It's a themebox, not a themepark because it has a seriously large number of sandbox features in a themepark game to be labeled in such a limited fashion.
What sandbox features are those?
Well if you view a themepark as directive gameplay then a sandbox is freedom correct? If you take away the personal story I don't see much if any directive gameplay in GW2. So I think it does have more freedom for a player than your typical themepark game.
Originally posted by itgrowls Originally posted by Teala
Originally posted by RizelStar
Originally posted by Teala
lmao but is GW2 a wow 2.0? It is a themepark. It's a themebox, not a themepark because it has a seriously large number of sandbox features in a themepark game to be labeled in such a limited fashion. could you expand on that a bit?
I sit on a man's back, choking him and making him carry me, and yet assure myself and others that I am very sorry for him and wish to ease his lot by all possible means - except by getting off his back.
I think they're taking a lot of what we already see in the genre, and refining it, a whole lot like what WoW did. That is the very essence of what made WoW so successful, but I think part of that might involve copying WoW a little too closely. I think you're right that it could be a fatal flaw in the process, not to differentiate themselves from WoW significantly enough.. but, it's too early for me to say whether that's actually what they're doing, or not. Your examples are a little weak.
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world.
I think people need to realize that this game is a themepark game with a twist. It is not the next coming of gaming Jesus...it is just another themepark.
If any game will shake up the genre it will be ArcheAge. It is the only game in the future that will put this genre back on the path it should have been going since the time of UO.
lmao but is GW2 a wow 2.0?
It is a themepark.
ok but is it wow 2.0? I'm going to keep repeating this I don't think no one here is saying its not a theme park that so happens to be far more open to where it's a box style. I am only curious about the wow 2.0
It's a themepark. I do not care if you wish to continue to think the way you do. Call it whatever you like. To me it is just another themepark.
It's a themebox, not a themepark because it has a seriously large number of sandbox features in a themepark game to be labeled in such a limited fashion.
What sandbox features are those?
Well if you view a themepark as directive gameplay then a sandbox is freedom correct? If you take away the personal story I don't see much if any directive gameplay in GW2. So I think it does have more freedom for a player than your typical themepark game.
Sandbox means there are aspects of building and tools to build with, such as building a house. IE sand, and tools to manipulate that sand.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I think people need to realize that this game is a themepark game with a twist. It is not the next coming of gaming Jesus...it is just another themepark.
If any game will shake up the genre it will be ArcheAge. It is the only game in the future that will put this genre back on the path it should have been going since the time of UO.
lmao but is GW2 a wow 2.0?
It is a themepark.
ok but is it wow 2.0? I'm going to keep repeating this I don't think no one here is saying its not a theme park that so happens to be far more open to where it's a box style. I am only curious about the wow 2.0
It's a themepark. I do not care if you wish to continue to think the way you do. Call it whatever you like. To me it is just another themepark.
It's a themebox, not a themepark because it has a seriously large number of sandbox features in a themepark game to be labeled in such a limited fashion.
What sandbox features are those?
Free open world roaming, exploration with rewards, achievements with actual rewards and not just some title, non-linear objectives beyond the intro, dynamic generation of events, events that can change according to npc interaction, world objectives and using weapons to train abilities rather then going to a trainer to buy one.... are just a few that stand out to me as non-themepark items.
Sandboxes contrary to popular belief does not refer only to building in a world....it's so much more. It's interacting with the world in a by choice by chance only system instead of a directed path through the world.
It's a themebox, not a themepark because it has a seriously large number of sandbox features in a themepark game to be labeled in such a limited fashion.
What sandbox features are those?
Well if you view a themepark as directive gameplay then a sandbox is freedom correct? If you take away the personal story I don't see much if any directive gameplay in GW2. So I think it does have more freedom for a player than your typical themepark game.
Sandbox means there are aspects of building and tools to build with, such as building a house. IE sand, and tools to manipulate that sand.
the last game I can remember having that was Neverwinter Nights
It's a themebox, not a themepark because it has a seriously large number of sandbox features in a themepark game to be labeled in such a limited fashion.
What sandbox features are those?
Free open world roaming, exploration with rewards, achievements with actual rewards and not just some title, non-linear objectives beyond the intro, dynamic generation of events, events and using weapons to train abilities rather then going to a trainer to buy one.... are just a few that stand out to me as non-themepark items.
THere is no open world roaming. This game has zones. But that doesn't define a sandbox. Nothing you listed defines this game as anything related to being a sandbox.
It's a themebox, not a themepark because it has a seriously large number of sandbox features in a themepark game to be labeled in such a limited fashion.
What sandbox features are those?
Well if you view a themepark as directive gameplay then a sandbox is freedom correct? If you take away the personal story I don't see much if any directive gameplay in GW2. So I think it does have more freedom for a player than your typical themepark game.
Sandbox means there are aspects of building and tools to build with, such as building a house. IE sand, and tools to manipulate that sand.
the last game I can remember having that was Neverwinter Nights
The last game I remember having that was Minecraft..:P
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I think people need to realize that this game is a themepark game with a twist. It is not the next coming of gaming Jesus...it is just another themepark. If any game will shake up the genre it will be ArcheAge. It is the only game in the future that will put this genre back on the path it should have been going since the time of UO.
lmao but is GW2 a wow 2.0?
It is a themepark.
ok but is it wow 2.0? I'm going to keep repeating this I don't think no one here is saying its not a theme park that so happens to be far more open to where it's a box style. I am only curious about the wow 2.0
It's a themepark. I do not care if you wish to continue to think the way you do. Call it whatever you like. To me it is just another themepark.
Ok then so long as we know that all this ish was not for a damn thing. It's not wow 2.0 but it's a theme park with no rails and sand lol too funny. Damn it isn't that hard to admit it doesn't have to be wow 2.0 to be a theme park with no rails and sand. Shit lol.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
It's a themebox, not a themepark because it has a seriously large number of sandbox features in a themepark game to be labeled in such a limited fashion.
What sandbox features are those?
Well if you view a themepark as directive gameplay then a sandbox is freedom correct? If you take away the personal story I don't see much if any directive gameplay in GW2. So I think it does have more freedom for a player than your typical themepark game.
Sandbox means there are aspects of building and tools to build with, such as building a house. IE sand, and tools to manipulate that sand.
the last game I can remember having that was Neverwinter Nights
The last game I remember having that was Minecraft..:P
ah good call on minecraft
anyway, I've played a whole bunch of mmos including swg and eve online, from your definition of a sandbox then there have been no mmo, that I've played anyway, that match that definition
So what features does this game have that make it more than a themepark? Is ther housing? Can you have mounts? Can you tame pets? Can you grow crops? How is resource gathering done? What is the crafting like in this game?
Tell me what features give this game any resemblance to a sandbox game.
Housing isn't going to be in the initial release, but it's something they've mentioned they're looking at. Mounts aren't needed with the fast travel system in place. Yes, you can tame pets. No, you can't grow crops, but you can help farmers grow theirs. Resource gathering is simple, you can either come across resources in the world and harvest them or you can get many resources by salvaging items for their component parts. Crafting... there's a video for that, but basically when you choose a crafting profession from a trainer you're given the blueprints for a lot of basic components, then in a minecraft like way you try combining components to see if you'll get something useful out of it.
Sandy elements... well, you don't have to follow the story at all if you don't want to. You can, for example, plop yourself in WvW at level 2 and live there, levelling all the way to 80. You can simply live life as an adventurer exploring the lands, triggering and going through events, searching for hidden caves, climbing mountains... that's all your choice and available to you.
It's a themebox, not a themepark because it has a seriously large number of sandbox features in a themepark game to be labeled in such a limited fashion.
What sandbox features are those?
Free open world roaming, exploration with rewards, achievements with actual rewards and not just some title, non-linear objectives beyond the intro, dynamic generation of events, events and using weapons to train abilities rather then going to a trainer to buy one.... are just a few that stand out to me as non-themepark items.
THere is no open world roaming. This game has zones. But that doesn't define a sandbox. Nothing you listed defines this game as anything related to being a sandbox.
that's not entirely true, there is openworld roaming, you can actually walk to the end of a zone and walk into another zone without loading screens just because there's a teleport system in place to make it easier for players to get there does not make it a themepark and yes everything i've listed are elements of a sandbox game you need to look up the definition, it's not just pvp player killing and building a town.
It's a loose themepark though... you're not on rails the way SWTOR is for example. You can level your way up to 80, dive into WvW and never leave, all that without ever following the story to it's end.
ArcheAge may be interesting... something to compete with Eve Online for that sandbox crowd. It'll hardly be revolutionary, but it will be refreshing in it's own right.
Actually, to me that means it is simply a very well developed themepark assuming it plays and provides everything it appears to. Not this wacky themebox shit (where the hell did that come from anyways) or that it is loose. One could say it simply provides a player all the elements one should want, expect, or have been asking from a themepark.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
crafting/gathering is typical wow clone. but what was I expecting in a combat mmo? cosmetic items, transmutation stones and color dyes in a cash shop that couldve gone towards making a more interesting crafting system imo.. shame
Well, cosmetic items can be found in the world, transmutation stones can be bought with karma (Which is the currency you get from doing dynamic events or helping people with their personal story), and color dyes drop off of enemies as seeds, that you can grow in your home instance to get dyes, which you can then apply to your account, trade, or sell on the auction place.
So the cash shop has little to do with the 'interesting crafting system' honestly.
The REASON why the crafting system is the way it is, is that a proper crafting system economy requires scarcity.
In order to have scarcity, you have to have a constant need to buy a product... in the case of weapons, that's generally going to mean some permanent item decay.
... and you need to make it non-trivial, so not everybody can do it themselves. The harder you make it to craft complete items, and the more neccessary you make those items, the better your crafting system will work out as an economy.
Unfortunately, in a game with relative ease at getting max level items, and a huge variety of routes to reach them... (WvW, personal story rewards, buying with gold, buying with karma, buying with dungeon tokens, monster drops) ... that would make crafting the bastard stepchild way to get items. So they have to make it relatively easy to craft things that are useful.
All that leaves is mostly cooking (Since that's something that theoretically has a constant need) and cosmetic items.
I'm just glad that crafters can combine various components to create more advanced items (Vampiric sword hilt.... + blade of awesomeness.... tada! Vampiric sword of AWESOMENESS), as that at least gives a little play with what you can do, and maybe gives you a reason to buy things from crafteers, especially if they can have a few crafting-only looks to items.
ANYWAY, the cash shop has little or nothing to do with the actual crafting system, since everything you mentioned can be gotten in game through non-cash shop methods. The crafting system more has to do with the type of game it is.
(edit: Also, as if I wasn't disappointed in Dream Chaser enough with all the random bashing everybody who disagrees with him, comparing people who like other game types to nazis and racists... that is one crappy ass poll. I would expect better from somebody who can form coherent sentences)
It's a themebox, not a themepark because it has a seriously large number of sandbox features in a themepark game to be labeled in such a limited fashion.
What sandbox features are those?
Free open world roaming, exploration with rewards, achievements with actual rewards and not just some title, non-linear objectives beyond the intro, dynamic generation of events, events and using weapons to train abilities rather then going to a trainer to buy one.... are just a few that stand out to me as non-themepark items.
THere is no open world roaming. This game has zones. But that doesn't define a sandbox. Nothing you listed defines this game as anything related to being a sandbox.
that's not entirely true, there is openworld roaming, you can actually walk to the end of a zone and walk into another zone without loading screens just because there's a teleport system in place to make it easier for players to get there does not make it a themepark and yes everything i've listed are elements of a sandbox game you need to look up the definition, it's not just pvp player killing and building a town.
I know what a sandbox is, and GW2 has nothing to indicate that it is a sandbox - it is a themepark. There is nothing wrong with it being a themepark. If it is a well made themepark - that is cool.
Free open world roaming, exploration with rewards, achievements with actual rewards and not just some title, non-linear objectives beyond the intro, dynamic generation of events, events that can change according to npc interaction, world objectives and using weapons to train abilities rather then going to a trainer to buy one.... are just a few that stand out to me as non-themepark items.
Sandboxes contrary to popular belief does not refer only to building in a world....it's so much more. It's interacting with the world in a by choice by chance only system instead of a directed path through the world.
I guess that makes Rift a Themebox since it has many of those features. BTW, I consider Rift a Full Themepark.
It's a themebox, not a themepark because it has a seriously large number of sandbox features in a themepark game to be labeled in such a limited fashion.
What sandbox features are those?
Free open world roaming, exploration with rewards, achievements with actual rewards and not just some title, non-linear objectives beyond the intro, dynamic generation of events, events that can change according to npc interaction, world objectives and using weapons to train abilities rather then going to a trainer to buy one.... are just a few that stand out to me as non-themepark items.
Sandboxes contrary to popular belief does not refer only to building in a world....it's so much more. It's interacting with the world in a by choice by chance only system instead of a directed path through the world.
Those features may not be standard for all themeparks, but you can hardly call them sandbox features.
Imo, GW2 is neither a sandbox nor a themepark, neither is it a "themebox" as some people call it.
I think people need to realize that this game is a themepark game with a twist. It is not the next coming of gaming Jesus...it is just another themepark.
If any game will shake up the genre it will be ArcheAge. It is the only game in the future that will put this genre back on the path it should have been going since the time of UO.
lmao but is GW2 a wow 2.0?
Do you even have to ask? It could be the second coming of WOW in that they've taken popular idea's from the MMO and have made them "better" in some areas, as well as have put it all in a neat package that may hit big with the fans of the genre, other than that, no...
exactly the way GW2 is a WoW clone is by doing what, to some, WoW did right.....take the features of MMOs and try take away what people currently dislike about MMOs, and make it as easy to get into as possible, can play solo at any time if you like, change questing, combat and try make it impossible to let other people being a bother to you, being the main things....it is not a "real MMO" in my book, but am still looking very very much forward to play it, looks like an awesome game
as for MMOs though Im way more intrested in archeage....
Sandboxes contrary to popular belief does not refer only to building in a world....it's so much more. It's interacting with the world in a by choice by chance only system instead of a directed path through the world.
It's only that way because people feel the need to redefine something that shouldn't be redefined. Sandbox, what is an actual sandbox? It's a box of sand made to build things in, that's the purpose of it. In gaming terms freeform non-linear game-play should not be confused with being a sandbox IMO, as it again implies you can manipulate the world when you can't. Taking off the training wheels and letting go doesn't make your kids bike a sandbox.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I think people need to realize that this game is a themepark game with a twist. It is not the next coming of gaming Jesus...it is just another themepark.
If any game will shake up the genre it will be ArcheAge. It is the only game in the future that will put this genre back on the path it should have been going since the time of UO.
lmao but is GW2 a wow 2.0?
It is a themepark.
What GW2 hopefully accomplishes is to convince developers that success won't be had by trying to make a game which can be described as "WoW + X, Y and Z".
Yes, GW2 is a themepark, but it's a nontraditional themepark. They have a vision for their game with cooperative play, active combat and storytelling. If GW2 is a massive success we'll undoubtedly see GW2 clones and that would be unfortunate. GW2 has a vision but it's not the only vision out there.
Not even talking about the gameplay features, I hope GW2 can shake up the genre in a couple of different ways as well. I'm talking about proving B2P is a viable business model. That you need to make a game with a large amount of content at launch. That the iterative design process (shooting for quality assurance, not functional assurance) is the way to go. That your company has to actually care about the finished product. That you have to be willing to wait to release until it's ready. That you need to not talk about something unless it's actually in the game and working. That you need to be able to back up your game with extensive gameplay, not just hype machine.
I don't hope any game fails. I hope the Archeages and TSWs and TERAS and Dominuses and whatever elses of the world all succeed as well because the genre needs there to be different games with different visions. But at the same time I want for them to have succeeded because they turned out to be quality games. Because the developers put in the effort to make them great in their own ways. Not just because players were so desperate for anything not a WoW clone that they'll buy something mediocre.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it."-Jeff Strain, co-founder of ArenaNet, 2007
Ok then so long as we know that all this ish was not for a damn thing. It's not wow 2.0 but it's a theme park with no rails and sand lol too funny. Damn it isn't that hard to admit it doesn't have to be wow 2.0 to be a theme park with no rails and sand. Shit lol.
I suppose she felt the need to state the obvious to the one person out there that may be unaware this is a themepark game.
Someone has to look out for him or her I suppose.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
Comments
Well if you view a themepark as directive gameplay then a sandbox is freedom correct? If you take away the personal story I don't see much if any directive gameplay in GW2. So I think it does have more freedom for a player than your typical themepark game.
IF you treat the AI like in other MMO's, it actually allways has been pretty dumb...
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
It is a themepark.
It's a themebox, not a themepark because it has a seriously large number of sandbox features in a themepark game to be labeled in such a limited fashion.
could you expand on that a bit?
I sit on a man's back, choking him and making him carry me, and yet assure myself and others that I am very sorry for him and wish to ease his lot by all possible means - except by getting off his back.
I think they're taking a lot of what we already see in the genre, and refining it, a whole lot like what WoW did. That is the very essence of what made WoW so successful, but I think part of that might involve copying WoW a little too closely. I think you're right that it could be a fatal flaw in the process, not to differentiate themselves from WoW significantly enough.. but, it's too early for me to say whether that's actually what they're doing, or not. Your examples are a little weak.
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world.
It's a themepark. I do not care if you wish to continue to think the way you do. Call it whatever you like. To me it is just another themepark.
Sandbox means there are aspects of building and tools to build with, such as building a house. IE sand, and tools to manipulate that sand.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
whats a themepark
Free open world roaming, exploration with rewards, achievements with actual rewards and not just some title, non-linear objectives beyond the intro, dynamic generation of events, events that can change according to npc interaction, world objectives and using weapons to train abilities rather then going to a trainer to buy one.... are just a few that stand out to me as non-themepark items.
Sandboxes contrary to popular belief does not refer only to building in a world....it's so much more. It's interacting with the world in a by choice by chance only system instead of a directed path through the world.
the last game I can remember having that was Neverwinter Nights
THere is no open world roaming. This game has zones. But that doesn't define a sandbox. Nothing you listed defines this game as anything related to being a sandbox.
The last game I remember having that was Minecraft..:P
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
It is a themepark.
It's a themepark. I do not care if you wish to continue to think the way you do. Call it whatever you like. To me it is just another themepark.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
ah good call on minecraft
anyway, I've played a whole bunch of mmos including swg and eve online, from your definition of a sandbox then there have been no mmo, that I've played anyway, that match that definition
Housing isn't going to be in the initial release, but it's something they've mentioned they're looking at. Mounts aren't needed with the fast travel system in place. Yes, you can tame pets. No, you can't grow crops, but you can help farmers grow theirs. Resource gathering is simple, you can either come across resources in the world and harvest them or you can get many resources by salvaging items for their component parts. Crafting... there's a video for that, but basically when you choose a crafting profession from a trainer you're given the blueprints for a lot of basic components, then in a minecraft like way you try combining components to see if you'll get something useful out of it.
Sandy elements... well, you don't have to follow the story at all if you don't want to. You can, for example, plop yourself in WvW at level 2 and live there, levelling all the way to 80. You can simply live life as an adventurer exploring the lands, triggering and going through events, searching for hidden caves, climbing mountains... that's all your choice and available to you.
Oderint, dum metuant.
that's not entirely true, there is openworld roaming, you can actually walk to the end of a zone and walk into another zone without loading screens just because there's a teleport system in place to make it easier for players to get there does not make it a themepark and yes everything i've listed are elements of a sandbox game you need to look up the definition, it's not just pvp player killing and building a town.
Actually, to me that means it is simply a very well developed themepark assuming it plays and provides everything it appears to. Not this wacky themebox shit (where the hell did that come from anyways) or that it is loose. One could say it simply provides a player all the elements one should want, expect, or have been asking from a themepark.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
Well, cosmetic items can be found in the world, transmutation stones can be bought with karma (Which is the currency you get from doing dynamic events or helping people with their personal story), and color dyes drop off of enemies as seeds, that you can grow in your home instance to get dyes, which you can then apply to your account, trade, or sell on the auction place.
So the cash shop has little to do with the 'interesting crafting system' honestly.
The REASON why the crafting system is the way it is, is that a proper crafting system economy requires scarcity.
In order to have scarcity, you have to have a constant need to buy a product... in the case of weapons, that's generally going to mean some permanent item decay.
... and you need to make it non-trivial, so not everybody can do it themselves. The harder you make it to craft complete items, and the more neccessary you make those items, the better your crafting system will work out as an economy.
Unfortunately, in a game with relative ease at getting max level items, and a huge variety of routes to reach them... (WvW, personal story rewards, buying with gold, buying with karma, buying with dungeon tokens, monster drops) ... that would make crafting the bastard stepchild way to get items. So they have to make it relatively easy to craft things that are useful.
All that leaves is mostly cooking (Since that's something that theoretically has a constant need) and cosmetic items.
I'm just glad that crafters can combine various components to create more advanced items (Vampiric sword hilt.... + blade of awesomeness.... tada! Vampiric sword of AWESOMENESS), as that at least gives a little play with what you can do, and maybe gives you a reason to buy things from crafteers, especially if they can have a few crafting-only looks to items.
ANYWAY, the cash shop has little or nothing to do with the actual crafting system, since everything you mentioned can be gotten in game through non-cash shop methods. The crafting system more has to do with the type of game it is.
(edit: Also, as if I wasn't disappointed in Dream Chaser enough with all the random bashing everybody who disagrees with him, comparing people who like other game types to nazis and racists... that is one crappy ass poll. I would expect better from somebody who can form coherent sentences)
I know what a sandbox is, and GW2 has nothing to indicate that it is a sandbox - it is a themepark. There is nothing wrong with it being a themepark. If it is a well made themepark - that is cool.
I guess that makes Rift a Themebox since it has many of those features. BTW, I consider Rift a Full Themepark.
Those features may not be standard for all themeparks, but you can hardly call them sandbox features.
Imo, GW2 is neither a sandbox nor a themepark, neither is it a "themebox" as some people call it.
exactly the way GW2 is a WoW clone is by doing what, to some, WoW did right.....take the features of MMOs and try take away what people currently dislike about MMOs, and make it as easy to get into as possible, can play solo at any time if you like, change questing, combat and try make it impossible to let other people being a bother to you, being the main things....it is not a "real MMO" in my book, but am still looking very very much forward to play it, looks like an awesome game
as for MMOs though Im way more intrested in archeage....
aint even going to comment on the OP.
It's only that way because people feel the need to redefine something that shouldn't be redefined. Sandbox, what is an actual sandbox? It's a box of sand made to build things in, that's the purpose of it. In gaming terms freeform non-linear game-play should not be confused with being a sandbox IMO, as it again implies you can manipulate the world when you can't. Taking off the training wheels and letting go doesn't make your kids bike a sandbox.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
What GW2 hopefully accomplishes is to convince developers that success won't be had by trying to make a game which can be described as "WoW + X, Y and Z".
Yes, GW2 is a themepark, but it's a nontraditional themepark. They have a vision for their game with cooperative play, active combat and storytelling. If GW2 is a massive success we'll undoubtedly see GW2 clones and that would be unfortunate. GW2 has a vision but it's not the only vision out there.
Not even talking about the gameplay features, I hope GW2 can shake up the genre in a couple of different ways as well. I'm talking about proving B2P is a viable business model. That you need to make a game with a large amount of content at launch. That the iterative design process (shooting for quality assurance, not functional assurance) is the way to go. That your company has to actually care about the finished product. That you have to be willing to wait to release until it's ready. That you need to not talk about something unless it's actually in the game and working. That you need to be able to back up your game with extensive gameplay, not just hype machine.
I don't hope any game fails. I hope the Archeages and TSWs and TERAS and Dominuses and whatever elses of the world all succeed as well because the genre needs there to be different games with different visions. But at the same time I want for them to have succeeded because they turned out to be quality games. Because the developers put in the effort to make them great in their own ways. Not just because players were so desperate for anything not a WoW clone that they'll buy something mediocre.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
Perhaps we need some sub-definitions.
Directive gameplay themeparks
and
non directive gameplay themeparks
I suppose she felt the need to state the obvious to the one person out there that may be unaware this is a themepark game.
Someone has to look out for him or her I suppose.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.