Anet has great artist, programmers, and map designers, but poor game design and planning.
For example, this bad game design for their new Spvp League system.
how about the original 400 HP for Elite Spec, with each HP behind a boss fight that requires players to be able to get there (gated map mastery travel) or even be willing to come (especially as players move on to different maps and game features).
Then you have WvW which was broken even more because somebody thought it would be a great idea to add new maps to borderlands, when the population was already spread thin as is....now there is talk about them replacing it with a GvG system... do anybody in charge of development ever think before they do stuff?
and now with leagues in place, we have to wait for balance patch,,,, really?
Philosophy of MMO Game Design
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They work on the grafic design, maps etc etc more than on other important things
but the forgot
to fix bugs everywhere, improve the lousy GUI , improve Targeting, WvW and many many other things
You know, its easier to add new textures than fixing or improving game mechanics
gw2 is an mmo for the "graphics over gameplay crowd."
and few years later the graphics are starting to show their age.
but let me guess ....
You have never rode a bike , and said hey this bike would be better if..
Went to a movie and said hey this movie would have been better if..
I would like this car better if...
This is how things get better and improved ... Usually from consumer feedback....
but you just keep massaging yourself... lmfao ... so tiresome
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Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Yeah, just like in the real world.
They couldn't blame sub prices on the drastic population decrease. It simply came down to not offering compelling content to the people that bought the game. Which meant they didn't have much good word of mouth to regrow a population with.
It's a fortunate thing that a lot of GW2 is really well-designed. Particularly with regards to the Elite Specs themselves, the new zones, the raid, the guild hall, the meta bosses.
Other things that need further iderations in design; guild missions, scribing, mastery system, and certain elements of the GUI.
IMO, GW2 has some of the best game design I have ever seen. Compared to other MMOs that is.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I disagree with you about the art, I didn't like it at all. Its like kiddie WoW style even more than the first one.
I never made it to the WvW because I had played the first game which was awesome and was very let down by everything about this one... I should have known this when I watched a beta video and the player was spamming the same button over and over again and won the boss fight.
They sold out. Completely to the masses. I feel so betrayed.
They should have stuck with Guild Wars.. that was a wayyyy better game and still is even while its dead.
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I love almost every aspect of GW2 except how the combat mechanics interact. It's not fun to me. I think they've finally admitted this with the introduction of actually threat management and healing.
The character models were in one of those weird no-man's-land places. They weren't super cartoony, but weren't very realistic either... they just seem kind of plasticky and fake... sort of like EQ2.
No MMORPG that is designed around the microtransaction model has a chance to dethrone WOW. Choosing that payment model is literally telling the consumer that the developer doesn't care about their product and is out to make a quick buck.
Anyway, i think they have good game designers, but their "vision" could be better. GW2 can be summed up as if it's always in a mid-life crisis. It's never stable and always trying new ideas on the public, and it seems like they don't test out their new ideas first.
As for dethroning Wow, Blizzard seems to making that job for themselves. Lineage is very close to become the largest subscription based MMO... If Legion fails badly it might even drop below GW2s active players but it (Legion) will have to be pretty bad for that. Not impossible though, the last 2 expansions have been bad.
The difference though is that GW2 might actually grow if it releases a good expansion, Wow will never become close to it's golden days again no matter what they do.
People still do not seem to understand the huge leap between an idea and it's actual implementation...
Ideas are like ass*****, everyone has got one.
"Just"
- throw away the entire class system including combat, insert a better deeper more tactical more role-heavy coop-based system.
- remove all gear for point vender system, replace with drops/crafting materials from mobs, quests, world, adventuring
- named world mobs and other poi, down those beautifully designed open world dungeons scattered all around.
- less story heavy.. This means out with kill 10 quests, less quest hubs, less railroading, no more cramped themepark quests, in with meaningful questing.
- out with the cursed level adjustment or whatever it is called
- expand the dynamic events concepts, it was a good start but there is much potential to make it better and truely dynamic
There, fixed - best game in the current market.
Armchair developer out.
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I think it did well at that. The game is a viable alternative to trinity based MMOs, with a healthy population years after launch. Had they released a trinity combat based MMO, as people often suggest, there is a good chance the game would lose all of its player base within a few months.
I just tried WoW recently. It feels WoW is trying to adopt the bite-sized approach. What used to be a deep raiding experience is now a hub based casual game, much similar to GW2. This is a testament to the fact that developers across the board believe the bite sized accessible game retains the most players. At least in the realm of AAA games. Looking at GW2 from a broader perspective, it has done a lot of things right.
That is not to say GW2 combat has no space for improvement. There is tonnes. It is safe to say the player interactions within a PvE fight are lacking. I am cautiously optimistic that the developers understand this.
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Wow was a freak anomaly which got many players addicted to the purple grind. How many have let relationships, marriages, jobs go to waste because they were addicted to raiding?
I sacked a number at my office for calling in sick because they wanted to play that game when there were more urgent matters at work.
And I know a close friend of mine who's wife left him with the kids because he played that game from the moment he arrived home till the moment he went to bed.
Talking about adult ppl here.
Plus I know some that are being paid minimum wage now because they didnt finish school because of the purple grind.
I have not met 1 WoW player that hasn't started about the purple craze within 20s after he/she started talking about this game. It was just total addiction.
No matter how bad they got fked up by the devs with nerfs and stuff, they always went back, because the Purple Craze was calling them...
No matter how good a game is, when it isn't addicting like WoW was (and Blizzard did that perfect) it will never get that many players.
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