Guild Wars Design Decisions - The Future Of Guild Wars
To consider the future of the Guild Wars game world, we have to look back, find the flaws, look deeper into those flaws, track them back to the design axioms mentioned in the previous articles, and figure out whether the problem was in the design or the implementation.
Guild Wars is a beautifully designed and well implemented game, so it's not really flaws that we shall find, rather just simply deficiencies.
It is logical to deduce that Guild Wars 2 will focus first and foremost on remedying those deficiencies rather than just tack on more stuff and hope it will be enough.
To get on with the dissection and analysis, let's pick a starting point!
Jeff Strain, one of the founders of ArenaNet, in his speech at the Games Convention in Leipzig talked about the importance of giving players a 'home'. Although true, it is only partially so. The concept of 'home' runs much deeper and stands for more than simply an in-game location.
Pre-Searing Ascalon is without doubt one of the most beautiful locations in the Guild Wars world, and the graphical beauty definitely helps a newly beginning player make his or her first steps.
However, it is also the first time a player begins to bond with his or her character. Through the mystical process of computer gaming, a human person imbues a piece of graphic with identity, and this marks the beginning of a relationship of the human individual and its enhancement, the game character. Together with oneself, a new world begins to unfold.
On the more technical side, the pre-Searing maps are designed for solo play - smaller groups of monsters wandering and quests which help develop the history between the gamer and the character.
The game character serves as a primary anchor point for the identity of the player in the game world.
Later on, relatively rapidly and exclusively, the focus shifts to group play, and due to this exclusivity, the player's identity uproots from the character and finds secondary anchors (temporary home) in the mists of various metagames.
Sure, you can pick heroes and henchmen, but the game character is slowly reduced from 'character' to 'doll'.
To establish concept of 'home', we need a semi-permanent location, a visual representation of the game identity, a game identity as defined through the storyline, a game identity as defined through game abilities/possibilities, and an identity as defined thorough social interaction.
And we need all of these. The last one should have a 'metaphysical sliding scale', so it is up to the player whether to cultivate his or her identity closer to the game world or closer to the real world, at will.
To remedy this, Guild Wars 2 abandons the 'instance-only' and 'groups of 8 only' design limitations and tries for more persistence and more possibilities to bond and relate.
This requires setting a higher goal for technology and game balance, but I believe the people over at ArenaNet have become capable of handling such a task.
One of the other self-imposed design restrictions was the early level cap. This decision made a lot of sense, but it also killed the vertical progression in the game. Vertical progression is pretty much the equivalent of the social understanding of the concept of 'time' in the game world, and some of the "I'm older, so I'm wiser" kind of thinking transfers as well. Not all of this is bad.
As I understand, the alternative design option of infinite levels that ArenaNet is looking into could have the benefits of level-capped design while still preserving vertical progression.
From a game balance standpoint, using infinite levels together with diminishing return is about the same as having a level cap with an error margin. Once again, this makes game balancing more difficult, but not impossible. For all social needs, the 'level' could be seen as a primary 'title' (a subset of horizontal progression), and provide appropriate rewards.
I have browsed through the suggestions of Guild Wars players for Guild Wars 2, and it seems to me to boil down to the same thing: a call for greater immersion!
Let's see some examples. There are requests for character based immersion (eg. "I want to dual wield!"), economic immersion (eg. "I want an auction house!), game-based social immersion (eg. "I want guild halls in towns!"), etc.
As I see it, immersion in a game world depends on several very important things:
1. Coherency of the game world (mechanics + story)
2. Anchor points of individual identity (eg. game character)
3. Forming of new relations and relationships within the game
4. Anchor points of social identity (social networks => guilds)
5. Well executed integration of the above
Basically, immersion is about placing the game world at proper angles into the collective consciousness of the 'real' world.
If implemented in a way which adds to the coherency of the game world instead of detracting from it, the more options you have for relating and communicating, the better it is.
Considering the options 3-5 above, and current dangling loose ends stemming from design decisions in Guild Wars 1, it seems to me that there is an empty space of potential which could be fulfilled by setting up one more design axiom.
Considering the name "Guild Wars", I'm pretty sure that some form this axiom had quite high relevance during the brainstorm and early design stages, but slowly faded out as other, more technical axioms proved to be pre-requisites and had higher priority.
I call this axiom 'social network integration'.
I'm not exactly sure what it stands for, but I'm relatively sure that if implemented in Guild Wars 2, it would push the gaming industry 15 years into the future instead of just 5 years. (I'm pulling the numbers out of my... hat, of course.)
To imagine what this is about I suggest studying current social networking software and phenomena on the Internet, and how such a thing would fit into a MMO environment. Plenty of possibilities.
Let's consider a more specific potential implementation of this social network integration axiom:
There are three lists: a friends list, a guild membership list, and a guild list. Now, make a separate graph out of each of these lists (circles, connecting lines, all that). To use some color, we can mark relationships of varying quality and quantity.
With these three graphs, we have mapped out the playerbase. The question now is: what can we do with this information?
We can integrate it with the title system of the horizontal progression. (The title system was a great idea, providing rewards based on titles was another great idea, but unfortunately it didn't much fulfill its primary purpose, which was to make an impact on the social environment.) If your rewards from titles carry on to others, well, there's your advanced 'sidekick system'!
We can make quests and parts of the game world dependent on each of these lists.
We can integrate it with guild organization, and provide various game-mechanics based status options in parallel to traditional, manual ones. (Running a guild shouldn't necessarily be a full-time job.)
Since the Mists seem to be such a great setting for randomization technology, it would be interesting to provide content based on achievement and group dynamics.
I'm confident there are plenty of more viable ideas to explore.
I believe this avenue of exploration should be especially interesting to ArenaNet, because they are pretty much in a unique position with their 'district' technology and extensive experience. It wouldn't surprise me if they would single-handedly slingshot the game industry farther into the future.
I also believe, dear reader, that it is time for me to shut up and leave you to your own thoughts and ideas to explore.
Thank you for reading!