I'm not going to read the thread, there's no point, your OP is awful enough that I'm just going to address it and not any replies.
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Originally Posted by aapo
Let's just start by defining what 'quality' means here. I think the the word "effort" makes a pretty good mental image of what it means to make a quality work. You see it on small things. So small it almost feels subconscious. Color codes in item names, different modifications in items, different ways to get a task done. When you're holding a big hammer it "feels" like you're holding a big hammer.
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Quality != details. Additional small details can occasionally be an indicator of quality, but the two are definitely not the same.
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Poor quality FPS makes no distinction of hit location.
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Uh, no? An
unrealistic FPS makes no distinction of hit location. That's completely unrelated to quality.
Would you call Doom "lacking in quality"? A large amount of gamers would consider Doom one of the best FPS games in history--myself among them--and there was definitely no distinction of hit location in Doom.
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Some developers may think that bothering with small things - adding couple of extra animations and variations is inconsequential, but it has huge subconscious effect on players' minds.
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This is pretty accurate, but doesn't really have anything to do with quality.
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Staying on the FPS example, good quality game takes care of the small things. There is distinction in hit location and the game code also places semantic importance of certain locations on body. For example getting hit on leg might reduce movement speed and result in tilt on camera balance, whereas getting hit on hand might result to unability to use weapon for a short moment. First part of making quality is thus making distinction.
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NO NO NO NO NO NO
I hate people who push this kind of thing in games. I'm not saying having it is a sign of poor quality, but nor is it a sign of
good quality. I, personally, cannot stand the more "realistic" FPS games. Realism isn't quality isn't fun.
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There's myriad of other examples of poor quality:
- Characters move at same speed, have same dialogue and other modifiers
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Having all characters move at the same speed makes balance easier. Differing speeds for different classes might add an additional layer of depth, but I don't know if that layer would be a fun one, or balanced well at all.
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- Many areas of the game have monsters with same 3d-model.
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No argument here. :\ Same problem with the newer armor sets--you guys make beautiful armor art, Anet, just quit reusing the old meshes.
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- Quest structure is "go there, get/kill this, come back" always.
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This is a problem with RPGs in general, not just Guild Wars. It's not at all an easy problem to fix, either.
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- There is little interraction with other players, emotes should be more usable.
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Because having people come over and /kneel in front of me and say "lol suking ur cok" isn't annoying enough already.
Very little of your post has anything to do with quality--it reads far more like every other laundry list of "why can't GW be more like other MMOs??????"