I fear that Anet is abandoning Guild Wars.
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I'm re-posting what Free Runner shared with us because, clearly, people are continuing to FALSELY claim there's one developer working on GW1, which is simply not true. So stop spreading the chisme.
As for Utopia...
I am sure that many of us agree that fans would have rather had Utopia in a couple years instead of GW:EN in one year. Ironically, I was the only one at the time bitching at the announcement of GW:EN and GW2 that they weren't finishing Utopia and putting our "grand finale" in that campaign in as epic proportions possible.
Honestly, the Mesoamérica concept art is the best and most inspired that we've seen in any previous installment and, quite honestly, there's so many ways that our "expansion" could have been better expanded upon. While I still play and enjoy GW:EN and parts of the other campaigns, I argue that GW:EN feels like merely an expansion to Prophecies (GW:EN is Inscribed with: "Screw you, Cantha and Elona!"), which makes it feel like an extremely condensed and centralized simplification of the conclusion that Utopia could have been.
The "magical" Asura as we know them are missing the depth in culture that those of apparent Aztec roots seemed to have and the Dwarves seem as dry as they always have and a lame excuse to get rid of the Aztec culture (as I speculate that the Utopian story would have pitted this Aztec culture against the Destroyers instead of these suddenly-allknowing-Dwarves that we currently see). The human cultural design remains the absolute same, which does not reflect the cultural assimilation that they would have experienced merging with other cultural races. Nor does it resonate the concept of refugees who have branched into their own subcultures -- which we DO see in human artwork for Utopia that doesn't look Aztec-inspired, such as swashbucklers and gypsies. The Norn and Charr are probably the best expanded upon in GW:EN, which a shame because they make the game feel the most like an expansion exclusive to Prophecies (besides the geographic location of which the expansion takes place).
Ultimately, GW:EN feels like aNet took the easiest route away from the final product rather than the best route toward the final product and it shows and it is a shame.
Considering that they decided to do GW:EN, and not Utopia, the least they could have done was invest enough time in that give it greater depth. That Cantha and Elona are left out and not expanded upon is awful and that GW2 is going to be a condensed Tyria seems absolutely absurd to me... Almost like the developers are being lazy or are trying to pull back the reigns on something that they can't seem to wrap their heads around ways to make any bigger. In geographical descriptions of GW2, Cantha and Elona are CUT OFF from the centralized action, and Tyria is flooded and changed in ways that seem to put everything in a central location; which is boring and uninspired.
And, quite honestly, the idea of an Ancient mesoaméricana-inspired culture like that we've seen concept art for fighting off the Destroyers (and knowing about the ultimate-threat, which lead to the events of GW2 is much cooler than anything we saw in GW:EN
In my opinion, creating GW2 (and taking place >100 years later) should give aNet the brilliant opportunity to EXPAND upon the GW universe and geography and significance of cultures and depth of story and plot elements in ways that would make the game "the most ultimate Guild Wars experience"... Instead, it sounds like they're making it the ultimate Prophecies sequel and ignoring Factions, Nightfall and what could have been Utopia and losing sight of the big picture; instead, opting to simplify these extensions of GW1 so that people cannot entirely complain at the lame exclusion of their presence.
The best we can hope now... is that a lot of the ideas and themes and cultural inspiration that went into the design elements of Utopia that we have seen will continue to reverberate and be implemented in GW2. I certainly don't know what aNet is doing, but I can almost guarantee that it is nowhere near as immense and powerful as the potential that I can SEE for GW2 (if they would utilize all that they have made available to themselves).
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Originally Posted by Linsey Murdock
Thursday, July 7th 2008
Oh man, I have been so busy lately. This whole new position thing is a lot of work. I am really enjoying it though. We have a few big things coming up in the next couple months that should be pretty exciting. I'm hoping to get into a rhythm where I can release something cool every month. |
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Originally Posted by Journal Talk Page
So we are getting new stuff? Are you the one looking at Suggestions? MithTalk 18:21, 21 July 2008 (UTC)
You'll get new stuff. There is already some new stuff lined up that we have wanted/planned to do but didn't have the time for. So I'll be working on actually getting that stuff done and released. - Linsey talk 01:30, 22 July 2008 (UTC) |
As for Utopia...
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Originally Posted by Nevin
Eye of the North was a mistake. They tried way too hard to emphasis how much it bridged GW1 to GW2, and failed so badly at it. They should've released Utopia, which would've undoubtedly been the best campaign if they took all the good from the previous 3 and combined it into one. The asura were obviously going along with the aztec theme from the beginning, so boom theres your introduction of a new race. Could've left it at that, have it out by the end of Q4 2008 instead of the beginning of it. I'm sure there must've been a lot of ground work established for Utopia, if only they kept it at that.
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Honestly, the Mesoamérica concept art is the best and most inspired that we've seen in any previous installment and, quite honestly, there's so many ways that our "expansion" could have been better expanded upon. While I still play and enjoy GW:EN and parts of the other campaigns, I argue that GW:EN feels like merely an expansion to Prophecies (GW:EN is Inscribed with: "Screw you, Cantha and Elona!"), which makes it feel like an extremely condensed and centralized simplification of the conclusion that Utopia could have been.
The "magical" Asura as we know them are missing the depth in culture that those of apparent Aztec roots seemed to have and the Dwarves seem as dry as they always have and a lame excuse to get rid of the Aztec culture (as I speculate that the Utopian story would have pitted this Aztec culture against the Destroyers instead of these suddenly-allknowing-Dwarves that we currently see). The human cultural design remains the absolute same, which does not reflect the cultural assimilation that they would have experienced merging with other cultural races. Nor does it resonate the concept of refugees who have branched into their own subcultures -- which we DO see in human artwork for Utopia that doesn't look Aztec-inspired, such as swashbucklers and gypsies. The Norn and Charr are probably the best expanded upon in GW:EN, which a shame because they make the game feel the most like an expansion exclusive to Prophecies (besides the geographic location of which the expansion takes place).
Ultimately, GW:EN feels like aNet took the easiest route away from the final product rather than the best route toward the final product and it shows and it is a shame.
Considering that they decided to do GW:EN, and not Utopia, the least they could have done was invest enough time in that give it greater depth. That Cantha and Elona are left out and not expanded upon is awful and that GW2 is going to be a condensed Tyria seems absolutely absurd to me... Almost like the developers are being lazy or are trying to pull back the reigns on something that they can't seem to wrap their heads around ways to make any bigger. In geographical descriptions of GW2, Cantha and Elona are CUT OFF from the centralized action, and Tyria is flooded and changed in ways that seem to put everything in a central location; which is boring and uninspired.
And, quite honestly, the idea of an Ancient mesoaméricana-inspired culture like that we've seen concept art for fighting off the Destroyers (and knowing about the ultimate-threat, which lead to the events of GW2 is much cooler than anything we saw in GW:EN
In my opinion, creating GW2 (and taking place >100 years later) should give aNet the brilliant opportunity to EXPAND upon the GW universe and geography and significance of cultures and depth of story and plot elements in ways that would make the game "the most ultimate Guild Wars experience"... Instead, it sounds like they're making it the ultimate Prophecies sequel and ignoring Factions, Nightfall and what could have been Utopia and losing sight of the big picture; instead, opting to simplify these extensions of GW1 so that people cannot entirely complain at the lame exclusion of their presence.
The best we can hope now... is that a lot of the ideas and themes and cultural inspiration that went into the design elements of Utopia that we have seen will continue to reverberate and be implemented in GW2. I certainly don't know what aNet is doing, but I can almost guarantee that it is nowhere near as immense and powerful as the potential that I can SEE for GW2 (if they would utilize all that they have made available to themselves).
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Originally Posted by Abedeus
Because we hope to make the game *yawn* better. Or maybe that they will get new brains and think about why most of us, complainers, bought the game.
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Look closely at the thread title and you'll see that there's no real discussion here. Abandoning GW? Closing servers? People loose perspective, and worst of all, people want continuously updated, refreshed and renewed content (more quests, more monsters, more nerf/buff, more balance, more colors, more armors, more more more more) for no monthly-fee. Welcome to the MMO effect.
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Originally Posted by Fril Estelin
Won't people understand that the multitudes of kinds of "we" means that some people will always QQ, thus generating a bad ambiance?
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ArenaNet does not do this, and instead tries to give four million simultaneous handjobs to every player type in existence.
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Originally Posted by Avarre
Who gives a damn what the multitudes think?
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| That's why they've created a rich experience |
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| I'd rather play with the game that they managed to design, rather than the one that you propose. |
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Originally Posted by Avarre
Who gives a damn what the multitudes think? The playerbase that matters is the one your game caters to, everyone else can be ignored. The best games know what they want to do, and who they want to attract, and do it well.
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If you're going to create a game with pretty "loot", you'll have to pay attention to the power trading players. Otherwise, don't make rare items.
If you're going to have a guilld system, you'll have to pay attention to the GvG'ers. Otherwise, don't make a guild system.
If you're going to make a PvP system, you'll have to pay attention to the HA'ers, the tournament players, and so on. Otherwise, don't make PvP.
If you're going to make a system that isn't 80 levels of eventual 0.01%exp per kill on monsters, which makes for casual player attraction, you'll have to pay attention to them. Otherwise, don't make the system.
Following the pattern? Unless you want a completely stripped down game with one focus area, online games, or more specifically; the MMO/CORPG will continue to have these aspects. The best games, as you put it, are the best because they polish all the edges and they do so because they know the more polished edges means more players. The best games have never focused on one playerbase and completely told the rest to get lost.
Don't get me wrong, Fury tried to do that in many ways, but well...most of us know how wonderful that worked out.
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| ArenaNet does not do this, and instead tries to give four million simultaneous handjobs to every player type in existence. |
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Originally Posted by Abedeus
Excuse me what experience? You mean mindbreaking, gamepwning and kittenstomping PvE skills, repeated dungeons with crap rewards (few dungeon types/level designs with changed skins...), 6 hours of plot and uhm... no changes to pvp.
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Kill Xnumber of Xmob + Collect * 5 = Complete quest.
Level up.
Lock in points.
Adjust skill tree.
Repair Equipment.
Repeat process for months at a time because I have no choice.
And if you're looking for something special; a gankfest PvP system where there's as much "skill" as Ursan mashing.
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Originally Posted by -Sonata-
Don't get me wrong, Fury tried to do that in many ways, but well...most of us know how wonderful that worked out.
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| The best games have never focused on one playerbase and completely told the rest to get lost. |
How much support have, say, SC, or CS, given to Single-Player gamers? How much focus have they put on competitive play? Are they some of the best games, in terms of longevity, support, and popularity? Without question.
ANet completely alienated the casual player from PvP, and they're doing it in PvE just as much.
They alienated the skilled players, by removing tournament support and allowing imbalances and hilarious junk in PvE. I guess it's an ok game for the dedicated mediocre player, but if ANet really wanted to head in that direction they could do a lot more. Like changing their box art to the World Of Warcraft picture, and hoping to trick people.
If GW as it is was released today, do you think it would be a success? Maybe.
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Originally Posted by Lonesamurai
What I don't understand is...
If you guys fell this pissed off and "abandoned", why are you all still here? |
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Originally Posted by Fril Estelin
Look closely at the thread title and you'll see that there's no real discussion here.
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Originally Posted by Fril Estelin
What a massive argument, ouch I'm ... speechless. You may not be a troll but you surely behave like one.
This thread attracts too much intellectual short-sightenedness. |
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| QFT. I wonder the same thing. |
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Originally Posted by Fril Estelin
I didn't ask you to, but Anet does. That's why they've created a rich experience that a multitude of people can enjoy. And then there's the ones which want the game to be the way they desire because they think that their vision is much superior to the vision of Anet's designers. I'd rather play with the game that they managed to design, rather than the one that you propose.
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Originally Posted by Lonesamurai
What I don't understand is...
If you guys fell this pissed off and "abandoned", why are you all still here? |
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What I wanna know is why this game was updated for 3 years.
Apart from new content which was nice of them to give us for free youd think they'd have things ironed out a couple months after release and not still balancing and tweaking up to now.
Well whatever they did I hoped they finally figured out what worked and what didnt and apply it to GW2.
Apart from new content which was nice of them to give us for free youd think they'd have things ironed out a couple months after release and not still balancing and tweaking up to now.
Well whatever they did I hoped they finally figured out what worked and what didnt and apply it to GW2.
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Originally Posted by Whirlwind
Thats not how it went down at all. Gwen was scheduled to be a full fledged campaign, but somewhere during the production they had to decide if they were going to continue with it or move on to gw2. Thus Gwen became a meer expansion and a preview for GW2, a gateway, and at that it does its job well.
Honestly they made a pretty good product in gw:en considering what it is meant to be. |
Mass amounts of re-using areas in dungeons.
Very short campaign.
No imaginative titles.
No it wasn't a good product. That said I did enjoy it like I said but it cannot be called a good expansion by any standards. Except by Sims standards.

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Originally Posted by Fril Estelin
Won't people understand that the multitudes of kinds of "we" means that some people will always QQ, thus generating a bad ambiance? There's the "casual PvE"-we, the "elite PvE"-we, the GvG-we, the HA-we, the HB-we, the "look nice"-we, the trader-we, the title-greedy-we, the lore-we, the anti-title-we, the leave-me-alone-we (and the very famous troll-we!) etc. etc.
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^_^
As to GW:EN: it may have had a handful of reskinned armors, but it also had some of the most intricate new weapons in the game, as well as undeniably the most detailed and (imo) beautiful environments we've seen in GW. Yeah, they reused some rooms in multiple dungeons, that doesn't change the fact that those rooms were goddamn gorgeously made. You could also tell that they put a lot of time into trying to make quests that weren't your standard, "Go here, kill X," quests that we've seen for the past 3 years. I mean, I actually sought out side quests because they were so well written, and normally I'm not terribly keen on them unless there's a good reward in it for me.
