17 Aug 2005 at 17:37 - 88
This is a good thread, refershing to NOT see number crunching, and I hope ArenaNet is reading this as well!
I'd like to add my voice on the boring and tedious PvE experience. First a little background. I've been playing RPGs, both pen-and-paper and computer RPGs for a long time. I still have my first edition AD&D somewhere. I prefer a RPG with a good story and open-ended play, though I don't mind some hack-and-slash every now and then. I'm also the one that doesn't care for uber-loot, unlike most of the instant-gratification crowd, but am feel immensely rewarded with an awesome story or fufilling gameplay. I got Guild Wars thanks to the constant prodding of a friend, and having played it for a few weeks now I can see the game's promise, but at the same time some flaws are rather glaring even at this stage.
Now on to my views; like what others have said, there isn't enough variety (that's a key word in RPGs I feel) in what you can do; normally it's go from point A to point B, kill all the monsters along the way by aggro-ing them mob by mob, see what guy at point B wants, go to point C, do stuff at point C, then head back to collect your reward, while doing more mob by mob aggro-ing along the way. Add to the mostly linear path made by barriers and it gets very old very quickly. And this is just my first run in the game, and I'm barely halfway through.
I'm among those who'd like to see more variety of instanced areas instead of having the same monsters all the time at the same spots, and less monsters per area, but more interesting fights if there is a need to do battle. I think monsters need to be more unique in terms of skills, and have skills that are specially made for them. Not uber skills designed to counter player moves, but skills that would make sense for the respective monsters surviving in their environments, which can throw a surprise every now and then. Like what some have said, I'd like to fight less but feel more rewarded every time I finish a fight. The AI for the monsters can be quite decent, so let's see something more unique in the encounters rather than having the party mow through group after group of similar monsters like some broken lawnmower.
Also having the different gameplay modes suggested sound great. Imagine trying to escort a caravan, conduct a raid, defend a siege, as well as having your own freedom in doing these tasks. You could dictate where the caravan goes, how best to catch the enemy by surprise in a raid, and whether if sneaking out to sabotage a siege party would do any good. It could certainly add a lot of variety (there's that word again) in the game.
Someone mentioned about the guilds having relatively little presence in the PvE section, and it somewhat ruins the immersive experience. I think that's something that can be improved upon. Members of powerful guilds get some kind of recognition, and perhaps they can influence the gameworld in subtle ways (maybe they can even be linked to the extra gameplay modes mentioned above).
I'd also like to see branching mission storylines, where the PC has some effect on where the story can go. Obviously the conclusion has to remain the same, but the journey taken to reach that conclusion in the chapter can differ. If this is done though, it should be done as subtly as possible, otherwise I can see the barrage of questions from unadventerous newbies about which option is the best to go once they hit the fork in the road, so to speak. This might get a little complicated, and I don't expect to see it, but it'd be nice if the crack team at ArenaNet surprise me with the flexibility of the game's engine.
Finally I'd like to make the suggestion that ArenaNet get the guys who did the story for Warcraft/Starcraft from Blizzard! Guild Wars has a so-so story right now, but I'm hoping for better, given ArenaNet's pedigree, so if you guys are still chums with Blizzard, how about borrowing their writing team for a few months.. :P