
I was one of the first in line to buy it.
The bait is darned tasty, after all:
Large, expansive world. Entrancing story.
Skill-based PvP elements. Non-time intensive gameplay treadmill system.
Free. No monthly bill. Enhanced graphics engine with real-time effects.
But the problem is that most individuals and reviewers, like those seen in GameRankings.com, only play the game for a week or so, and then write their review.
The graphics in GuildWars are a huge bonus. They're *amazing* and they run on even modest systems with integrated graphics. The graphics engine on this game is simply a work of wonder. The sound work is ok and the PvP elements are interesting but after playing the game for about a month, I can tell you right now that the game is NOT WoW. If you're thinking that you're getting Everquest for free, you're wrong.
The server instancing that you experience on quests or missions means you rarely meet people outside your own team of friends. There's definitely a social component missing as a result. There's very little role playing and community. It's all centered on guilds and usually, guilds are formed more out of necessity than friendship. I luckily found a guild of nice players, called Forces of Nature(FoN) but even so, we don't go grouping often. Most of the time, the gameplay is solo.
And that solo gameplay accentuates the game's weaknesses. The different classes are NOT balanced. Forget what the web site www.guildwars.com tells you. They're not balanced. Mesmers(the game equivalent of a bard) are by far the hardest level to campaign with and if you choose that profession as your primary class, prepare for some tough lumps. My first build was a MesmerElementalist and it took me 25 hours just to solo-level to 10th level post-searing. My FighterMonk took approximately half that time.
Of course the statements about GW not being non-time intensive are completely inaccurate. The game is VERY time-intensive. Sure, you can teleport from city to city using your map. Great. But to play PvP, you need to obtain skills, equipment and other resources through campaigning and campaigning, while quick at first, can be very s..l..o..w...depending on your profession once you reach post-searing play. You'll often find that you can level up to level five on your first hour. The next five levels take you ten hours afterwards and each level after that takes you about five hours all by itself.
PvP is very cutthroat and you won't really be competitive in upper-eschelon play, without the goodies you find campaigning. So you can forget dreaming about jumping in right after buying the game and competing at any decent level in PvP. Finding partners, especially out of your guild, to campaign with is very rough going and thankfully there are henchmen you can hire.
The henchmen are even equipped with really solid AI and perform much better than their levels would indicate(they're about 6 levels lower than you at any given time). The problem is that they're a huge resource burden, often making drops from mobs far less likely. The drops can be improved with less henchmen on your team but the game becomes far more difficult in some game areas if you do decide to group more sparsely. You are ultimately forced to decide: Do you want gold, items and goodies or do you want levels. No game should force you to play that way.
The creatures in the game are repetetive and employ poor AI during the first 10 levels. Once you start facing Charr and other opponents, the AI climbs slightly. But make no mistake, this game isn't about enemy AI because the AI ain't great. This game is about waves of mobs wearing you out. Waves and waves of identical mobs over and over again. Which is why, of course, GW is enormous. The game world would probably take about 2 hours to traverse, once you've unlocked most of the areas, assuming you travelled in a straight line.
Now square such a map and you can realize that there is a large variety of areas and creatures to slay. The problem is that you'll most likely be slaying the same three types over and over once you enter one area.
The last two problems I notice is that the game has a story but unlike most reviewers, I think it's pretty weak. The game unfolds around you very slowly, rarely forcing you to make tough calls or split-decisions. Moreover, the gameplay focuses on either: "Fetch me this ingredient." OR "Kill XXX entity for me to gain experience.". The problem becomes even more underscored when you realize that the game mechanics are VERY shallow. Six professions, NO kinds of stats, save your ability scores(about half a dozen) and your AC. Everything else is obscured from you, so if you're a stat-junky or a tactician that relishes sifting through volumes of statistical possibilities for variation in your character, like in D&D based games or Diablo...you can forget it. The game feels far more like an FPS than an RPG and the only real ways to differentiate yourself from your opponents is the color of your spells/effects and your outfit.
Which brings me to my last point. Outfitting your character is an excruciating process. Sure you can salvage materials from goodies and craft your own items with help. Usually, the item you found at level 3 is just as good as the items you find at level 13. No, I'm NOT kidding. The items are very ho-hum. No distinction between them in appearance or abilities.
Usually you'll find a Staff with damage +3 and a Staff with damage +4. That's it.
Most individuals look all the same, and employ dyes to make themselves look different. The problem is that dyes are really expensive(each mob drops maybe 2-20 gp and ONE dye costs 1000 gp). Crafting items is equally expensive and so you have players penalized for trying to differentiate their characters.
One could argue that such a process allows a rewarding satisfaction to those that finally achieve their differentiation. Unfortunately, I haven't asked those 2 people yet. But seriously, forcing 98% of the people to look almost identical just to reward 2% of the 24-7 players is NOT a good strategy.
And heaven forbid you want to sell your SuperCraftSword +6, when some daisy drops a SuperCraftSword +7 one day. The sword that you crafted for 1000 gp is impossible to sell for more than 100 gp to any merchant.
Huh? In short, the economy in the game is painfully broken. Money comes slowly and only to those that level grind and when you finally do gain enough to buy dye and new items, you realize that your old junk is worthless.
I would have to say that GW is a very unforgiving game. That word best sums it up: "unforgiving". GW has an attitude that you: "should just suck it up and play". But I'm playing a game, and GW shouldn't feel like work, which sometimes it does. Using the same 8 spells over and over(you can only outfit your character with 8 spells/abilities at any one time), on brainless mobs so that I can scrounge 60 gp to buy an extra +1 on my generally ineffectual weapon, just to start all over again, is NOT my idea of "fun".
It will be interesting to see what ArenaNet does in the following expansions, to try and spice things up. Seeing as how I spent 50 bucks on this game already, I'll keep playing and try to get my money's worth. But that said, I'm pretty sure that as time goes on, more and more people will bore with GW because it seems to punish players even more than Everquest or WoW. People are just too wowed at the moment to notice.
It's a shame too because GW has huge potential. No monthly fees makes it perfect for gamers like me that don't think "renting games" is acceptable and the graphics engine and network code are simply top notch(no seriously, I'm in shock how amazing the code is). Even the production values are good, with good looking models and animations, as well as textures.
The problem is that this game is mostly skin-deep. Maybe they can transplant NWN equipment into GW and tweak the economy/community.