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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. 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. The decision to add ranks and titles wasn't arbitrary; these decisions came from observing how players play the game. GW1 is a three year old game. Currently, there are no plans to add additional storylines or major content to it. We are working on making the sequel even bigger and better than GW1, and I do think that your desire for character development and storytelling will be addressed in GW2. --Regina Buenaobra 18:17, 17 June 2008 (UTC) http://wiki.guildwars.com/wiki/User_...Letter_to_ANet |
This first part sets the tone, and I am going to branch this out of the Open Letter Part Deuce.
Originally ANet wanted their game to be seen as a Competitive Online Role-Playing Game (CORPG). Vastly different from the heirs of DikuMud like EverQuest and World of Warcraft, which I would say is squarely a traditional MMORPG. As far as we know, they envisioned the amount of PvE they gave us to lead all the players into the world of Guild Wars PvP. What players actually wanted surprised them. Thankfully ANet marketing has deemed to drop the horribly bourgeoise "CORPG" from what Guild Wars grew into, but is Regina right? Are we being unfair?
According to Regina, an MMOG "has no end" and implicitly has more depth, character development, and storytelling.
First, Regina and any ANet employee reading this. You are seriously cutting yourself short if you believe this.
Guild Wars has no end. I can replay killing the Great Destroyer as many times as I can replay killing Onyxia. Even from Guild Wars Prophecies, you guys added the Realms of the Gods (analagous to WoW's end game), and later Sorrow's Furnace.
As far as storytelling goes, you stomp all over most traditional MMORPG's butts, and IMHO the only similar storytelling I have experienced in an online game was with Lord of the Rings Online.
Now depth... that is tricky. You don't have much crafting, fishing, and whatever else a traditional MMO will add for "depth." You have 1000 skills, which turned out to be a huge double bladed sword, and the reason for UB's reign (IMO). It was too much depth in one spot, but I think you know this since with the pittance of GW2 info we have, you want less skills that are capable of giving "emergent gameplay."
So, what we are left with is persistence. My friend just bought the entire Guild Wars suite. He loves it (he calls it "follow the green arrow and kill things"). But he says it is not lumped in the MMORPG's because of lack of persistence. He says it is more akin to TF2 with RPG elements than WoW.
I call B.S. Standing around in Ironforge looking for a group for a 5-man or whatever and then leaving to go there has about the same gameplay as meeting in an outpost to do the same thing. Sure, in WoW (and others) when you are alone the chance to meet up and play has some benefits, but I don't think this is enough to separate Guild Wars into some obliquely unique genre... which would probably include the dying Fury.
So, I think instead of Regina and the rest of ANet getting the idea that we shouldn't be comparing this game to other MMOG's, I say we should!
I am proud of Guild Wars. I love it for all its flaws, and I think it has the most fun style of any MMORPG, of which I and at least TenTonHammer seem to lump it in that category. I am proud when people on a beta leak forum say that developers are making Warhammer Online play and feel like Guild Wars does in combat. I am proud when people attack other games and feel they should've followed the "Guild Wars model."
Guild Wars has everything I would expect from an MMORPG. Some areas it cannot compete with in a traditional MMO, such as the extreme content depth, but in other areas it destroys traditional MMOs, like being able to jump in and play.
That is the tune I feel ANet needs to say and believe in.