Think about the PvP and how revolutionary that is. Thing about the PvE which are Dynamic Events and hearts. No more having to compete for quests and areas and tokens and items. Work together. Create a world that works with more and more players. WvW included.
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uh.. I wish people would stop using the word "revolutionary" to describe MMOs before they are launched... I've yet to see one that is revolutionary after all the excuses and same o same o code comes out.....just like SWTOR ...that word was bandied around more than I can shake a stick at...but nothing about it was revolutionary. If fact....havent see much that even comes close.
I get you're excited about it...but really....
Just my 2 cents
Carry On!
Current games playing: MechWarrior Online
Games being watched: Project Genom
Favorite played games: SWG, RomaVictor, and Xsyon
I think GW2 is going to do really well. This seems quite likely to me anyhow.
I hope the net result is not just people mimicking GW2, but a realization that you don't have to strictly adhere to the WoW model to make an MMO. And hopefully more movement towards a simple B2P model like most other games which is a healthier incentive for generating good gameplay.
The only thing revolutionary about SWTOR was the story system. That's it. I'm not sure how you can't say that aspect wasn't revolutionary for an MMO.
I guess despite the fact the design of GW2 is immensely different from all previous MMOs that you deny it is revolutionary either?
You're never going to have a game that pleases everyone. That's not how it works.
Wishful thinking I guess, I'm just tired of all the arguments. Luckily I won't have to deal with these forums for a while after Saturday.
What you could get is a variety of MMOs where the vast majority can find something they really like. So hopefully GW2 will invigorate the genre so that there's more innovation and variety.
I would talk about Evolution not revolution, i think the word itself is a bit too strong.
Even the first everquest was an evolution of meridian 59 to a big degrée.
the mmo genre when it started out could be called a revolution, and that about it
Wow revolutionized the genre too, by making RPGs popular with people other than nerds. Now GW2 is revolutionizing it for ultra casual play.
These aren't steps forward.
Yeah, only a few hundred thousand people on the planet should like MMOs, and they should have to devote their life to it!
Just like the good old days!
Wait. Was that internet sarcasm?
hehe
Im sure it will be revolutionary to someone who come from Habbo Hotel and other magnificent MMOs.
Let's internet
Uh... you mean a slightly worse version of PvP we've had since 2001? Revolutionary?
No.
Except WoW did nothing new. The only thing that set WoW apart was its marketing budget and its brand name recognition.
GW2 is a blast and does a ton of things "better" imo, but all of the changes are just improvement on prior approaches. That is evolution.
Other games also toyed with similar ideas prior to WAR. Rift is a current example, via rift openings and invasions.
World vs. World vs. World combat is essentially DAoC RvR combat in a box that gets shuffled around every two weeks.
This has been implemented in several games since that time in varying degrees.
Dynamic events sound good on paper, but they will likely lead to an outcome similar to that in WAR. Everyone levels up and you're stuck alone trying to solo a difficult boss meant for groups. Or, on the other hand, players will focus solely on PvP and/or skip the events altogether.
I fail to see anything revolutionary.
Just sayin'...
It tremendously decreased the grind, tedium of questing, and general time wasters compared to other MMOs on the market when it came out. That was quite revolutionary.
Eh, you combine two or three or more prior approaches together with your own spin on them, spin no one has done before, and I saw that qualifies as revolutionary, or at least very innovative.
In all honesty, the difference between "revolutionary" and "evolutionary" is a lot less than people make it out to be, with a huge overlapping area between them.
Spoken by somebody who sounds like they've never played the game.
Just sayin'...
I don't need to play GW2 extensively to make assumptions about game concepts, or to recount past implementations of said concepts in other games.
I can assure you, what I said regarding dynamic events is exactly what WILL happen in 3 - 6 months, later if you're lucky.
It is a non-static instanced continent, with a small associated dungeon. There are siege weapons and capture points.
Benefits are gained by the victors and matches are made between similarly ranked servers (worlds).
With the exception of the match-making (a result of the non-static nature), it is essentially DAoC RvR in a box.
Keep upgrades were implemented in WAR, so perhaps that is the better comparison.
Ok, you clearly know nothing about dynamic events at all.
For instance, all boss fights that require more than 1 person are OPTIONAL. Initial boss that's you fight when you first start? That you can do without other players. There's no other boss that you have to fight. Further, there's incentive for people to explore zones they haven't visited before, as getting scaled down in level means it is still a challenge, which means it is fun. The boss DEs that require 10+ people are quite rare, and all the other DEs/Heart Quests scale down to 1 person. So no, you have no idea what you are talking about. In addition when DEs really appear you have them linked to each other so the state of the world varies quite a bit. That's something new.
And what's wrong with grabbing some good PvP ideas and running with it? Hardly any games have done a 3-faction PvP system like DAoC had. It's a sound system that ensures more fun than a 2 faction model (or a players-pick-how-many-factions model). War certainly isn't a good comparison here, because that wasn't a 3-faction game.
I really shouldn't waste my time as this has been covered many times by many people, but the Stress Test is over and I'm bored so here goes:
First off only somebody with the most superficial and shallow exposure to GW2 would say that GW2 DEs are just like WAR PQs. Where WAR PQs were static group content on a timer with no lasting effects, DEs are the content in GW2. Most all of them are soloable. They scale (and scale well) based on the number of players participating far better than WAR's ever did. They have a wide variety of Triggers, Fail States, Success States, and Chains making them far more involved than WAR's DEs ever were. Put simply - if you have played them you would know they can play much differently than WAR PQs.
WvW might or might not be "DAoC in a Box" - I can't speak to that in detail because I didn't play DAoC but I'm sure there are others who can comment on it. One thing I can say is having the Eternal Battlegrounds reset every two weeks in a Matchmaking System is an improvement over DAoC. I have heard many comment on the problems in that game when Server Populations were wildly out of balance preventing 2 out of the 3 Factions from being able to have any meaningful impact ever.
These points don't even touch on the deliberate design efforts to minimize many of the annoyances of "traditional" PvE play, the removal of the gear treadmill, the incredibly high amount of detail put into the world, the lack of a monthly sub for a AAA quality game, or instant access to max-level max-stat competitve PvP.
Sure, many of their features are improvements over existing features, but at some point you have to step back and admire the holistic design effort - the whole is greater than the sum of its parts and THAT is what makes it Revolutionary to me.
Yeah, personally I think the "no innovation/not revolutionary" arguments kind of fall apart when you have to resort to pointing at two to four games to cover the major systems of GW2 and none of them cover the design philosophy.
Yeah, you can trace the ancestry of some of these ideas...maybe, but that doesn't mean it isn't something new. You can also trace the ancestry of humans, but that doesn't mean we aren't revolutionary different from our more chimp-like ancestors. (And if anyone reads that and think "Drachasor is saying GW2 is as amazing as the evolution of mankind!" then they're an idiot. I swear, it seems people don't appreciate analogies anymore. I blame the media and it's focus on "gotcha" moments that ignore the thrust of a conversation/comment)
Well, I have logged over 150 hours playtesting the game, so I actually feel comfortable saying the game is pretty revolutionary. I know that's a lot more hours than most professional reviewers will spend playing the game before offering up their opinions and 145 to 150 hours more than the majority of people who will be trashing the game after it releases.
The game isn't perfect, but it brings the MMO genre back on track, after most developers veered off into "clone the WoW now" territory, which resulted in us losing about two generations of MMO evolution! GW2 was designed to be an evolution over the expected evolution of the genre that never actually occured during the time it was in development. I think 2+ generations ahead of your contemporary competition equals revolution!
I just hope future games will pick up the torch and run with it, rather than trying to just clone GW2. Not only does cloning equal stagnation, but if no one managed to come close to successfully cloning WoW, there is no way anyone is going to successfully clone GW2.
Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated