So I usually ignore things like this but couldn't help myself today, my inner GW pride exploded out of me.
<--I'm Temidien in these posts
Here's a link to the article:
http://www.joystiq.com/2009/06/18/ai...nounced-specd/
GW not an MMO?! FTW. Fight!
3 pages • Page 1
Rather than labeling Guild Wars an MMORPG, we prefer to call it a CORPG (Competitive Online Role-Playing Game).
http://www.guildwars.com/products/gu...es/default.php
http://www.guildwars.com/products/gu...es/default.php
Code:
Is Guild Wars an MMORPG (Massively Multiplayer Online Role Playing Game)?
Guild Wars has some similarities to existing MMORPGs, but it also has some key differences. Like existing MMOs, Guild Wars is played entirely online in a secure hosted environment. Thousands of players inhabit the same virtual world. Players can meet new friends in gathering places like towns and outposts where they form parties and go questing with them. Unlike many MMOs, when players form a party and embark upon a quest in Guild Wars, they get their own private copy of the area where the quest takes place. This design eliminates some of the frustrating gameplay elements commonly associated with MMOs, such as spawn camping, loot stealing, and standing in a queue in order to complete a quest.
Guild Wars takes place in a large virtual world made up of many different zones, and players can walk from one end of the world to the other. In Guild Wars much of the tedium of traveling through the world has been eliminated. Players can instantly return to any safe area (town or outpost) that they have previously visited just by clicking on it in the world overview map.
Rather than labeling Guild Wars an MMORPG, we prefer to call it a CORPG (Competitive Online Role-Playing Game). Guild Wars was designed from the ground up to create the best possible competitive role-playing experience. Success in Guild Wars is always the result of player skill, not time spent playing or the size of one's guild. As characters progress, they acquire a diverse set of skills and items, enabling them to use new strategies in combat. Players can do battle in open arenas or compete in guild-vs-guild warfare or the international tournament. Engaging in combat is always the player's choice, however; there is no player-killing in cooperative areas of the world.
Players in Guild Wars can play with or against players from around the world in the global tournaments and arenas. And while players are initially placed in a region based on their selected language (so that there is a greater likelihood that others will be speaking their language) they can join up in the always-available International District to form parties and to play with anyone from anywhere in the world.
/lockthread.
Guild wars is COORPG or CORPG a cooperative online role playing game since the PVP isnt included in the classifying of the game
since pvp is neither RPG or Cooperative in the sense tht other players are trying to kill you! and yes i do agree that instancing is not the example that should be used for this arguement its the fact there is no other races in guild wars that a player can be and there is no direct PvE competition between players like in WoW or Eve where players can attack each other in the PvE environment
!
Edit: wow i sounded like a dev :O!
since pvp is neither RPG or Cooperative in the sense tht other players are trying to kill you! and yes i do agree that instancing is not the example that should be used for this arguement its the fact there is no other races in guild wars that a player can be and there is no direct PvE competition between players like in WoW or Eve where players can attack each other in the PvE environment
!Edit: wow i sounded like a dev :O!
Checklist.
1. Millions of players, playing the same game. Check!
2. Thousands if not millions of players playing together? Semi Check!
3. Online playability enabled? Check!
4. Storyline element often found in role playing games? Check!
5. PvP pitting massive amounts of players against each other and in coop teams? Check!
6. Special game play events? Check!
7. Hundreds, if not thousands of complaining fans? Check!
Sounds like a massive multiplayer online game to me, Just not a traditional MMORPG. Does guildwars being a CORPG lessen the desire to play or the entertainment value? No!
Should we quit GW and play a more traditional re-skinned MMORPG clone like LotrO or WoW? Subjective. (personal answer, NO!)
Should people stop stressing about things that don't matter? YES!
Should I end this post now, stfu and go to sleep. YES!
1. Millions of players, playing the same game. Check!
2. Thousands if not millions of players playing together? Semi Check!
3. Online playability enabled? Check!
4. Storyline element often found in role playing games? Check!
5. PvP pitting massive amounts of players against each other and in coop teams? Check!
6. Special game play events? Check!
7. Hundreds, if not thousands of complaining fans? Check!
Sounds like a massive multiplayer online game to me, Just not a traditional MMORPG. Does guildwars being a CORPG lessen the desire to play or the entertainment value? No!
Should we quit GW and play a more traditional re-skinned MMORPG clone like LotrO or WoW? Subjective. (personal answer, NO!)
Should people stop stressing about things that don't matter? YES!
Should I end this post now, stfu and go to sleep. YES!

B
Quote:
|
So I usually ignore things like this but couldn't help myself today, my inner GW pride exploded out of me.
<--I'm Temidien in these posts Here's a link to the article: http://www.joystiq.com/2009/06/18/ai...nounced-specd/ |
I don't understand how deviating from the formula classifies you outside of a very loosely-defined genre. Almost all of the elements of GW can be found in other "MMORPGs", mainly the ones that DEFINE the genre:
1. Traditional RPG culture, verbage, etc.
2. Fully online community that requires players to play in environments in which other players reside (though there is no forced interaction). The game cannot be played offline and traveling through servers that are empty of players (I'm looking at your EU) does not mean that the potential for players to be there no longer exists.
3. Interaction with other players is encouraged. It may not seem that way with H/H, but to productively work through the game, one must take part in the economy. Even buying runes/dyes/whatever from NPCs relies on prices set by PLAYERS. I'm sure it's possible to play the game without once interacting with a person, but that limits gameplay extremely and is outside the bounds of what the developers intended. (use the Counterstrike example--I can load a map and play on a private server and shoot walls for 4 hours straight, but the game is still multiplayer whether I choose to be social or not)
If every game got its own genre for being different from the other games in its genre, then nothing would be unique.
ANet can call it what they want, it's still a damn MMO.
1. Traditional RPG culture, verbage, etc.
2. Fully online community that requires players to play in environments in which other players reside (though there is no forced interaction). The game cannot be played offline and traveling through servers that are empty of players (I'm looking at your EU) does not mean that the potential for players to be there no longer exists.
3. Interaction with other players is encouraged. It may not seem that way with H/H, but to productively work through the game, one must take part in the economy. Even buying runes/dyes/whatever from NPCs relies on prices set by PLAYERS. I'm sure it's possible to play the game without once interacting with a person, but that limits gameplay extremely and is outside the bounds of what the developers intended. (use the Counterstrike example--I can load a map and play on a private server and shoot walls for 4 hours straight, but the game is still multiplayer whether I choose to be social or not)
If every game got its own genre for being different from the other games in its genre, then nothing would be unique.
ANet can call it what they want, it's still a damn MMO.


