Quote:
Originally Posted by Regina Buenaobra
The core philosophy behind GW design, which is "have fun now" was behind those decisions.
|
Is that the new core philosophy of GW design?? Where was the official announcement of this change in philosophy? Where is it on the advertisements/boxes?
Looking at the Prophecies box and various interviews with founders, I see what was originally the core philosophy (skill>time and competitive). When did it change? Why did it change? These are the answers some people are looking for, because the change in philosophy is the sole reason overpowered crap like Ursan and inbalance exists. In some ways I like the change (if it helped fulfill your original philosophy), but all other ways I don't.
Quote:
Originally Posted by Regina Buenaobra
I don't think you actually understand the design underpinnings behind GW1. The game wasn't designed to be an MMOG. It's obvious that the storyline is linear -- it has a beginning and an end. This is in contrast to MMOGs, where there is no end. I think there is a problem about expectations.
|
I find this a bit hilarious. The game wasn't designed to be an MMOG (which I agree with), yet all the changes made to the game have pushed it that way? Makes perfect sense!
Quote:
Originally Posted by Regina Buenaobra
Because it is an online game, players expected the same depth as subscription MMOGs. You don't have that with GW1. Instead you have a very flexible game that allows players to become involved in a linear story and also allows for balanced, arena style PvP play. Guild Wars is not an MMOG and for you to expect the same things you expect from MMOGs or even traditional offline RPGs is a little unfair.
|
Then players expected something from that game that it wasn't meant to be, and you gave it to them. You changed the entire core philosophy to meet the expectations of a group of people who bought the game, even though you had bigger goals in mind to begin with. That linear story was what kept a ton of people buying, but the PvP is what was supposed to keep people STAYING (at least until the next linear story release).
In other words...you say people shouldn't expect the same thing from Guild Wars as other games. I agree completely!
So then WHY WHY WHY did you go and give them the same thing that other games offer instead of what made your game unique?!?!