Nope. It is never enough for the fanboys and trolls. Never, ever enough.
Can we just close all threads pertaining to "innovation"? It always end up with people arguing the definition and not answering the real question. Then you bring other games in and it is a interforum war.
Regardless the obvious motivation of the OP seems silly to me to close threads like these when the site itself decides to even have an award in relation to the matter.
Although the endless debate over "what is innovation" in relation to games does get really tiring.
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.
After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.
And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.
Do you see any other innovation of GW2 that is eluding me?
They spent most for advertising on these sites. That is all, nothing else to it. That is also why they won best game on so many sites. It's a payed competition, ask some insiders how "ratings" are done. It is a well known fact that review sites are all payed with advertisements.
Stop.
Take a breath.
Once you're relaxed,
take off the tinfoil hat
and tell us more about how everyone here,
except you of course,
was paid to vote for GW2.
So far whatever i have read on these forums and what GW2 fans have posted i have come to the conclusion that only polls which are rigged are where GW2 does't win. But when GW2 wins polls are fair and win is well deserved.
I was really looking forward to the reply this post was going to get because i read somethign similar how polls were rigged because Pirate 101 won game of the year player choice award. I see that things are balanced out.
So far whatever i have read on these forums and what GW2 fans have posted i have come to the conclusion that only polls which are rigged are where GW2 does't win. But when GW2 wins polls are fair and win is well deserved.
I was really looking forward to the reply this post was going to get because i read somethign similar how polls were rigged because Pirate 101 won game of the year player choice award. I see that things are balanced out.
Where? I haven't seen this. Can't say I've seen anyone seriously say they think it has been rigged if GW2 doesn't win. Plenty have said the opposite.
Personally, I can see why it would win mmo of the year. Far as ones as for game of the year? Not by a long shot far as I'm concerned. Although I don't think sites that gave it to GW2 did it because Anet paid for it.
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.
After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.
And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.
Do you see any other innovation of GW2 that is eluding me?
(just look at the Award thread) Innovation for Most Rabid Fanbase of any game to date?
That is until they grow bored of the game and drop completely off the map and we don't hear from them until they sheepishly start posting how they're not playing anymore "but but but it's a great game!"
As for the innovations? A short Google search yields a link to this very forum and a topic made here by someone who is now Deleted. Someone called him Cal *shrug* I don't know who that was.
Casting while moving No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable) Attacks don't need a target, they'll hit whatever gets in their way Dodging attacks and projectiles Shield stance blocks projectiles from hitting you and people behind you Limited skillbar No holy trinity, players aren't locked into one role to the exclusion of all others Skills fit into broad categories of damage, control, or support Weapon(s) determine half your skill bar and give different skills than other weapons Players can potentially switch roles in combat (if weapon/skill choices plan for it) No ally targeted abilities Everyone has a self-heal ability which is the most powerful heal Downed state before dying, killing an enemy rallies you Downed state gives you a new, limited skillbar to fight back with Any player can rez anyone mid combat anytime, including NPCs. Very minimal death penalty. Picking up an environmental weapon changes your skillbar Thieves can steal environmental weapons from enemies You get full xp and loot for helping kill a mob whether grouped or ungrouped Hundreds of cross profession combos to enhance the effect of your skills, even ungrouped Mob aggro based on proximity and other factors NPC enemies can dodge your attacks NPC attacks may be deadlier due to ability of players to dodge and revive No mana/energy for any class (subject to change) Only four attributes. Power affects melee, range and spell damage All professions viable at both melee and range
Underwater:
Desire to have underwater be huge part of the world You have underwater only weapons Skills change to underwater versions Skills use the Z-axis No breath meter Drowned state, it's like downed state, but you can also get to the surface to rally Underwater friendly races and towns Rangers have underwater pets
Dynamic Events:
Completely replace quests in the open world Run whether players are there or not They actually happen instead of just being told about them Failable and not necessarily repeatable on failure Allow for victory and failure conditions not easily accomplished with quests Run in cycles so they're repeatable Encourage community by letting everyone participate at the same time Instantly scale up or down with number of players participating Reward everyone involved based on their amount of participation Chain together to keep people working together longer Affect the world in terms of what merchants sell and which waypoints are available Don't always run so you'll see different things when revisiting a zone Constantly adding new events to enhance replayability Boss fights which scale with number of players up to 100
Open World:
Entirely PVE No factions Designed to be as griefless as possible No race/class restrictions Phased gathering nodes that allow everyone to have a shot at them. Everyone can gather everything so no waiting on others/making people wait No set path through zones Automentoring keeps entire world's content rewarding and challenging Manual sidekicking to a higher level friend City to city ports so you can play with friends immediately. Teleportation to any waypoint you've unlocked Hidden events to reward explorers Day/night cycle which can affect your weapons' procs as well as trigger DEs at certain times Dynamic weather can trigger DEs (when snow falls) or be changed by DEs (NPC causes snow) Tasks to fill hearts in the open world, for completionists and NPC goodwill Boss fights at the end of all the tutorials put you right into the action
Personal Story:
Everyone has one big storyline from creation to level cap Choices made at character creation affect it Choices in game have consequences and can branch it Each player has a Home Instance section of town Character personality gives different dialog options and affects how NPCs react to you
PVP:
3 Faction World PVP against two other servers in large 4-zone maps No fixed limit to number of participants (though eventually technology would limit it) W/L record is kept After 2 weeks, your server is matched up against new, equal strength servers Winning server gets PVE buff of some kind Castles and keeps to hold, dynamic events to fight over, trade routes Destructable environments Players can level up entirely in World PVP Enemy players drop loot as if they were PVE enemies Hot joinable Structured PVP Structured PVP with custom rulesets Players in structured PVP are max level with all skills and gear so it's a level playing field PVP balanced separately from PVE
Dungeons:
Dungeons have a story mode separate from your personal story Completing story mode unlocks 3 explorable mode paths These show the consequences of the story mode There are random/hidden events in dungeons No raiding Get a token for armor/weapon everytime you complete a dungeon, no hoping for random drop
Miscellaneous:
Flat leveling curve Players can be in multiple guilds No endgame vertical gear progression in power 30+ Minigames in cities 400 dye colors, each piece of armor has three color sections Gear that can take up more than one armor slot Grindless crafting with discoverable recipes Use an iPad to see what your friends are doing in game and send them messages Auction house available from outside the game Translatable fictional languages Unconventional NPC races with deep lore Add your own music to ingame playlists, your battle music will start when you enter combat Playlists revert to in game music during cinematics Carrier pigeons deliver your mail to you No subscription fee
Wow , amazing that nothing on that list is Inovative... gj
So far whatever i have read on these forums and what GW2 fans have posted i have come to the conclusion that only polls which are rigged are where GW2 does't win. But when GW2 wins polls are fair and win is well deserved.
I was really looking forward to the reply this post was going to get because i read somethign similar how polls were rigged because Pirate 101 won game of the year player choice award. I see that things are balanced out.
Where? I haven't seen this. Can't say I've seen anyone seriously say they think it has been rigged if GW2 doesn't win. Plenty have said the opposite.
Personally, I can see why it would win mmo of the year. Far as ones as for game of the year? Not by a long shot far as I'm concerned. Although I don't think sites that gave it to GW2 did it because Anet paid for it.
For starters...
Originally posted by Eir_S
Originally posted by atuerstar
Did any other gaming site even nominate Pirates101 for anything?
No, but this poll was rigged. Anyone who's been on the internet longer than a year and knows about sock accounts and how they rarely post differently from one another knows what happened here.
After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.
And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.
Do you see any other innovation of GW2 that is eluding me?
(just look at the Award thread) Innovation for Most Rabid Fanbase of any game to date?
That is until they grow bored of the game and drop completely off the map and we don't hear from them until they sheepishly start posting how they're not playing anymore "but but but it's a great game!"
As for the innovations? A short Google search yields a link to this very forum and a topic made here by someone who is now Deleted. Someone called him Cal *shrug* I don't know who that was.
Casting while moving No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable) Attacks don't need a target, they'll hit whatever gets in their way Dodging attacks and projectiles Shield stance blocks projectiles from hitting you and people behind you Limited skillbar No holy trinity, players aren't locked into one role to the exclusion of all others Skills fit into broad categories of damage, control, or support Weapon(s) determine half your skill bar and give different skills than other weapons Players can potentially switch roles in combat (if weapon/skill choices plan for it) No ally targeted abilities Everyone has a self-heal ability which is the most powerful heal Downed state before dying, killing an enemy rallies you Downed state gives you a new, limited skillbar to fight back with Any player can rez anyone mid combat anytime, including NPCs. Very minimal death penalty. Picking up an environmental weapon changes your skillbar Thieves can steal environmental weapons from enemies You get full xp and loot for helping kill a mob whether grouped or ungrouped Hundreds of cross profession combos to enhance the effect of your skills, even ungrouped Mob aggro based on proximity and other factors NPC enemies can dodge your attacks NPC attacks may be deadlier due to ability of players to dodge and revive No mana/energy for any class (subject to change) Only four attributes. Power affects melee, range and spell damage All professions viable at both melee and range
Underwater:
Desire to have underwater be huge part of the world You have underwater only weapons Skills change to underwater versions Skills use the Z-axis No breath meter Drowned state, it's like downed state, but you can also get to the surface to rally Underwater friendly races and towns Rangers have underwater pets
Dynamic Events:
Completely replace quests in the open world Run whether players are there or not They actually happen instead of just being told about them Failable and not necessarily repeatable on failure Allow for victory and failure conditions not easily accomplished with quests Run in cycles so they're repeatable Encourage community by letting everyone participate at the same time Instantly scale up or down with number of players participating Reward everyone involved based on their amount of participation Chain together to keep people working together longer Affect the world in terms of what merchants sell and which waypoints are available Don't always run so you'll see different things when revisiting a zone Constantly adding new events to enhance replayability Boss fights which scale with number of players up to 100
Open World:
Entirely PVE No factions Designed to be as griefless as possible No race/class restrictions Phased gathering nodes that allow everyone to have a shot at them. Everyone can gather everything so no waiting on others/making people wait No set path through zones Automentoring keeps entire world's content rewarding and challenging Manual sidekicking to a higher level friend City to city ports so you can play with friends immediately. Teleportation to any waypoint you've unlocked Hidden events to reward explorers Day/night cycle which can affect your weapons' procs as well as trigger DEs at certain times Dynamic weather can trigger DEs (when snow falls) or be changed by DEs (NPC causes snow) Tasks to fill hearts in the open world, for completionists and NPC goodwill Boss fights at the end of all the tutorials put you right into the action
Personal Story:
Everyone has one big storyline from creation to level cap Choices made at character creation affect it Choices in game have consequences and can branch it Each player has a Home Instance section of town Character personality gives different dialog options and affects how NPCs react to you
PVP:
3 Faction World PVP against two other servers in large 4-zone maps No fixed limit to number of participants (though eventually technology would limit it) W/L record is kept After 2 weeks, your server is matched up against new, equal strength servers Winning server gets PVE buff of some kind Castles and keeps to hold, dynamic events to fight over, trade routes Destructable environments Players can level up entirely in World PVP Enemy players drop loot as if they were PVE enemies Hot joinable Structured PVP Structured PVP with custom rulesets Players in structured PVP are max level with all skills and gear so it's a level playing field PVP balanced separately from PVE
Dungeons:
Dungeons have a story mode separate from your personal story Completing story mode unlocks 3 explorable mode paths These show the consequences of the story mode There are random/hidden events in dungeons No raiding Get a token for armor/weapon everytime you complete a dungeon, no hoping for random drop
Miscellaneous:
Flat leveling curve Players can be in multiple guilds No endgame vertical gear progression in power 30+ Minigames in cities 400 dye colors, each piece of armor has three color sections Gear that can take up more than one armor slot Grindless crafting with discoverable recipes Use an iPad to see what your friends are doing in game and send them messages Auction house available from outside the game Translatable fictional languages Unconventional NPC races with deep lore Add your own music to ingame playlists, your battle music will start when you enter combat Playlists revert to in game music during cinematics Carrier pigeons deliver your mail to you No subscription fee
Wow , amazing that nothing on that list is Inovative... gj
Wow , amazing that nothing on that list is Inovative... gj
Yikes. I should've reworded what I posted back then The question was asked and I simply posted what was posted a while ago. Nowhere did I say I agree with that. But reading what I copy pasted I can see how one might think that.
Did any other gaming site even nominate Pirates101 for anything?
No, but this poll was rigged. Anyone who's been on the internet longer than a year and knows about sock accounts and how they rarely post differently from one another knows what happened here.
Touche
Well...can't speak for them. Silly to make such an observation considering the game won an award itself in a different category. To be fair though I would say that is more a minority opinion than anything.
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.
Yikes. I should've reworded what I posted back then The question was asked and I simply posted what was posted a while ago. Nowhere did I say I agree with that. But reading what I copy pasted I can see how one might think that.
Yeah, must say I thought you were in agreement as well with the way you presented it.
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.
Yikes. I should've reworded what I posted back then The question was asked and I simply posted what was posted a while ago. Nowhere did I say I agree with that. But reading what I copy pasted I can see how one might think that.
Yeah, must say I thought you were in agreement as well with the way you presented it.
After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.
And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.
Do you see any other innovation of GW2 that is eluding me?
(just look at the Award thread) Innovation for Most Rabid Fanbase of any game to date?
That is until they grow bored of the game and drop completely off the map and we don't hear from them until they sheepishly start posting how they're not playing anymore "but but but it's a great game!"
As for the innovations? A short Google search yields a link to this very forum and a topic made here by someone who is now Deleted. Someone called him Cal *shrug* I don't know who that was.
Casting while moving No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable) Attacks don't need a target, they'll hit whatever gets in their way Dodging attacks and projectiles Shield stance blocks projectiles from hitting you and people behind you Limited skillbar No holy trinity, players aren't locked into one role to the exclusion of all others Skills fit into broad categories of damage, control, or support Weapon(s) determine half your skill bar and give different skills than other weapons Players can potentially switch roles in combat (if weapon/skill choices plan for it) No ally targeted abilities Everyone has a self-heal ability which is the most powerful heal Downed state before dying, killing an enemy rallies you Downed state gives you a new, limited skillbar to fight back with Any player can rez anyone mid combat anytime, including NPCs. Very minimal death penalty. Picking up an environmental weapon changes your skillbar Thieves can steal environmental weapons from enemies You get full xp and loot for helping kill a mob whether grouped or ungrouped Hundreds of cross profession combos to enhance the effect of your skills, even ungrouped Mob aggro based on proximity and other factors NPC enemies can dodge your attacks NPC attacks may be deadlier due to ability of players to dodge and revive No mana/energy for any class (subject to change) Only four attributes. Power affects melee, range and spell damage All professions viable at both melee and range
Underwater:
Desire to have underwater be huge part of the world You have underwater only weapons Skills change to underwater versions Skills use the Z-axis No breath meter Drowned state, it's like downed state, but you can also get to the surface to rally Underwater friendly races and towns Rangers have underwater pets
Dynamic Events:
Completely replace quests in the open world Run whether players are there or not They actually happen instead of just being told about them Failable and not necessarily repeatable on failure Allow for victory and failure conditions not easily accomplished with quests Run in cycles so they're repeatable Encourage community by letting everyone participate at the same time Instantly scale up or down with number of players participating Reward everyone involved based on their amount of participation Chain together to keep people working together longer Affect the world in terms of what merchants sell and which waypoints are available Don't always run so you'll see different things when revisiting a zone Constantly adding new events to enhance replayability Boss fights which scale with number of players up to 100
Open World:
Entirely PVE No factions Designed to be as griefless as possible No race/class restrictions Phased gathering nodes that allow everyone to have a shot at them. Everyone can gather everything so no waiting on others/making people wait No set path through zones Automentoring keeps entire world's content rewarding and challenging Manual sidekicking to a higher level friend City to city ports so you can play with friends immediately. Teleportation to any waypoint you've unlocked Hidden events to reward explorers Day/night cycle which can affect your weapons' procs as well as trigger DEs at certain times Dynamic weather can trigger DEs (when snow falls) or be changed by DEs (NPC causes snow) Tasks to fill hearts in the open world, for completionists and NPC goodwill Boss fights at the end of all the tutorials put you right into the action
Personal Story:
Everyone has one big storyline from creation to level cap Choices made at character creation affect it Choices in game have consequences and can branch it Each player has a Home Instance section of town Character personality gives different dialog options and affects how NPCs react to you
PVP:
3 Faction World PVP against two other servers in large 4-zone maps No fixed limit to number of participants (though eventually technology would limit it) W/L record is kept After 2 weeks, your server is matched up against new, equal strength servers Winning server gets PVE buff of some kind Castles and keeps to hold, dynamic events to fight over, trade routes Destructable environments Players can level up entirely in World PVP Enemy players drop loot as if they were PVE enemies Hot joinable Structured PVP Structured PVP with custom rulesets Players in structured PVP are max level with all skills and gear so it's a level playing field PVP balanced separately from PVE
Dungeons:
Dungeons have a story mode separate from your personal story Completing story mode unlocks 3 explorable mode paths These show the consequences of the story mode There are random/hidden events in dungeons No raiding Get a token for armor/weapon everytime you complete a dungeon, no hoping for random drop
Miscellaneous:
Flat leveling curve Players can be in multiple guilds No endgame vertical gear progression in power 30+ Minigames in cities 400 dye colors, each piece of armor has three color sections Gear that can take up more than one armor slot Grindless crafting with discoverable recipes Use an iPad to see what your friends are doing in game and send them messages Auction house available from outside the game Translatable fictional languages Unconventional NPC races with deep lore Add your own music to ingame playlists, your battle music will start when you enter combat Playlists revert to in game music during cinematics Carrier pigeons deliver your mail to you No subscription fee
Let me see here:
Running while casting -- i'm pretty fucking sure WoW and other MMO's have that EXACT same feature. Lets take a look at Mages, or Paladins, or maybe even Shamans.
No auto attack -- If i do remember correctly, you can place auto attacks on your hotbar, every single class has a spell you can spam willingly until you run out of mana, rage, focus, or energy.
Attacks don't need a target -- Let me look at Warlock AoE's, Druid's knockbacks, mind if i see Shaman's aswell.. and the list goes on.
Dodging attacks and projectiles -- Wait a second, dodging in an MMO? Hitcap for PvP/PvE? Do i need to go any further?
Shieldstance blocks other attacks from hitting people behind you -- The fuck does a tank do in WoW? Sit there and take only part of the damage?
Skills fit into broad categories of damage, control, or support -- Oh, paladin back up healing? Shaman back up healing? Druid back up healing? Monk back up healing? CCing by Warlocks, Shamans, Warriors, Paladins, Monks, Priests, Druids, Death Knights... really?
I could honestly go on, but i do not want to type a flat out counter-arguement with that entire paragraphs of nothing, because the way i see, almost EVERY single MMO has ALL those 'innovative' moves that has been see before...
You have to love the Wow kids when they go off the deep end. All I continue to see on here is their group being ticked anytime another game beats theirs in "any" area.
I guess swearing must make you a better human hmmm? (We can only wonder). Like posters have already said, these are "Player" awards. I'm pretty sure your own ranting would amount to "nothing" too. Then again, I best not assume, I do have to stay in those forum policy rules In anycase, have fun with that carrot
After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.
And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.
Do you see any other innovation of GW2 that is eluding me?
(just look at the Award thread) Innovation for Most Rabid Fanbase of any game to date?
That is until they grow bored of the game and drop completely off the map and we don't hear from them until they sheepishly start posting how they're not playing anymore "but but but it's a great game!"
As for the innovations? A short Google search yields a link to this very forum and a topic made here by someone who is now Deleted. Someone called him Cal *shrug* I don't know who that was.
Casting while moving No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable) Attacks don't need a target, they'll hit whatever gets in their way Dodging attacks and projectiles Shield stance blocks projectiles from hitting you and people behind you Limited skillbar No holy trinity, players aren't locked into one role to the exclusion of all others Skills fit into broad categories of damage, control, or support Weapon(s) determine half your skill bar and give different skills than other weapons Players can potentially switch roles in combat (if weapon/skill choices plan for it) No ally targeted abilities Everyone has a self-heal ability which is the most powerful heal Downed state before dying, killing an enemy rallies you Downed state gives you a new, limited skillbar to fight back with Any player can rez anyone mid combat anytime, including NPCs. Very minimal death penalty. Picking up an environmental weapon changes your skillbar Thieves can steal environmental weapons from enemies You get full xp and loot for helping kill a mob whether grouped or ungrouped Hundreds of cross profession combos to enhance the effect of your skills, even ungrouped Mob aggro based on proximity and other factors NPC enemies can dodge your attacks NPC attacks may be deadlier due to ability of players to dodge and revive No mana/energy for any class (subject to change) Only four attributes. Power affects melee, range and spell damage All professions viable at both melee and range
Underwater:
Desire to have underwater be huge part of the world You have underwater only weapons Skills change to underwater versions Skills use the Z-axis No breath meter Drowned state, it's like downed state, but you can also get to the surface to rally Underwater friendly races and towns Rangers have underwater pets
Dynamic Events:
Completely replace quests in the open world Run whether players are there or not They actually happen instead of just being told about them Failable and not necessarily repeatable on failure Allow for victory and failure conditions not easily accomplished with quests Run in cycles so they're repeatable Encourage community by letting everyone participate at the same time Instantly scale up or down with number of players participating Reward everyone involved based on their amount of participation Chain together to keep people working together longer Affect the world in terms of what merchants sell and which waypoints are available Don't always run so you'll see different things when revisiting a zone Constantly adding new events to enhance replayability Boss fights which scale with number of players up to 100
Open World:
Entirely PVE No factions Designed to be as griefless as possible No race/class restrictions Phased gathering nodes that allow everyone to have a shot at them. Everyone can gather everything so no waiting on others/making people wait No set path through zones Automentoring keeps entire world's content rewarding and challenging Manual sidekicking to a higher level friend City to city ports so you can play with friends immediately. Teleportation to any waypoint you've unlocked Hidden events to reward explorers Day/night cycle which can affect your weapons' procs as well as trigger DEs at certain times Dynamic weather can trigger DEs (when snow falls) or be changed by DEs (NPC causes snow) Tasks to fill hearts in the open world, for completionists and NPC goodwill Boss fights at the end of all the tutorials put you right into the action
Personal Story:
Everyone has one big storyline from creation to level cap Choices made at character creation affect it Choices in game have consequences and can branch it Each player has a Home Instance section of town Character personality gives different dialog options and affects how NPCs react to you
PVP:
3 Faction World PVP against two other servers in large 4-zone maps No fixed limit to number of participants (though eventually technology would limit it) W/L record is kept After 2 weeks, your server is matched up against new, equal strength servers Winning server gets PVE buff of some kind Castles and keeps to hold, dynamic events to fight over, trade routes Destructable environments Players can level up entirely in World PVP Enemy players drop loot as if they were PVE enemies Hot joinable Structured PVP Structured PVP with custom rulesets Players in structured PVP are max level with all skills and gear so it's a level playing field PVP balanced separately from PVE
Dungeons:
Dungeons have a story mode separate from your personal story Completing story mode unlocks 3 explorable mode paths These show the consequences of the story mode There are random/hidden events in dungeons No raiding Get a token for armor/weapon everytime you complete a dungeon, no hoping for random drop
Miscellaneous:
Flat leveling curve Players can be in multiple guilds No endgame vertical gear progression in power 30+ Minigames in cities 400 dye colors, each piece of armor has three color sections Gear that can take up more than one armor slot Grindless crafting with discoverable recipes Use an iPad to see what your friends are doing in game and send them messages Auction house available from outside the game Translatable fictional languages Unconventional NPC races with deep lore Add your own music to ingame playlists, your battle music will start when you enter combat Playlists revert to in game music during cinematics Carrier pigeons deliver your mail to you No subscription fee
Wow , amazing that nothing on that list is Inovative... gj
Its all of it in one game and the extent of these features.
For example one poster (that isn't very well informed about GW2) said that WoW had casting while moving is some classes or some skills - GW2 the skills that cant be cast on the move are the minority (even channeling can be done on the move):
Or the skills that require no enemy targets - many games have AoE skills that dont require an enemy but in GW2 even the single target skills don't require targets (aside a minority of skills):
Or the fact most projectiles/spells have a trajectory so you can intentionally block a fireball aimed at your elementalist while you have your warrior shield up. In WoW a tank can't block a spell after it is fired.
Or the NPCs that will be crossing the entire map following a storyline on their own.
Currently playing: GW2 Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders
I'm laughing that EVERY SINGLE ONE OF THE MMO "Alternatives" to Ultima, WoW, Rift, and ofc GW2 lost to Pirates 101.
All the hate and vitriol finally makes sense...you haters love your P101
"As you read these words, a release is seven days or less away or has just happened within the last seven days those are now the only two states youll find the world of Tyria."...Guild Wars 2
Here's an idea, send the industry a message ~ don't select a winner ~ none were innovative. But i guess all the gaming .com's have to give them reasons to keep funneling in advertising dollars.
Running while casting -- i'm pretty fucking sure WoW and other MMO's have that EXACT same feature. Lets take a look at Mages, or Paladins, or maybe even Shamans.
No auto attack -- If i do remember correctly, you can place auto attacks on your hotbar, every single class has a spell you can spam willingly until you run out of mana, rage, focus, or energy.
Attacks don't need a target -- Let me look at Warlock AoE's, Druid's knockbacks, mind if i see Shaman's aswell.. and the list goes on.
Dodging attacks and projectiles -- Wait a second, dodging in an MMO? Hitcap for PvP/PvE? Do i need to go any further?
Shieldstance blocks other attacks from hitting people behind you -- The fuck does a tank do in WoW? Sit there and take only part of the damage?
Skills fit into broad categories of damage, control, or support -- Oh, paladin back up healing? Shaman back up healing? Druid back up healing? Monk back up healing? CCing by Warlocks, Shamans, Warriors, Paladins, Monks, Priests, Druids, Death Knights... really?
I could honestly go on, but i do not want to type a flat out counter-arguement with that entire paragraphs of nothing, because the way i see, almost EVERY single MMO has ALL those 'innovative' moves that has been see before...
You have to love the Wow kids when they go off the deep end. All I continue to see on here is their group being ticked anytime another game beats theirs in "any" area.
I guess swearing must make you a better human hmmm? (We can only wonder). Like posters have already said, these are "Player" awards. I'm pretty sure your own ranting would amount to "nothing" too. Then again, I best not assume, I do have to stay in those forum policy rules In anycase, have fun with that carrot
WOW fanboys, if you haven't played GW2, please don't comment in regards to any of its features. Most people who play GW2 will have already played WOW, and know of all of its features, and will see that your comparisons just make you look foolish. Seriously, if you're going to question dodging in an mmo and then compare blocking/shields to a tank in WOW, you really can't get much more clueless. And finally, you honestly should not go on, because your counter-arguments are pathetic
After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.
And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.
Do you see any other innovation of GW2 that is eluding me?
The combat system
The weapon system
The skill based ability system
the dynamic world systems
the removal of the trinity
the removal of quest hubs
no cut & paste class characters, i.e. having ranged plate wearing, or dual wielding melee wizards.
Universal Real time market analysis style auction house
Divergent storylines where you choose your course of action
True horizontal gear scaling
Grind for skins & looks not for stats
Awe inspiring legendary weapon system
Only the 2nd MMO to ever include 3 faction style RvR
Monthy content updates
Non-subscription Triple-A production quality
Progressive dungeon system
These are just a small sampling of innovative features to be found in GW2. I dare you to name me an MMO that features 3 of these ideals, let alone all of them. This is why GW2 is innovative, implementing systems and ideas that migt have been done but not in the scope and size as this.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.
And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.
Do you see any other innovation of GW2 that is eluding me?
The combat system
The weapon system
The skill based ability system
the dynamic world systems
the removal of the trinity
the removal of quest hubs
no cut & paste class characters, i.e. having ranged plate wearing, or dual wielding melee wizards.
Universal Real time market analysis style auction house
Divergent storylines where you choose your course of action
True horizontal gear scaling
Grind for skins & looks not for stats
Awe inspiring legendary weapon system
Only the 2nd MMO to ever include 3 faction style RvR
Monthy content updates
Non-subscription Triple-A production quality
Progressive dungeon system
These are just a small sampling of innovative features to be found in GW2. I dare you to name me an MMO that features 3 of these ideals, let alone all of them. This is why GW2 is innovative, implementing systems and ideas that migt have been done but not in the scope and size as this.
Ummm..Asheron Call, The Secret World, FFXI, City Of Heroes and i didn't even have to think hard. You guys really need to play more MMOS or you won't be making claims like these.
Comments
Regardless the obvious motivation of the OP seems silly to me to close threads like these when the site itself decides to even have an award in relation to the matter.
Although the endless debate over "what is innovation" in relation to games does get really tiring.
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.
So far whatever i have read on these forums and what GW2 fans have posted i have come to the conclusion that only polls which are rigged are where GW2 does't win. But when GW2 wins polls are fair and win is well deserved.
I was really looking forward to the reply this post was going to get because i read somethign similar how polls were rigged because Pirate 101 won game of the year player choice award. I see that things are balanced out.
Where? I haven't seen this. Can't say I've seen anyone seriously say they think it has been rigged if GW2 doesn't win. Plenty have said the opposite.
Personally, I can see why it would win mmo of the year. Far as ones as for game of the year? Not by a long shot far as I'm concerned. Although I don't think sites that gave it to GW2 did it because Anet paid for it.
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.
Wow , amazing that nothing on that list is Inovative... gj
For starters...
All of it in one game is.
http://www.merriam-webster.com/dictionary/innovation
Yikes. I should've reworded what I posted back then The question was asked and I simply posted what was posted a while ago. Nowhere did I say I agree with that. But reading what I copy pasted I can see how one might think that.
Touche
Well...can't speak for them. Silly to make such an observation considering the game won an award itself in a different category. To be fair though I would say that is more a minority opinion than anything.
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.
Yeah, must say I thought you were in agreement as well with the way you presented it.
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.
No. I now changed my post a bit to reflect that.
If you are holding out for the perfect game, the only game you play will be the waiting one.
I find that is the definition now.
http://www.merriam-webster.com/dictionary/innovation
I"m sorry you can't deal with the majority deciding to disagree with you.
All of my posts are either intelligent, thought provoking, funny, satirical, sarcastic or intentionally disrespectful. Take your pick.
I get banned in the forums for games I love, so lets see if I do better in the forums for games I hate.
I enjoy the serenity of not caring what your opinion is.
I don't hate much, but I hate Apple© with a passion. If Steve Jobs was alive, I would punch him in the face.
Its all of it in one game and the extent of these features.
For example one poster (that isn't very well informed about GW2) said that WoW had casting while moving is some classes or some skills - GW2 the skills that cant be cast on the move are the minority (even channeling can be done on the move):
Or the skills that require no enemy targets - many games have AoE skills that dont require an enemy but in GW2 even the single target skills don't require targets (aside a minority of skills):
Or the fact most projectiles/spells have a trajectory so you can intentionally block a fireball aimed at your elementalist while you have your warrior shield up. In WoW a tank can't block a spell after it is fired.
Or the NPCs that will be crossing the entire map following a storyline on their own.
Currently playing: GW2
Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders
MMORPG forum users love Pirates 101.
Some are laughing that GW2 lost GotY category.
I'm laughing that EVERY SINGLE ONE OF THE MMO "Alternatives" to Ultima, WoW, Rift, and ofc GW2 lost to Pirates 101.
All the hate and vitriol finally makes sense...you haters love your P101
"As you read these words, a release is seven days or less away or has just happened within the last seven days those are now the only two states youll find the world of Tyria."...Guild Wars 2
WOW fanboys, if you haven't played GW2, please don't comment in regards to any of its features. Most people who play GW2 will have already played WOW, and know of all of its features, and will see that your comparisons just make you look foolish. Seriously, if you're going to question dodging in an mmo and then compare blocking/shields to a tank in WOW, you really can't get much more clueless. And finally, you honestly should not go on, because your counter-arguments are pathetic
http://www.merriam-webster.com/dictionary/innovation
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
Ummm..Asheron Call, The Secret World, FFXI, City Of Heroes and i didn't even have to think hard. You guys really need to play more MMOS or you won't be making claims like these.