One of the biggest inaccuracies in the video was them claiming players can leave a permanent mark on the world. The dynamic event system is meant to be cyclical, which means if you help take an outpost from centaurs, and then everyone goes on their merry way, eventually the centaurs will retake it and return the event back to it's previous stage. You can leave a mark on the world for a short time, and then it recycles after you've left.
I guess the way they said it would sound like nothing will ever happen to the village again but other forces (other than centaurs) can also attack the village. I guess they should have made that a bit clearer.
One of the biggest inaccuracies in the video was them claiming players can leave a permanent mark on the world. The dynamic event system is meant to be cyclical, which means if you help take an outpost from centaurs, and then everyone goes on their merry way, eventually the centaurs will retake it and return the event back to it's previous stage. You can leave a mark on the world for a short time, and then it recycles after you've left.
I guess the way they said it would sound like nothing will ever happen to the village again but other forces (other than centaurs) can also attack the village. I guess they should have made that a bit clearer.
The problem is their intention wasn't to make it clear, the intention was to make a statement that people will gobble up even though previously they had already clarified that things would not be permanent.
I guess the way they said it would sound like nothing will ever happen to the village again but other forces (other than centaurs) can also attack the village. I guess they should have made that a bit clearer.
The problem is their intention wasn't to make it clear, the intention was to make a statement that people will gobble up even though previously they had already clarified that things would not be permanent. It's a bold faced lie...
It's kinda like what I do in sales; not disclosing everything and hoping the customer or prospect will take a look at the information I have to show them and If they are impressed... well I didn't harm them in any way and if they aren't I didn't still any money from them.
I guess the way they said it would sound like nothing will ever happen to the village again but other forces (other than centaurs) can also attack the village. I guess they should have made that a bit clearer.
The problem is their intention wasn't to make it clear, the intention was to make a statement that people will gobble up even though previously they had already clarified that things would not be permanent. It's a bold faced lie...
It's kinda like what I do in sales; not disclosing everything and hoping the customer or prospect will take a look at the information I have to show them and I they are impressed... well I didn't harm them in any way, if they aren't I didn't still any money from them.
It's called false advertising.
Anet: OMG we want you to feel like you matter in our game world, other games don't let you permanently effect the world.
Reality: Dynamic event system does not permanently effect the game world either (as clarified by anet previously)
Also everyone operates under a different set of business ethics but any time you mislead a customer in any way or omit relevant information to make a sale it can be considered shady.
Its only a manifesto, no new information, it is buzzwords and game engine graphics. It's only stating what they are about and some vague ideas on what they have planned. Is it sad that this one video has drawn more people into the game than most of their blog posts, site updates, and interviews? Are we so shallow as to be drawn in by a video? Hell, the hype meter was at 8.55 for forever, and suddenly its jumped to 8.6. I think the only new information that we were able to get is that ANY character can do a dodge-like(barrel?) roll, confirmed by the CMs over at GW2G.
Ahem, now, without my realistic filter.
OMFG, that looked awesome! As if I wasn't excited enough before, this brings it over the top! And that dragon.... I'm afraid.
It's kinda like what I do in sales; not disclosing everything and hoping the customer or prospect will take a look at the information I have to show them and I they are impressed... well I didn't harm them in any way, if they aren't I didn't still any money from them.
It's called false advertising. Anet: OMG we want you to feel like you matter in our game world, other games don't let you permanently effect the world. Reality: Dynamic event system does not permanently effect the game world either (as clarified by anet previously) Also everyone operates under a different set of business ethics but any time you mislead a customer in any way or omit relevant information to make a sale it can be considered shady.
You see, the undisclosed information is to instill curiousity in the customer or prospect but that information is still shown to the customer or prospect after they have said "yes I want more information" if they don't say that then there is no need to continue trying to make the sale. Which is what I think anet is doing here but I guess seeing as many people don't read, they will not understand what they meant by "permanent".
I kept waiting for the dragon to fly back up into the air and go "You are not prepared!"
I'm seriosly pondering what kind of event chain would happen with such a beast. They could go the easy rout and have it leave if you fail, the more exciting alternative is that it attacks the Steeleye Span. Failing that it could be damaged/destroyed/overun... I'm sure its not just going to leave though, it will have to kill every passing adventurer for a bit.
The point of this video was to get new people drawn into Guild Wars 2, which is why there was really no new info other than dodge roll. It's to get people hyped up and ready for the demo. BTW It has been confirmed that people at Gamescom and PAX will be able to fight The Shatterer...if they want to. However, Martin stated that the dragon will be incredibly painful for your character. They aren't misleading you, they are trying to get you drawn into the game. You're effect on the world will be a temporary permanence. Towns you save will remember who you are until someone else comes along and saves the town. After that, it's pretty much like the real world, you will be forgot admist the heroes of the latest tragedy. But again, this video is meant to get NEW people drawn into the game. It's not for us who have been following and eating up every piece of information since it was announced.
Colour me gullible I guess. That video blew me away and gave me some goosebumps. I loved the graphics. The art is fantastic. The characters look formidable. I know I know probably it will not live up to it but even if they deliver half I will get it. I am one of the stupid masses but hey if I cannot indulge in dreams what is left ?
Most of the things they mentioned in video like one players action effecting everything around him/her, if you rescuse a village it stays rescused etc etc are only possible in instances. I have no idea how they can pull this off without instances.
They already said it, it's a cyclical but very complex chain of events, not instanced.
So things won't stay changed forever right? it will be temporary effect?
Yes, it will be temp-effect... O.o but that effect grant a for feeling achivement for sometime.
yeah I am sure it will be a long temp effect
I haven't followed this system, but wrath of the lich king created a pretty good system in which the world remembers what your character did. Certain areas change significantly for you after you complete certain quests.
Most of the things they mentioned in video like one players action effecting everything around him/her, if you rescuse a village it stays rescused etc etc are only possible in instances. I have no idea how they can pull this off without instances.
They already said it, it's a cyclical but very complex chain of events, not instanced.
So things won't stay changed forever right? it will be temporary effect?
Yes, it will be temp-effect... O.o but that effect grant a for feeling achivement for sometime.
yeah I am sure it will be a long temp effect
I haven't followed this system, but wrath of the lich king created a pretty good system in which the world remembers what your character did. Certain areas change significantly for you after you complete certain quests.
Anet's not making use of phasing like WoW is. So if a bridge is destroyed, it's destroyed for everyone. If it gets repaired, it's repaired for everyone. In OGW fan based pretty much screamed throughout development to stay as far away from WoW as possible. Anet seemed to listen.
Most of the things they mentioned in video like one players action effecting everything around him/her, if you rescuse a village it stays rescused etc etc are only possible in instances. I have no idea how they can pull this off without instances.
They already said it, it's a cyclical but very complex chain of events, not instanced.
So things won't stay changed forever right? it will be temporary effect?
Yes, it will be temp-effect... O.o but that effect grant a for feeling achivement for sometime.
yeah I am sure it will be a long temp effect
I haven't followed this system, but wrath of the lich king created a pretty good system in which the world remembers what your character did. Certain areas change significantly for you after you complete certain quests.
Anet's not making use of phasing like WoW is. So if a bridge is destroyed, it's destroyed for everyone. If it gets repaired, it's repaired for everyone. In OGW fan based pretty much screamed throughout development to stay as far away from WoW as possible. Anet seemed to listen.
Interesting. A persistent world which, in some cases, does not persist - although I guess the repetition of a cycle can be deemed as a persistence of sorts. Be interesting to see how it works out in practice.
It is, after all, the holy grail of MMOs - a system which allows many many people to play, often at very different play times, to make it commercially viable and long-term sustainable, but which also affords each of those players a sense of personal impact. Wow took the philosophy that it was impossible in practice, so instead created the clever illusion of phasing.
Any move towards a more 'real' version of personal impact is very welcome. I love the idea that I visit somewhere and go hey! where's the castle that used to be here? Ah... some players knocked it down.
My only fear is that destruction is easier than construction, and there will always emerge groups of players whose only aim is to make everything stop working, as far as possible. Be interesting to see how they handle environment griefing.
Most of the things they mentioned in video like one players action effecting everything around him/her, if you rescuse a village it stays rescused etc etc are only possible in instances. I have no idea how they can pull this off without instances.
They already said it, it's a cyclical but very complex chain of events, not instanced.
So things won't stay changed forever right? it will be temporary effect?
Yes, it will be temp-effect... O.o but that effect grant a for feeling achivement for sometime.
yeah I am sure it will be a long temp effect
I haven't followed this system, but wrath of the lich king created a pretty good system in which the world remembers what your character did. Certain areas change significantly for you after you complete certain quests.
Anet's not making use of phasing like WoW is. So if a bridge is destroyed, it's destroyed for everyone. If it gets repaired, it's repaired for everyone. In OGW fan based pretty much screamed throughout development to stay as far away from WoW as possible. Anet seemed to listen.
Interesting. A persistent world which, in some cases, does not persist - although I guess the repetition of a cycle can be deemed as a persistence of sorts. Be interesting to see how it works out in practice.
It is, after all, the holy grail of MMOs - a system which allows many many people to play, often at very different play times, to make it commercially viable and long-term sustainable, but which also affords each of those players a sense of personal impact. Wow took the philosophy that it was impossible in practice, so instead created the clever illusion of phasing.
Any move towards a more 'real' version of personal impact is very welcome. I love the idea that I visit somewhere and go hey! where's the castle that used to be here? Ah... some players knocked it down.
My only fear is that destruction is easier than construction, and there will always emerge groups of players whose only aim is to make everything stop working, as far as possible. Be interesting to see how they handle environment griefing.
That's basically the idea. You walk through an area a second time and it's different than the first time you went through. Only players don't destroy the environment, the mobs do that. Centaurs, or bandits, or even a dragon will destroy villages. Anet is well aware of griefing...and the OGW fanbase has made them well aware of our concerns too. Anet stated that say a level 80 decides to participate in a level 5 event, that level 80 will be debuffed to the power level of about a level 8. This way the level 80 still feels like they are more powerful than the rest, but they can't completely screw over the event. If you watch the trailer closely, you'll see an example of an event. Where the centaurs are running with the things exploding overhead, that's an event. Actual cities can get destroyed, it's up to you to aid in the repair process or continue. If you aid, you'll apparently get gold, experience, karma, and other things. Karma can buy you a jar of bees to throw at things! (Among other things of course. But we justl ike the jar of bees). But from what it sounds like, these won't be the easiest things in the world. Martin mentioned that The Shatter is a #*%^$ to defeat, and that he went down and defeated many times.
It's long past time a developer stepped up and pointed out how old-school MMORPG mechanics are flawed (and always have been flawed) and need to be fixed. Remember these words from the video "If you hate MMORPGs you really need to play Guild Wars 2"
ArenaNet was basically telling every MMO developer who has ever released a game and is planning to release a game that there's a better way. Something those developers have ignored ever since MMORPGs were created. Here's another great quote from an interview on Gamereactor
If you can cast your mind back in time to when Ultima Online had been announced but not yet released, we all believed that in truly free online worlds in which things could really change according to the actions taken by players
And then UO was released and that concept was lost (not that Garriott ever had the talent to even understand it). ArenaNet is trying to bring it back. Another quote:
The MMO industry has been kind of stuck in a rut, with a lot of games working identically. We're trying to get back to that joy, that early promise
Perhaps it is all just hype. We've all sorts of empty talk before from MMO developers, but unlike many other developer ArenaNet has already created a game that sold six million copies. And in less than a week we'll be seeing a demo that will show how much of this is hype and how much is fact.
There's still a long road to making a stable, fun game but if ArenaNet pulls it off, all those old-school MMORPG developers had better be ready to finally start using their brains if they want to keep up.
Here's another excellent quotes from the same interview.
We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...
The MMORPG industry might be on the brink of an important (and LONG OVERDUE) step forward in its evolution.
BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch hWe're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.ow we can build an MMO and not have to charge a monthly fee.
We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...
BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.
We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...
BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.
We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...
BAM!
We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...
BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...
BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.
If by evolution you mean copying what WoW did by just making things easier than the industry standards at the time of their development, then yea it sure is on the brink of that step.
WoW was many times easier than games like EQ1, GW2 will be many times easier than WoW. It's the same tactic, just wrapped in pretty ideas.
You think blind fanboism is good for a game, it creates a false bubble and leads to massive disappointment and flak for the game.
I would prefer it if people just had a realistic and educated view on the game, instead of sugar coating everything and using flawed logic to pump it up.
If by evolution you mean copying what WoW did by just making things easier than the industry standards at the time of their development, then yea it sure is on the brink of that step. WoW was many times easier than games like EQ1, GW2 will be many times easier than WoW. It's the same tactic, just wrapped in pretty ideas.
You say that based on what?
Im pretty sure weve already gone over this but just incase... let me guess.
To you grind = difficult/challenging?
Grind is not difficult, it is simply a tedious timesink and is not needed to make a game chellenging, and more importantly fun. Lack of grind does not = walk in the park gameplay with a giant "I Win" button. Get ove rit and just wait until you cana ctual play the game, or at least until people get to play the demos / beta and see just how "easy" the game actually is.
No the problem is simply that you don't get it. You think blind fanboism is good for a game, it creates a false bubble and leads to massive disappointment and flak for the game. I would prefer it if people just had a realistic and educated view on the game, instead of sugar coating everything and using flawed logic to pump it up.
You have your idea what a game should be like. It obviously clashes with the ideals of what the GW2 developers want in their game. So you somehow have some sort of axe to grind here. I'm not going to change your mind, it is already set. And you certainly won't change my mind or any other follower of this game. So my point is to take your crusade to someplace where maybe they can listen and follow what you have set. Have a good day.
Since you guys want to use GW1's success to elevate your gw2 arguments (only when it is convenient to you of course)
Let us go back to GW1. Anet said they are making GW2 with the spirit of GW1 in mind, but bringing it over to a persistent world.
Anyone that was ever a top MMORPG player and has played through GW1, knows the game was a complete cake walk and the content in it should not even be compared to a high production value MMORPG.
Pair the fact that the spirit of gw1 is to have fun but present things in an easily winnable fashion, with the fact that anet has already released information that is clearly leaning towards a newb friendly game, and guess what you get a pretty good feel for the direction they are heading.
1. No dedicated healing role, they want every player to be able to solo through the game (mmorpgs need to stop catering to solo play, they are called MMOs for a reason)
2. You've read their articles on death and how they perceive it, they flat out say they don't want it to be a significant inconvenience. This caters to mediocre players who will die more frequently than good players. It also obviously caters to people who would enjoy an easier game where death isn't inconvenient, over people that think when you make a mistake that would lead to your characters death, you should feel the sting for such a mistake.
3. 5player dungeons... no matter which way you slice it, when you are building raid content for 5 players you are simply much more limited in how intense an encounter can be, as opposed to the larger scale raid games that might consider designing content for anywhere from 25-80 players. This is again, another newb friendly feature designed for people to get their feet wet with raiding, but not provide them with any challenge that might be perceived as "too hard".
Obviously you won't agree with this, because you are blindly buying into all the hype and excitement.
No my opinion isn't the only one that matters, but when people are ill-informed or blindly biased their opinions are usually not all that valuable.
As for your previous post, that is another blindly biased response.
I do not disagree with what anet is doing as far as the design of the game goes, I have no problem with casual friendly games, I just also won't buy into their hype videos easily when they say stuff that blatantly contradicts what they have said in articles.
For example saying they want characters to have a permanent effect on the world, after already stating that the dynamic events would be cyclical and allow you to have a temporary effect but that it would eventually return to previous states if left unchecked.
I don't care if their events are cyclical, if that's the way they want it, that is fine, my problem is with them misleading people who haven't kept up to date on the game.
You know some guy is going to watch that manifesto and go "WoW my char will have a permanent impact on the world" and get all excited for gw2, when in reality the game doesn't allow him to have a permanent impact on the world.
Comments
I guess the way they said it would sound like nothing will ever happen to the village again but other forces (other than centaurs) can also attack the village. I guess they should have made that a bit clearer.
This is not a game.
I guess the way they said it would sound like nothing will ever happen to the village again but other forces (other than centaurs) can also attack the village. I guess they should have made that a bit clearer.
It's a bold faced lie...
It's kinda like what I do in sales; not disclosing everything and hoping the customer or prospect will take a look at the information I have to show them and If they are impressed... well I didn't harm them in any way and if they aren't I didn't still any money from them.
This is not a game.
It's kinda like what I do in sales; not disclosing everything and hoping the customer or prospect will take a look at the information I have to show them and I they are impressed... well I didn't harm them in any way, if they aren't I didn't still any money from them.
Anet: OMG we want you to feel like you matter in our game world, other games don't let you permanently effect the world.
Reality: Dynamic event system does not permanently effect the game world either (as clarified by anet previously)
Also everyone operates under a different set of business ethics but any time you mislead a customer in any way or omit relevant information to make a sale it can be considered shady.
Its only a manifesto, no new information, it is buzzwords and game engine graphics. It's only stating what they are about and some vague ideas on what they have planned. Is it sad that this one video has drawn more people into the game than most of their blog posts, site updates, and interviews? Are we so shallow as to be drawn in by a video? Hell, the hype meter was at 8.55 for forever, and suddenly its jumped to 8.6. I think the only new information that we were able to get is that ANY character can do a dodge-like(barrel?) roll, confirmed by the CMs over at GW2G.
Ahem, now, without my realistic filter.
OMFG, that looked awesome! As if I wasn't excited enough before, this brings it over the top! And that dragon.... I'm afraid.
Disagreement Heirarchy
You see, the undisclosed information is to instill curiousity in the customer or prospect but that information is still shown to the customer or prospect after they have said "yes I want more information" if they don't say that then there is no need to continue trying to make the sale. Which is what I think anet is doing here but I guess seeing as many people don't read, they will not understand what they meant by "permanent".
This is not a game.
I'm seriosly pondering what kind of event chain would happen with such a beast. They could go the easy rout and have it leave if you fail, the more exciting alternative is that it attacks the Steeleye Span. Failing that it could be damaged/destroyed/overun... I'm sure its not just going to leave though, it will have to kill every passing adventurer for a bit.
Disagreement Heirarchy
The point of this video was to get new people drawn into Guild Wars 2, which is why there was really no new info other than dodge roll. It's to get people hyped up and ready for the demo. BTW It has been confirmed that people at Gamescom and PAX will be able to fight The Shatterer...if they want to. However, Martin stated that the dragon will be incredibly painful for your character. They aren't misleading you, they are trying to get you drawn into the game. You're effect on the world will be a temporary permanence. Towns you save will remember who you are until someone else comes along and saves the town. After that, it's pretty much like the real world, you will be forgot admist the heroes of the latest tragedy. But again, this video is meant to get NEW people drawn into the game. It's not for us who have been following and eating up every piece of information since it was announced.
Colour me gullible I guess. That video blew me away and gave me some goosebumps. I loved the graphics. The art is fantastic. The characters look formidable. I know I know probably it will not live up to it but even if they deliver half I will get it. I am one of the stupid masses but hey if I cannot indulge in dreams what is left ?
All I have to say is wow.
I am so impressed and I simply can't wait for this game to come out!
I haven't followed this system, but wrath of the lich king created a pretty good system in which the world remembers what your character did. Certain areas change significantly for you after you complete certain quests.
Anet's not making use of phasing like WoW is. So if a bridge is destroyed, it's destroyed for everyone. If it gets repaired, it's repaired for everyone. In OGW fan based pretty much screamed throughout development to stay as far away from WoW as possible. Anet seemed to listen.
http://www.guildwars2guru.com/forum/game-mechanics-confused-ones-and-t6034.html will provide you with a full list of current features that have been discussed by Anet. It is complete with links to the sources.
Interesting. A persistent world which, in some cases, does not persist - although I guess the repetition of a cycle can be deemed as a persistence of sorts. Be interesting to see how it works out in practice.
It is, after all, the holy grail of MMOs - a system which allows many many people to play, often at very different play times, to make it commercially viable and long-term sustainable, but which also affords each of those players a sense of personal impact. Wow took the philosophy that it was impossible in practice, so instead created the clever illusion of phasing.
Any move towards a more 'real' version of personal impact is very welcome. I love the idea that I visit somewhere and go hey! where's the castle that used to be here? Ah... some players knocked it down.
My only fear is that destruction is easier than construction, and there will always emerge groups of players whose only aim is to make everything stop working, as far as possible. Be interesting to see how they handle environment griefing.
defently looks like a game to try out but trailers can be fooling so dont get your hopes to high
madnessman
That's basically the idea. You walk through an area a second time and it's different than the first time you went through. Only players don't destroy the environment, the mobs do that. Centaurs, or bandits, or even a dragon will destroy villages. Anet is well aware of griefing...and the OGW fanbase has made them well aware of our concerns too. Anet stated that say a level 80 decides to participate in a level 5 event, that level 80 will be debuffed to the power level of about a level 8. This way the level 80 still feels like they are more powerful than the rest, but they can't completely screw over the event. If you watch the trailer closely, you'll see an example of an event. Where the centaurs are running with the things exploding overhead, that's an event. Actual cities can get destroyed, it's up to you to aid in the repair process or continue. If you aid, you'll apparently get gold, experience, karma, and other things. Karma can buy you a jar of bees to throw at things! (Among other things of course. But we justl ike the jar of bees). But from what it sounds like, these won't be the easiest things in the world. Martin mentioned that The Shatter is a #*%^$ to defeat, and that he went down and defeated many times.
It's long past time a developer stepped up and pointed out how old-school MMORPG mechanics are flawed (and always have been flawed) and need to be fixed. Remember these words from the video "If you hate MMORPGs you really need to play Guild Wars 2"
ArenaNet was basically telling every MMO developer who has ever released a game and is planning to release a game that there's a better way. Something those developers have ignored ever since MMORPGs were created. Here's another great quote from an interview on Gamereactor
http://www.gamereactor.eu/articles/4498/Interview:+ArenaNet+on+Guild+Wars+2/
If you can cast your mind back in time to when Ultima Online had been announced but not yet released, we all believed that in truly free online worlds in which things could really change according to the actions taken by players
And then UO was released and that concept was lost (not that Garriott ever had the talent to even understand it). ArenaNet is trying to bring it back. Another quote:
The MMO industry has been kind of stuck in a rut, with a lot of games working identically. We're trying to get back to that joy, that early promise
Perhaps it is all just hype. We've all sorts of empty talk before from MMO developers, but unlike many other developer ArenaNet has already created a game that sold six million copies. And in less than a week we'll be seeing a demo that will show how much of this is hype and how much is fact.
There's still a long road to making a stable, fun game but if ArenaNet pulls it off, all those old-school MMORPG developers had better be ready to finally start using their brains if they want to keep up.
Here's another excellent quotes from the same interview.
We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...
The MMORPG industry might be on the brink of an important (and LONG OVERDUE) step forward in its evolution.
BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch hWe're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.ow we can build an MMO and not have to charge a monthly fee.
We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...
BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.
We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...
BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.
We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...
BAM!
We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...
BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.We're looking at all these things online worlds were meant to be and thinking: we can make that happen. So this is our manifesto, this is our way of saying we, as an industry, can be more than this...
BAM!
So that was one of the goals of Guild Wars 2, to say hey, here's an MMO - watch how we can build an MMO and not have to charge a monthly fee.
WoW was many times easier than games like EQ1, GW2 will be many times easier than WoW. It's the same tactic, just wrapped in pretty ideas.
Robert, dude, we get it, move on, take your crusade to another forum. I hear the WoW forum needs some trolling?
You think blind fanboism is good for a game, it creates a false bubble and leads to massive disappointment and flak for the game.
I would prefer it if people just had a realistic and educated view on the game, instead of sugar coating everything and using flawed logic to pump it up.
You say that based on what?
Im pretty sure weve already gone over this but just incase... let me guess.
To you grind = difficult/challenging?
Grind is not difficult, it is simply a tedious timesink and is not needed to make a game chellenging, and more importantly fun. Lack of grind does not = walk in the park gameplay with a giant "I Win" button. Get ove rit and just wait until you cana ctual play the game, or at least until people get to play the demos / beta and see just how "easy" the game actually is.
You have your idea what a game should be like. It obviously clashes with the ideals of what the GW2 developers want in their game. So you somehow have some sort of axe to grind here. I'm not going to change your mind, it is already set. And you certainly won't change my mind or any other follower of this game. So my point is to take your crusade to someplace where maybe they can listen and follow what you have set. Have a good day.
Let us go back to GW1. Anet said they are making GW2 with the spirit of GW1 in mind, but bringing it over to a persistent world.
Anyone that was ever a top MMORPG player and has played through GW1, knows the game was a complete cake walk and the content in it should not even be compared to a high production value MMORPG.
Pair the fact that the spirit of gw1 is to have fun but present things in an easily winnable fashion, with the fact that anet has already released information that is clearly leaning towards a newb friendly game, and guess what you get a pretty good feel for the direction they are heading.
1. No dedicated healing role, they want every player to be able to solo through the game (mmorpgs need to stop catering to solo play, they are called MMOs for a reason)
2. You've read their articles on death and how they perceive it, they flat out say they don't want it to be a significant inconvenience. This caters to mediocre players who will die more frequently than good players. It also obviously caters to people who would enjoy an easier game where death isn't inconvenient, over people that think when you make a mistake that would lead to your characters death, you should feel the sting for such a mistake.
3. 5player dungeons... no matter which way you slice it, when you are building raid content for 5 players you are simply much more limited in how intense an encounter can be, as opposed to the larger scale raid games that might consider designing content for anywhere from 25-80 players. This is again, another newb friendly feature designed for people to get their feet wet with raiding, but not provide them with any challenge that might be perceived as "too hard".
Obviously you won't agree with this, because you are blindly buying into all the hype and excitement.
Again you are using your opinion as the only one that matters.
Also, please use paragraphs.
As for your previous post, that is another blindly biased response.
I do not disagree with what anet is doing as far as the design of the game goes, I have no problem with casual friendly games, I just also won't buy into their hype videos easily when they say stuff that blatantly contradicts what they have said in articles.
For example saying they want characters to have a permanent effect on the world, after already stating that the dynamic events would be cyclical and allow you to have a temporary effect but that it would eventually return to previous states if left unchecked.
I don't care if their events are cyclical, if that's the way they want it, that is fine, my problem is with them misleading people who haven't kept up to date on the game.
You know some guy is going to watch that manifesto and go "WoW my char will have a permanent impact on the world" and get all excited for gw2, when in reality the game doesn't allow him to have a permanent impact on the world.