Quote:
Originally Posted by EternalTempest
Here's why I don't see GW2 as wow clone
(stuff is pulled from articles, interview, etc)
[LIST][*]There's a "core" game that everyone has and add-ons ... that add to the core.
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This is true of hundreds of game. GW is different not in this, but in the part I snipped out about the lack of a monthly fee.
I suspect the addons is part of why we're losing GW:1 so short into its lifespan. They can only add so many classes and world-regions before the idea runs out. The cancelled Utopia was a logical last product for GW:1. Probably the only reason we got GW:EN instead was because of all the fan inquiries into just what happened to Gwen... Otherwise Nightfall might have been the end of it when they decided the format had run out of steam.
Quote:
Originally Posted by EternalTempest
[*]They have stated making it accessible on as many pc's as possible (implies not a "vista" dx10 exclusive).
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To be fair WoW wins in this one - it works on just about any PC or Mac.
I wish I could play GW on my Mac...
Quote:
Originally Posted by EternalTempest
[*]They don't like monsters "camping".
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Monsters don't camp in WoW either. Players camp monsters though - but not too often. However for quest monsters outside of instances there is sometimes competition to get the kill first. After the first few levels though this works to increase socialization - when two players realize they're both gunning for the same non-instance quest creature, they tend to team up. In the very low levels they don't, but by the 20s people start seeing that if they don't they won't stand an effective chance. And by the 30s many non-instance quest monsters are designed to be unkillable by solo players in the proper level range (elites monsters).
Quote:
Originally Posted by EternalTempest
[*]Instanced and persistent (implying more persistent then GW1 is now)
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This is an example of what in GW:2 would be like a WoW clone, not what isn't. WoW is a mix of instance and persistent.
Quote:
Originally Posted by EternalTempest
[*]Pve & Pve centric Pvp and a septate "structured pvp" that doesn't fall on the no-max / high lvl limit.
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This is how WoW does it. Another example of how GW:2 would be like WoW if it was done as you describe. WoW PvP falls into 3 categories:
1. PvP servers where you can get into PvP anywhere. Player beware gaming. Characters are made for these servers on purpose. In WoW, you make different characters for each server you are on, so your PvE characters will never end up in this kind of PvP by accident.
2. Normal servers where most content is PvE, but there is some PvE centric PvP - a couple of quests that require PvP flagging to complete, especially in the high level zones.
3. Battlegroups - these are structured PvP, and resemble the GvG / AB of GW. You zone into them, have special objectives, and try to either fight it out, capture flags, territory, or some combo. If you lose you get a faction point, if you win you get several faction points. WoW makes it slightly tied to PvE in that you can use these faction points at PvP vendors to buy PvE items.