Original paragraph
Guild Wars is a new kind of MMORPG experience. It eliminates the less exciting aspects of world-map play by using a mission-based design, while keeping the features that make online role-players great. Make new allies in towns or outposts, form a party, and then go tackle a quest together. Your party always has its own unique copy of the quest map -- so camping, kill-stealing, and long lines to complete quests are all things of the past. As you play your quest, you have unprecedented levels of freedom: Your magic can build bridges and open up new pathways, or it can burn down forests and villages. Best of all, you'll never meet new players that you can't play with or compete against, because their characters are on a different Server than yours. In Guild Wars, all characters live in one seamless world.
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Were my expectations upto scratch? Very much not upto scratch id say.
Whenever I saw a review of guildwars, I saw it compared to WoW, or other such mmorpg games of the past. It cant be compared to them.
I agree with the below wholeheartidly, except for the loving part cause I dont do pvp:
Grimm
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You seem to completely ignore PvP in GW, which the game was designed around. GW is not, strictly speaking an RPG. TES:3 (Morrowind) is. GW is a strategic/tactical game with a few RPG components, more akin to a real-time Magic: the Gathering than a traditional RPG. Nor is GW an MMO. It's a new type of game.
GW is not very immersive at all. It's not very realistic. When I first started playing I was expecting basically a free MMO, and I was rather disappointed at first. But once I began to actually see what the game was about and appreciate the ways in which it differed from an RPG, I began to love it.
I think if you are interested in immersiveness and an actual "role-playing" experience, either a traditional MMO or a good single-player RPG are the ways to go. I find it very hard to be immersed in multi-player games, personally, because 99% of the player-base have no clue what role-playing means.
Anyway, if you enjoy GW, that's great, but I think comparing it to a real RPG is not very enlightening.
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What makes a mmorpg the masive part is that you can go off and do your own thing and encounter others doing the same whilst you do it, its the basic prinicple. It is why you pay subscriptions, you have to pay for the huge servers that run the worlds in which everyone plays on the same world.
Guildwars however, takes an older approach, that of instances. Which in effect are mini 'few-player' games between a few friends. to quote the original advert
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-- so camping, kill-stealing, and long lines to complete quests are all things of the past.
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Eh? Thing of the past? Its a attribute of the modern computer based rpgs that such unfortunate events are possible.
Guildwars takes an approach closer to old *
gasp* none subscription diablo series, in that each "game" instance is just a group max of 8 people in a individual run setting.
Think how diablo worked. You'd get a B.net lobby (town) with names along europe1-20 where you might meet people and start a game, with 1-8 players. That is closer to guildwars than everquest where you log onto your server with a couple thousand other players and have a free run of it, randomly meeting them in combat areas and making parties togther mid encounter.
With guildwars there is no need for some huge big server that could have 50+ people fighting a dragon, or a whole guild togther killing giants.
Instances are a cheap ass way to implement a so called 'mmo' game. I would be extremely dissatisifed if they considered charging a fee for a game that was entirly instance based. (unless they gave significant content increases per month, not guildwars "updates" of tiny changes in gui or 'balance')
In fact, to quote guildwars.com Q&a page, Gw's by their own definition isnt a mmorpg.
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Rather than labeling Guild Wars an MMORPG, we prefer to call it a CORPG (Competitive Online Role-Playing Game).
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Now that defintion fits better.
Its primiarly an online competitive pvp game.
It has more indepth avatar creation options than counter strike(if that is sufficent to call it rpg).
However, if compared to, an example of a good online-rpg neverwinter nights, bugger all in the way of character customisation options. Class Skills and nothing else. Each warrior is virtually the same as the next based off at most 7 numbers, 8 skills and then items.
Items of which there is a tiny selection of useable armours and the core items themselfs have tiny variation in numbers, then there are no consumable items such as potions or scrolls(unless you count those pathetic double xp scrolls, which I heartily dont).
No strength,dex,constitution values. A lot of the same character is all you see, you can probably guess within a hundred or two how many hp's a character has when you see them in town.
I played and enjoyed the single player story line, but guildwars longevity is in the pvp alone. You wont get people playing the pve side of things for months on end unless they are looking to get stuff for pvp, it is pretty much unrewarding, not challenging, and ultimately not entertaining.
If the pvp mattered to the campaign world, if it was part of an on going online campaign like DaoC, if it was story based pvp such as the prolog mission where 2 groups fight each other for a task. Yes, I'd be interested. But the present ooc pvp just for pvps sake, ala counterstrike for me is a relative bore.
Guilds, whilst I can see the interest factor for those in the guild frankly dont mean anything to the campaign world. No one would care if any guild vanished, it doesnt effect the game world. Average player doesnt ever see or even care to see any one guild property even if it were destroyed by another guild(is such a thing possible even?).
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Was guildwars worth the money spent on it? Yes.
It is a beautiful game, a very big game at that, fun running through the story once, maybe twice. Then it becomes something to put on the shelf unless you want ooc based pvp. Erm.. or unless the "soon to be" wife moans at me to play it with her.
I like my rpg's for long term immersion, socialising, character deveolpment and story.
And lastly.
Lady Lozza
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Of course if you want to get really technical, we should scrap the term RPG when refering to computer games at all because "real" RPG is really reserved for the table top, late at night, with all your secret friends who enjoy playing dress-up
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I agree that if you want a true immersion exeperience, to the point where you feel like it is YOU who is wandering through the lush green forest, then you need a single player RPG like Morrowind or the soon-to-be-released Oblivion.
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I sincerely advise you to look at the online custom made player servers of Neverwinter nights. Its the cloest you get to a purist role player game on a pc. Nothing comes close to this, has everything you could want including a DM client(program that allows dungeon masters to play alongside players and dynamically make quests/events on the fly). Whatever you do though, dont run the single player game, Neverwinter nights was built with intent of the player base using the toolset to make their own campaign worlds, not play the poorly implemented example module.
The server I play on, ive been on for 3 years now, its a mini society in a persistant world enviroment, there is no such immersion in gw's, gw's is all ooc.