I wouls say nothing is totally new but much is expanded on.
True story.
Quite amazing what happens when one expands on an after thought and exposes it's true potential. Not to perfection but in a sense to make the experience much more difference.
I see this too, at least in light of GW1. People keep comparing the contrasts to changes in the style from other games, but what I see is an evolution of the systems and potential that GW1 had.
For example the Mists, to me, are an evolution of what we have in Fort Aspenwood, Jade Quarry, and Alliance Battles. To me the Mists aren't a new invention and aren't something that is another game's system reinvented but an evolution of all the GW1 pvp systems and what the developers wanted to do with them.
The way the skill bar is setup seems to be an evolution of the GW1 skill bar. ANet heard a lot of feedback about how people didn't like going back to town in order to switch skills. The evolution is that skill bar, and role, switches on weapon change, but you still have a limited skill set available at one time. It is simply that the system has evolved.
Healing - In Guild Wars any class could be a healer, even if some classes were much more suited to the task. This seems to still be true in GW2. The removal of the monk didn't remove healing, it was just evolved to be incorporated, to a greater or lesser degree, into every class and in diffferent ways.
The trinity, specifically tanking, was never there in Guild Wars. Aggro mechanics seem to work in much the same way as GW2, only they were much more crude in GW1 than in GW2. Again an evolution of a mechanic, not a change based on how other games aggro works. Yet there are ways for some classes to be closer to the front and taking in the focus. Use of shutdown and what other games consider CC (dazes, snares, conditions, and hexes) keep mobs and other players out of the back lines where support players hang.
The same is true of the dodge mechanics. There are dodge mechanics in Guild Wars and it looks as those have evolved, not based on how dodge mechanics work in other games, but as an evolution on how they work in GW1.
Ahh so Tor now I know what you mean about same feel as GW 1, I stand corrected in thinking you lied for sake of it.
You know now that you say that I was wondering if GUild War1 had an tank itself when I played an assassin many enemy npcs kept switching targets no matter who was stronger.
I also sat down put more thought into what I said earlier but to be honest I don't think DE's are copied or even influence off of any other game, if any one played Guild Wars 1, you should notice how dynamic in a sense their quest where, the main difference is that they were instanced. Though if you were t put them in an open world, you'd most likely get dynamic events. Like an evolution of GW 1 quest where you'd say "This Dervish quest would be awesome if it where in the open world and worked properly." I could be wrong but it does seem that way, all they did was expand on em and improve them.
Damn I feel dumb, Torv you was right actually maybe I was to focused on how the fact GW 2 is open world and all the bad things about GW 1 are gone, but the good things stayed. My fault of my statement earlier it was prolly tl;dr in the other thread, but now your statement makes sense to me.
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.
Comments
Ahh so Tor now I know what you mean about same feel as GW 1, I stand corrected in thinking you lied for sake of it.
You know now that you say that I was wondering if GUild War1 had an tank itself when I played an assassin many enemy npcs kept switching targets no matter who was stronger.
I also sat down put more thought into what I said earlier but to be honest I don't think DE's are copied or even influence off of any other game, if any one played Guild Wars 1, you should notice how dynamic in a sense their quest where, the main difference is that they were instanced. Though if you were t put them in an open world, you'd most likely get dynamic events. Like an evolution of GW 1 quest where you'd say "This Dervish quest would be awesome if it where in the open world and worked properly." I could be wrong but it does seem that way, all they did was expand on em and improve them.
Damn I feel dumb, Torv you was right actually maybe I was to focused on how the fact GW 2 is open world and all the bad things about GW 1 are gone, but the good things stayed. My fault of my statement earlier it was prolly tl;dr in the other thread, but now your statement makes sense to me.
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.
Those guys are freaking halarious and the game looks great!
Remember Old School Ultima Online