAD TO. It was required to survive. It was necessary to advance.
Now, with the introduction of Heros, this feeling of Comraderie has all but disintegrated in Guild Wars. I am not saying Heros are a bad idea. Quite the opposite. Sometimes a person does want to be by themselves. HOWEVER, I think the way they were implimented has caused repercussions in the game that were grave, to say the least.
During the preview of Nightfall, I witnessed something I NEVER saw in Guild Wars until that day.
An entire town of people, all with (4) above their heads...and the public chat was absolutely silent. A full Mission district, with no one talking at all? I could not believe it. I thought I had hit some kind of surreal moment in time, where everyone in the district was AFK at the same time. But people were moving. Running here and there to merchants and such, so they couldnt be AFK.
I did the only natural thing (At least it used to be)....I advertized for a group. I did this about once every minute or two...with my own advertizement being the only discussion in the room at all.
It took several minutes before someone responded. When they did, it sent shockwaves through me. They responded by telling me to "stop spamming, and just use Heros/Henchmen. That's what they're for." I not only didnt find a group...nor saw anyone talking to each other...but was actually RIDICULED when I wanted to find another person to do the mission with.
I thought to myself... "This cannot last. Eventually, people will get tired of heros and henchmen, and start grouping again". They have, but not nearly to the extent which they did before. The whole culture of the game seems to have died, because people no longer feel the need to interact and get along with their fellow gamer to get ahead. On the slightest whim, they leave a group because "i can just do this with heros". There is no need to work together anymore, to achieve the common goal. You have to get along with only 1 other person, in the entire game, and even then, henchmen often will suffice in their place.
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For the love of Money
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It is inevitable in a game that people want to have nice things, and will pay large sums of money to get them. It is also inevitable that when people want to earn that money, they will turn to farming to get it. This can imbalance the economy and turn the entire spirit of the game on it's head.
This has happend to Guild Wars.
I remember a time when people thought that the armor in Droknar's Forge was great...and expensive. Then, the first time I set foot in Marhan's Grotto, I balked in disbelief. How on earth could anyone afford to pay 15,000g for one piece of armor? It was infathomable to me.
Obviously, I learned how to finally achieve this goal. I cannot describe the feeling I had when I finally bought my first peice of 15k armor... bought and paid for without the assistance of buying gold online. I earned it, and i was proud to wear it. Everyone I met commented on it, because it was still so rare. A few more people got it, sure....but the economy of the game was more or less stable, prices were more or less set...and everyone knew they'd have to work for the privilege of wearing that armor.
Then, something changed all that. Something that has changed the face of Guild Wars irrevocably.
Sorrow's Furnace.
More specifically....the "Green Item".
Suddenly, I saw items being sold for dwayna-forsaken sums of money. At first, paying 10,000g for an item was a rare and character-altering experience. Then...they were 30k. Then 50k....and finally...100k.
The economy then did something I couldnt imagine...the price of items went BEYOND what the game's mechanics could handle! People were charging more for a single item, than the game could allow you to transfer in the trade window!! This is a common practice today. So common that it's considered normal. I, for one, will never get used to the idea of transferring so much money/goods...that I surpass the game engine's ability to process it normally.
There was ONE saving grace in the insanity. One thing that made me proud of the Gold items I had crafted for myself to many painstaking hours of finding the right piece and the right weapon...to forge something truly unique. The Green Items were NOT as good as the ones a person could craft themselves. Indeed, even a blue collector item could be better, with the proper modifications. This kept a sense of variety in the game. People could have a gold item, and it still meant something. They earned it. They spent hours upon hours creating the perfect weapon for them. A person could get a green, and save time and effort. A 'quick way out' so to speak. But it was still considered that. A quick way out. The easy way. Like the Dark Side of the Force, it could give you great power in an instant...but over time could never stand up to those that had spent the greater time and effort of crafting.
Then more greens came out, and now there are so many, with statistics so high, that no gold item can surpass them. Now, Gold items are little more than replacements for the Green Item you cannot (or don't want to) get.
How I long for the day of the 'imperfect green' item.
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Farmer Joe
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Ahh yes, where there are money and items, there are always farmers. People who make their way in the game world by slaughtering the same beasts over and over again, for profit. Then came Mass Production, and like the current state of Farming in the real world....the small time farmer, trying to make ends meet on what he and a few companions can earn, have fallen to the big corporate farms of the Gold Farmer.
As any economist will tell you, introducing more money into a system only devalues that money. Take more money out, and the value of that money goes up. HOWEVER...it's never that simple, is it? So we place restrictions designed to target the Gold farmer. We make drops more random, we make repeated trips to the same area harder, and we ban accounts of those farming. Yet, still they are there, in the International District 1, flooding the streets with faceless automatons in the same grey armor and random-character names. Like Imperial Stormtroopers they march through the gates, over and over again. They can be spotted a mile away in their ubiquity...and yet we still cannot seem to rid the game of them? I think Arena-Net either does not want to remove them, or does not WATCH the game from the player's perspective enough to do what is necessary to stamp it out.
Now, I would love to get money quick, just as much as the next guy. I might even want to pay for it with real dollars (though to date I still find it distasteful to say the least). Still, i would gladly give up that chance to have that one really nice item, or that piece of prestige armor....if it meant that what I had was worth more. If I didnt have the absolute best, it would still be good...even -prestigious- to have the item I have...versus the item I may want in some character's fantasy.
Afterall....who wants to see everyone standing around in Obsidian Armor, just like those gold farmers...just because they could buy it, and not because they earned it.
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Deja Vu!
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Now we come to a more fundamental issue with the game's development. The content.
Tyria -
Tyria was great. Why was it great, though? It's not just because it was the first and biggest Guild Wars map. It was great because it was a CONTINENT. This continent had vastly different climates. Deserts, wastelands, jungles, open plains, volcanos, snow-tipped mountains, deep forboding mines, and sandy beaches. The vastness of the world and it's changing beauty stunned me as a first time player. It made me crave more and more, and drove me on. "I wonder what the next zone gate will look like??" I used to comment as I adventured. Sometimes we'd even bet gold pieces on what we'd find on the other side! We would stop at a cliff or a beach, pausing our quest or adventure, to take screenshots of ourselves and each other in these exotic and beautiful places. It was almost like being a tourist, with fighting!
Then there was Factions.
I was pumped about Factions...The thought of being able to do that all over again. To explore strange new places and see interesting things! To explore the world and watch it with wonder. And for a time, during the preview, I was convinced. My excitement built with each passing day, closer and closer.
Then the game was released.
I explored every nook and cranny of Shing Jea island. I took my time, and no shortage of screenshots. Like a tourist walking through a distant land's attractions. I then boarded the ship to Kaineng center...and wondered at the big city, tall spires, and the anchient architecture. Once I stepped out the gates though, my smile turned to an instant frown. I entered a dingy, disgusting looking place.
Of course, "every city has it's slums" I thought. So I continued. Quest after quest, I ran through these ugly streets and discusting filth-covered sewers. Each quest, I hoped, would take me out of this place to see the rest of Cantha...to see the beauty I knew was there somewhere. But quest after quest brought more exasperation than the last. They made me run through the same places over and over and over and over and over and .....(am I making my point?) This place was not a landscape, it did not inspire me...it made me wish for a can of gasoline and a match!! With each quest I loathed it more and more...to the point where I finally succumbed to the feeling that I must simply 'get through this'. The game became GRIND.
Not because of the quests...not because of the story...but because the environment made it FEEL like grind. There was nothing new and interesting to see, just the same textures thrown over haphazard and ugly terrain, making me wish I could just ignore the missions and just leave the city.
But of course, that was impossible. To leave the city, one had to DO all the missions. Had to DO the primary quests. Running around in this gods-forsaken place just looking for a way out. Frustrated and disgruntled, I cheered aloud when I finally stepped out of that sewer pipe into Pongmei Valley....only to find out I had to go back in!!! "WTF!!" came to mind. I was no longer enjoying the game, i was being frustrated by it. I enjoyed my time in the Echovald Forest and Jade sea, and I felt that the chapter somewhat was redeeming itself. Were it not for that fact, I would have quit the game there and then.
News of Nightfall again renewed my interest. Rumors of more PvE-oriented content was music to my ears, after the more PvP-primer oriented nature of Factions. The Nightfall preview was gorgeous. Finally, an african theme! I'll get to see the plains and jungles, the wild and exotic places...like a safari!
The introduction showed me a land of "wealth and bounty". A Promised-land, where all the myth that we'd learned about in the Crystal Desert would finally reveal itself in a grandious tour-de-force! Istan was great, I loved the old buildings, swamps, jungles and cliffs. It felt like Arena-Net finally listened to us, and gave us what we had been yearning for since Prophecies. The story was even great! The epic battle to leave the Island was fantastic!
Then I reached the Mainland. I found a dry, barren land. Mile after mile of desert..or desert-like terrain. Kourna was this ugly, red patch of dirt and sand, with people scratching a living out of the dust like rats. Then we were off to Vabbi! The Anchient Persia of Guild Wars. I reached it, and found....-=ghasp=-....desert? And more desert. Sand. Yay. The architecture was amazing, but just how is it these Vabbians happened to get so rich anyway? Did they sell Sand to everywhere else in the world. What do they have, that the rest of the world wants? I wouldnt even pay 5g for a tour of the place. Again, a place that made no sense, and were it not for the architecture, made me want to just push on through it. Whatever was beyond had to be better.
Then we reach the domain of Palawa Joko and the sulferous wastes. And I found....you guessed it. MORE Desert. Well, at least we'd see the Giant Worms!!! Eh...ok, not so giant. And...ew, they swallowed me? Well, im still controlling a worm, that's cool, right? I can ride the desert dunes like a crazed Fremen from a Frank Herbert novel!
Wait, no I can't. Im stuck in these narrow canyons, getting stuck on my henchmen who won't move...or worse yet, walk out into the sand and die because they didnt get into their worm properly. Im fighting the same monsters I fought in Kourna and Vabbi. Yay, they're just a bit bigger, but ugh, more brown. More yellow. More sand.
By this time, i no longer cared about getting bonuses. I no longer cared about getting quests. I wasn't even inspired by the Realm of Torment and it's strange surreal sights. I only cared about one thing. ENDING IT. I wanted to finish the game, and be done with it.
But through it all, one thing still drove me. "If I make it far enough in the game" I told myself, "I can finally get my Sunspear Spearmarshal title!!" I can still achieve something to show for all this toil and misery I put myself through!
NOPE!
You cannot reach the title. A title based on this chapter only, and I cannot even attain my full rank in it, to aim for my Maxed Titles title?? I completely lost interest in Nightfall. Every hope I had for it had been slapped, kicked, thrown on the ground, stomped on, and ground into the sand by the angry boot of "You want that? You cant do that!"
I have not created a Nightfall-based charcter since. I have only brought my original Prophecies character to Elona to complete the missions, and earn his Protector title. Once that is accomplished, I will no longer play Nightfall. It disgusts me.
I will not be fooled by a good-looking preview again. My hopes have been dashed too many times. I feel scammed and cheated, shown wonderous things that were only skin deep, only to realize what I paid money for had ONLY what I saw on the packaging, with little inside. Hollow. Empty.
Many people I know, and have introduced to Guild Wars over the years, asked me if they should buy Nightfall. I told them not to. I told them not to waste their money. Many others didn't buy nightfall, because they were so disappointed with the way Factions dashed their hopes.
These are lessons I think Arena-Net needs to seriously look at, and take note of, if they wish to continue this game.
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Closing thoughts
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The problem is not with any one system in the game. It is with the FOCUS of the game, and the direction it is currently heading as a whole. Nearly everyone I speak with tells me the same thing. In PvE, The game is all about what items you can now get, and how fast. Its about how quickly you can get through the game because it feels like a CHORE to play it. Its like taking out the garbage, or cleaning your room as a kid. You do it because you have to, not because you like to. Since when is playing a game supposed to make you feel like you're doing a term paper?? Some people I know even DID their term papers while playing the game. Exciting, huh?
Making players go through these things only destroys their trust in the development company. I, for one, do not plan to buy the next chapter, unless I see some very SPECTACULAR things come out of Arena-Net, for the PvE player. I cirtanly wish to see more restrictions on the use of Heros, to curb the rampant anti-social behavior of the players. A person can only form their own groups and force themselves through it enough, before they give up.
Now, I know not everyone will agree with my views. DO NOT post here if you don't agree. Go make another thread about it, please.
Why? Because this thread is for those that DO feel that way. They need a place to be heard. There are people that feel the way I do...but I see very little coherent focus for their discussions. If we don't tell Arena-Net what we don't like about things, they'll never fix them. They won't know to.
Arena-Net. This message is for you. Many of us are Unhappy.
Here, we can discuss how to change that.

Respecfully,
Chet Ingram Kabak
- Guild Leader, Holy Champions of Justice
- www.ascalonoutpost.org