Arena Net came about after 3 men were profoundly tired of the traditional MMO. They wanted to develop a game free of massive grind, and reward players for their mastery of the game (skill) versus their time spent playing (grind). The original Guild Wars came of this. The game was well rounded and continued to develop. That development made balance, and the balance made the game a hit with reviewers and critics, as well as its growing player base.
Now, let us fast forward from the time where Sorrow's Furnace was added etc to Factions. The game saw massive community growth, and while it can be argued that Factions was not the greatest chapter in Guild Wars history, it did have a solid platform.
Now, titles came to be. Here was the beginning of something that was to plague the original inception of the game. Titles are a reward for the time spent playing the game, and are really no indication of skill. Granted, some of the titles may lead another player to believe you have experience, and some do indeed prove that, but most are simply proof that you had the time to grind.
The game community continued to grow, and the much anticipated release of Guild Wars: Nightfall came to pass. The community saw RAPID growth, nothing short of a population surge. Guild Wars Nightfall is probably seen as the strongest of all Chapters/Expansions to date, because of the content and uniqueness it offered. The graphical improvements to the game were impressive, despite the aging game engine. It added 2 character classes, however, that were less then popular (especially the Paragon after extensive "nerfing" of many skills) Nightfall also introduced something very powerful and destructive to the community... grinding requirements. Yes, in order for Elonian character to advance in the story line, they had to achieve a specific sunspear rank. Now, this requirement typically wasn't hard to meet provided you did a decent number of side quests in the game and killed a fair amount of creatures rather then running around. Luckily, for Nightfall, the Sunspear title didn't affect players in any other manner (until PvE only skills came to pass much later) The Lightbringer rank was a much different story. While it was not required for any part of game completion, quests and side story sections did not provide this title in the least. This title is purely grind based, and here truly began the current issue with the vision of Guild Wars.
Time passed, people played the game, some players left, but many more came into the game then left. The population of the game continued to expand, and little by little, Arena Net began to tighten its grip on players, being less reserved about banning individuals because of the growing game population.
Eye of the North was announced, and was seen to be what players had been asking for. An expansion at a reduced cost that added much needed content, new armors, and PvE gameplay updates that made PvE more of a challenge without just increasing monster level.
And then Eye of the North came out. The preview weekend was a disaster, as the Hall of Monuments was either incomplete or ill planned with rapid changes occurring after so much negative feedback. Ahhh, but what of after the preview?
Eye of the North brought with it the final bullet that shot the original vision the game was founded on, Time<Skill. Players no longer needed skill, not with powerful PvE skill combinations, Consumables, and heroes. Titles reflected this new attitude to the fullest, with each faction in the game requiring a HUGE amount of grind, especially to reach max levels. The titles give a PvE player an edge in their corresponding areas (Asura being +X energy for example) However, this was far from the bigger issue. Armors, consumables, and weapons are only craftable after acquiring a specific level of the title. The biggest one being armor, which requires rank 5 of the corresponding faction to be able to speak with the crafter. It takes quite a while (especially for specific title tracks) to grind your way to these ranks. While some people may have found a way to do this more quickly then others, the fact remains it takes a casual player quite a long time to grind so many points. After all of this, most of the armors were simply reskins of old armors rather then unique creations. Dwarven armor (being the same cost as the other factions armors) cannot even be placed into the Hall of Monuments (which was an ill concieved attempt to coerce veteran players into buying EotN in order to benefit in GW2).
Essentially, the basis by which Guild Wars was founded has changed dramatically. Rather then rewarding a player for learning how to master their character and counter each new area with a specific build/tactic, the game now rewards those that can sit down for hours at a time and play until their eyes or blood shot. The players that no longer have the time nor the inclination to do this are left behind, because they cannot devote enough time to grind the amounts required for armor sets or special bonuses.
Time is not greater then skill. Arena Net continues to ignore the complaints, stating that they are proud of Eye of the North, and that their community is satisfied with it. And now, with the new Report system and Dishonor, the vision becomes even more skewed. The threat of being banned is daunting, with many of the good natured players having to think twice about what they type for fear of it being offensive to someone. With such a convenient method of reporting people, the childish players will simply abuse the system in order to wreak havoc on unsuspecting players they are either jealous of or just plain dislike. The simple solution would be to hire in game moderators that have an excellent sense of honor, creditability, and desire to see the community improve. Arena Net has placed this system into the game with hopes that somehow, their problems will just disappear. They won't. Many of the problems were brought on by themselves, others by the fanbase they have unintentionally lured into the game.
The fact is, Arena Net has become to focused on their next project and another dollar made, rather then their current game and their veteran players who truly enjoy the game. They have betrayed their veteran players, changing the entire vision of the game into a stagnant MMO, one filled with grind and people complaining. While people cannot be controlled, the basis by which the game is written on can be. Instead of focusing on drawing in another customer who enjoys the grind (WoW retirees for example), Arena Net needs to focus on appeasing their veteran players, and upholding their original promises. They stand by their product, but they change the thing they stand by so radically, it no longer resembles what they started with. It is like standing up your your best friend who is a woman only to turn the next second to see a man standing there beside you. Arena Net may not make as much money focusing on a niche of the gaming community, but at least it would make the game unique and radically different. Appealing to the masses isn't always the best route. Quite the opposite really, finding a niche can truly be rewarding. Many people dislike the final fantasy series, yet it is one of the most successful franchises because Square Enix stands by what they originally developed; a turn based well rounded balanced RPG with a dynamic story line and a brilliant design. Certainly, a few things they improved on were disliked, and they made further changes to those to appeal to their audience. However, the core of the Final Fantasy series remains. Rather then revising the basis on which a game is founded on, Arena Net needs to change simple dynamics. Several improvements they made were very well done, but ill conceived based on the fanbase. It is too late to change Guild Wars, which is where Guild Wars 2 may "save the day."
Another issue that plagues the game isn't Arena Net's doing. As much as we would love to pin the blame on them for everything, we must at some point, find only ourselves to blame. We are cruel to each other, crude and vile in every sense of the words. The simple fact that the community has such an inner hatred is disappointing, and totally uncalled for. Guild Wars players are, in general, the least helpful and most reserved online gaming community. Part of this is the fault of Arena Net for introducing single player elements into an MMO, but part of it falls on our shoulders, being selfish and unsocial. The fact is, in comparison to WoW or EQ, our community is extremely anti social, and unwelcoming. I have been playing the Tabula Rasa beta, and the community even in Beta differs drastically. Everyone is very talkative, social, and outgoing. The bad part is, the Guild Wars community will never be that way, because the game draws in players who are anti social. Guild Wars has become somewhat of a single player MMO (or in most cases, a 2 player adventure game). Heroes are both a blessing and plague, and this is where the blame falls on Arena Net, but also you must feel sorry for their situation. Rather then ignoring peoples' complaints about PUG groups, Arena Net introduced heroes. This started a new niche for the game that was in almost all ways, not beneficial or needed. I see threads calling for 7-Hero teams to be permitted. This change would only create an even larger rift between the player base, and probably ruin what little social environment is left. I immediately noticed how much more antisocial the community has become from the response in the Oktoberfest thread versus that of the Ascalon Royal Family Masquerade Ball. The community is continuing to drift farther and farther apart, and it is opening the question... "How much is Guild Wars an MMO as it is an online RPG?" Not only does Arena Net need to change, but we as a community need to stop being so self serving and be more humble about those we play with. Accepting others and their style of play makes you the better person. Our mentality, however, has developed because of Time being more important then skill. We want to get things done more quickly, which is more easily accomplished with all Hero/Hench parties then in a PUG.
Unfortunately, making another dollar another day is all big companies seem to be about. There are few game studios left that listen to their fanbase, and don't change their game just because it doesn't satisfy the majority... but there are some, and it is those few that are respected for their dignity, not their public image. If dignity wisdom have a price, Arena Net is in financial trouble. Such a pity to see the game I once so enjoyed devolve into another run of the mill MMO. I sincerely hope that Arena Net comes to realize that being niche isn't bad, just like they started off as. I hope Guild Wars 2 sees the realization of this fact, and I wish them the best in their endeavors.
Best Wishes,
Connor
Originally Posted by trielementz
armor is only used as an **example**. it is not the crux of the issue here. in prophecies, you get elite armor based on location. this led to runners running low levels to elite armor outposts. they fixed this in factions, nightfall so you had to play the game to get to certain outposts to get armor. fair enough. compare it to EOTN, where they slapped a title requirement on **all** armors. do you see the evolution?
the crux of this entire thread is the reason behind his evolution. why did they add the title requirement? is it to reward skill? you said it yourself.. you had to bounty hunt 2 or 3 times. why should we have to do that in the first place? i agree that it is very very simple to do, but that only means it is no indication of skill. to add longevity to the game? the old style (ala factions, nightfall) would have been to let players unlock the armor after you've completed the mission line for one of the races. again, the issue is NOT about buying armors per se. it's the reason behind some of the features that have been implemented in EOTN, and how they clash totally with the founding principles of Prophecies and Guild Wars. |