Also waiting for this game, everytime i read an article or interview about it, or even watch a video. it feels liek the game is getting further away. i want it now. I was one of the few waiting for SWTOR, but this game has completly lured me in. This is going to be my next game.
What's your Spell rotation in WoW?
What's a spell rotation? i just punch my keyboard!
Look at your comment, now back to mine. Now back? at your comment now back to mine.? Sadly it isn't mine, but if you stopped trolling and started posting? legitimate comments it could look like mine. Look down, back up, where are you? You're scrolling through comments, writing the? comment your comment could look like. What did you post? Back at mine, it's a reply saying something you want to hear. Look again the? reply is now diamonds. Anything is possible with legit comments. I'm on a chair.
Don't get me wrong, I love the Organic nature of this Interview... but this one sentence struck me as TWO possible mis-Edits:
or seeing the Necromancer Death Shard for the first time and watching them go WoW!
I have a hard time believing Jeff actually #1> Said "Shard" when everyone knows it's "Shroud", and #2> Replaced the common Exlaimatory word "Wow!" with the Acronym for World-of-Warcraft
Decent interview with good answers, but MMORPG.COM needs to listen more closely to ArenaNet is saying because they clearly don't get with with questions like this:
You talked a lot about camaraderie among players. Many MMOs have lost this on a wide level because of guild groups and smaller factions. How do you see players joining up on a large scale in Guild Wars 2?
MMOs haven't lost this broad camaraderie, MMOs never had it outside of PvP content. Previous MMOs starting from UO were based on pitting players in competetion with each other for resources in PvE (XP, gold etc). That was because it slowed down everyone and insured those monthly subscriptions kept coming in.
DOAC was able to achieve a broader sense of server camaraderie as far as PvP went which is why that game is still brought up as an example but no game has done that the PvE side
ArenaNet is not trying to re-capture something that MMOs have lost. They are creating something that has never existedin the genre, a truly cooperative MMO where you look forward to seeing another player, rather than view them as someone who is going to steal your XP/kill.
Don't try repainting the past. Recapturing old-school MMORPGs in not the goal of GW2 because those "glory days" never existed, they never had the kind of gameplay that GW2 is offering. The goal seems to be to take the fundemantal traditions of those previous MMOs and bury them. ArenaNet has had to fly in the face of the inherently flawed mechanics of old-school MMORPGs (from the class trinity to the leveling curve to server cooperation to all the rest) to do what they are doing. And if they pull it off, this genre will finally see some long-overdue evolution.
Not true that camaraderie exists only with PVP. Everquest you had to group or be in a tight or large guild or you were at a huge disadvantge in leveling. The community was really good and making friends or at least allies happened every time you played. The main reason the communities stopped being important is because games cater to a larger, more casual player base leading to less challenging mechanics-soloing, no death penalties, easier leveling, etc. If you don't need to interact with community to succeed, then most won't. Hate to say it, but you have to force the grouping so players have to depend on each other. That builds trust and camaraderie. That is why the dynamic events model is so interesting, it encourages grouping/interaction, but doesn't force it, add open world pvp and the community should be strong and active.
Colin: Definitely shows like PAX are the greatest moment for me. We have spent three years building this game and the last few months we put out a ton of marketing material. We said we were going to do a lot and everything we set out to do we put into the game. We did not want to talk about them until they were in the game and they worked. There is a lot of danger to make a lot of bold claims and you don’t follow through on them. We don’t want to do that. We said a lot of stuff and we had a lot of people say we wouldn’t be able to do it. Or something like: yeah, that sounds awesome, but not one is ever going to build that.
DEv.s that understand what daoc was... cannot be happening. Not that im saying they are attempting to be daoc. But without a doubt they are at least trying to use more than daoc ui in the concept for their game design. PS. its the community via pve efforts to carry onto the pvp efforts and then go back and help pve to help recruit for pvp. This is one major factor in daoc community and pvp. (No to forget to mention the 3 way pvp and server/ realm pride.)
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
Not true that camaraderie exists only with PVP. Everquest you had to group or be in a tight or large guild or you were at a huge disadvantge in leveling. The community was really good and making friends or at least allies happened every time you played.
Of hundreds of people? DAOC if you were a hib most hibs you fight and die for. You didn't need to even know them other than if they were elf, lurikeen, firblog, etc. Thats the comradery daoc had. Most pve in the game were group efforts as it almost always relested in better exp (unless people were just fighting yellows [even daoc had solo time when you wanted to fight at your own pace]).
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
Decent interview with good answers, but MMORPG.COM needs to listen more closely to ArenaNet is saying because they clearly don't get with with questions like this:
You talked a lot about camaraderie among players. Many MMOs have lost this on a wide level because of guild groups and smaller factions. How do you see players joining up on a large scale in Guild Wars 2?
MMOs haven't lost this broad camaraderie, MMOs never had it outside of PvP content. Previous MMOs starting from UO were based on pitting players in competetion with each other for resources in PvE (XP, gold etc). That was because it slowed down everyone and insured those monthly subscriptions kept coming in.
DOAC was able to achieve a broader sense of server camaraderie as far as PvP went which is why that game is still brought up as an example but no game has done that the PvE side
ArenaNet is not trying to re-capture something that MMOs have lost. They are creating something that has never existedin the genre, a truly cooperative MMO where you look forward to seeing another player, rather than view them as someone who is going to steal your XP/kill.
Don't try repainting the past. Recapturing old-school MMORPGs in not the goal of GW2 because those "glory days" never existed, they never had the kind of gameplay that GW2 is offering. The goal seems to be to take the fundemantal traditions of those previous MMOs and bury them. ArenaNet has had to fly in the face of the inherently flawed mechanics of old-school MMORPGs (from the class trinity to the leveling curve to server cooperation to all the rest) to do what they are doing. And if they pull it off, this genre will finally see some long-overdue evolution.
Not true that camaraderie exists only with PVP. Everquest you had to group or be in a tight or large guild or you were at a huge disadvantge in leveling. The community was really good and making friends or at least allies happened every time you played. The main reason the communities stopped being important is because games cater to a larger, more casual player base leading to less challenging mechanics-soloing, no death penalties, easier leveling, etc. If you don't need to interact with community to succeed, then most won't. Hate to say it, but you have to force the grouping so players have to depend on each other. That builds trust and camaraderie. That is why the dynamic events model is so interesting, it encourages grouping/interaction, but doesn't force it, add open world pvp and the community should be strong and active.
Which most likely means limited instanced battlegrounds. Not my cup of tea, but still in terms of orginality and sense of fun GW2 looks much better then any other incoming MMO title.
Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate --
Originally posted by Sukiyaki
cant wait for all the wow kids to cry when they experience a real mmorpg again instead of their shallow candygrinder and leave halfempty server back again, then they get all smartass and tell you how that fact they left, proves the games fails and their left spot proves their point why it was the better choice to leave. Btw WoWtards... Did anyone allready see Zorndorfs sockpuppets slandering about GW2 allready? I only saw one until today. Maybe he spends time pretending to be a TERA player now and writing bad reviews about another competing game he never played.
Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate --
You shall love wow and it shall become your world and when the darkness comes you shall feel the cataclism and it shall make you weep and the boy with the stick shall be sick and all shall play it.
Ok not really, but hehe.
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
Which most likely means limited instanced battlegrounds. Not my cup of tea, but still in terms of orginality and sense of fun GW2 looks much better then any other incoming MMO title.
They already said its open and unequal in number of players fightign other players. If its truly open and uneven sides then it will be an independant zone but not instanced.
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
Which most likely means limited instanced battlegrounds. Not my cup of tea, but still in terms of orginality and sense of fun GW2 looks much better then any other incoming MMO title.
Colin: "The other thing that I think is important and this is not a direct answer, but we have World vs. World PvP in Guild Wars 2. I think that will impact PvE as well. Which is your server shard matched up against two other servers in open world PvP. If you like Dark Age of Camelot, this is, in our minds the next evolution of that."
It looks like the SvSvS aspect will be open world pvp orientated. Very, very promising.
"Come and have a look at what you could have won."
MMOs haven't lost this broad camaraderie, MMOs never had it outside of PvP content. Previous MMOs starting from UO were based on pitting players in competetion with each other for resources in PvE (XP, gold etc).
Well Said. We don't really know what the broader implications for this will be yet. This could change things to such a degree to almost be considered a new genre. Though I suspect when most people actually get used to it this way, they will ask "Why wasn't it always this way?".
Heh, I think that last sentence is very true. It's like the zipper, it seems so obvious now but it took a while to get invented. Truly good ideas are often like that.
Originally posted by ropenice
Not true that camaraderie exists only with PVP. Everquest you had to group or be in a tight or large guild or you were at a huge disadvantge in leveling. The community was really good and making friends or at least allies happened every time you played. The main reason the communities stopped being important is because games cater to a larger, more casual player base leading to less challenging mechanics-soloing, no death penalties, easier leveling, etc. If you don't need to interact with community to succeed, then most won't. Hate to say it, but you have to force the grouping so players have to depend on each other. That builds trust and camaraderie. That is why the dynamic events model is so interesting, it encourages grouping/interaction, but doesn't force it, add open world pvp and the community should be strong and active.
I agree that Dynamic Events encourage player interaction without forcing it but your example of the EQ-style groups and guilds is exactly what GW2 is trying to avoid. From the article:
I think if you look at MMOs the really frustrating thing is that I am playing this game online with thousands of people and I don’t interact with hardly any of them. Maybe with the people on my friends list or in my guild and that’s it.In old school MMOs you didn’t want other players around you because they were kill stealing from you or they would get in the way of the stuff I was trying to do. That can drive a player nuts.
GW2 is trying to make a game where you're not limited to only wanting to interact with the few dozen (or less) people in your guild, but everyone on the server. This is a completely different level than anything that could be attained in EQ or any other previous MMO, if ArenaNet can pull it off.
Old-school guild players always accuse casual gameplay of letting people play a solo game when it's supposed to be a MASSIVELY Multiplayer game. It's time to throw that tired old argument back into their faces. What's so MASSIVE about only wanting to interact with your guildmates when they only make up a tiny fraction of the server population?
GW2 seems to be aiming to create a server-wide community that is based not only on just those players who want to be nice but actual game mechanics that support real player cooperation.
I was originally pointing out how the interview implied that this was something old-school MMOs had lost when in fact they never had something on this level simply because of their instrinc game mechancs. Heck, the orignal interview question seems to say that guild groups are responsible for the loss of the very camaraderie you talk about. I would agree with you that what camaraderie (in its limited fashion) that there has been in previous MMOs was the result of EQ-style guilds.
But ArenaNet has decided that they can make a game that can do far better than that.
Which most likely means limited instanced battlegrounds. Not my cup of tea, but still in terms of orginality and sense of fun GW2 looks much better then any other incoming MMO title.
Not instanced
Its a separated place of the game, persistent.
Which you can raid villages to get resources for your world, you can ambushes enemy caravans going to a fortress taking material to repair broken walls. (they actually said all of this) etc...
Not small groups, your entire world will be fighting there, it has nothing to do with battlegrounds.
"It has potential" -Second most used phrase on existence "It sucks" -Most used phrase on existence
This is a bit off topic, but the person who typed out this conversation needs to get a god damn grammer lesson. I can't understand what these people said in the interview because he doesn't use things as simple as commas in the correct places. It's really awkward to read lol.
Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate --
Originally posted by Sukiyaki
cant wait for all the wow kids to cry when they experience a real mmorpg again instead of their shallow candygrinder and leave halfempty server back again, then they get all smartass and tell you how that fact they left, proves the games fails and their left spot proves their point why it was the better choice to leave. Btw WoWtards... Did anyone allready see Zorndorfs sockpuppets slandering about GW2 allready? I only saw one until today. Maybe he spends time pretending to be a TERA player now and writing bad reviews about another competing game he never played.
Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate --
You shall love wow and it shall become your world and when the darkness comes you shall feel the cataclism and it shall make you weep and the boy with the stick shall be sick and all shall play it.
Not true that camaraderie exists only with PVP. Everquest you had to group or be in a tight or large guild or you were at a huge disadvantge in leveling. The community was really good and making friends or at least allies happened every time you played. The main reason the communities stopped being important is because games cater to a larger, more casual player base leading to less challenging mechanics-soloing, no death penalties, easier leveling, etc. If you don't need to interact with community to succeed, then most won't. Hate to say it, but you have to force the grouping so players have to depend on each other. That builds trust and camaraderie. That is why the dynamic events model is so interesting, it encourages grouping/interaction, but doesn't force it, add open world pvp and the community should be strong and active.
There are serious problems with forced grouping to build trust and camaraderie in the current MMO environment, now that they have gone mainstream and there are so many more genes in the pool...
Here are the problems that I see:
1) Many players(won't say most, cause I haven't met most... but most of the ones I have met) are mediocre at best. Back when I used to play WoW I used to take guildies into wailing caverns to teach them how to pull, cause the concept of breaking LOS or of staying at max distance to avoid adds seemed completely foreign to them...
2)Players who don't know... and don't want to know. They are doing something incorrectly(pulling a leroy vs. pulling at a distance, for example), or they are missing something about game mechanics, etc... and they do not want to hear it from anyone. They will even start raging because they perceive you as trying to "tell them how to play their character".
3) Players are self-centered. They will not be team players unless someone forces them to be. IMO this was the downfall of warhammer in NA. Players in europe were hitting the cities and gearing up before players in NA even got to the fortresses. I played on both sides on 4 different servers to max level, and I had RL friends who played on a few more... and the story was always the same. You get a group out in PvP, and no one would listen to the raid leader... Everyone was too busy doing their own thing. Just keeping people together was almost impossible, unless you had a zerg going. This was even more evident in the battlegrounds... "Man, did you see my damage numbers?" "Ummm, we lost..." "Yeah, but did you see my damage numbers?". We had the same thing in WoW... I lost track of how many times we lost our healers to "the bomb" in MC and stuff like that cause people wouldn't listen.
4) Players are picky. They get it into their minds that a group can only be effective if you have classes A, B, E, and G. So if you show up and there is one spot left and you aren't the class they are missing... too bad.
GW2, from everything I have been able to read about it, is incredible. I read their manifesto and watched their videos, and so far I agree with them 100%. They've taken mechanical steps to eliminate number 4, and they are trying to use gameplay to bring people together and try and establish community. If anyone can do it, it will be them... That being said, there is only so much they can do to overcome human nature.
I played DAOC from beta through to beta 3 of ToA, and while people's nostalgia for what we had in DAOC is real... and what we had in DAOC WAS real... People don't understand why and how we had it. The reason it was there wasn't so much because of what they were or what they built... It was because of WHO we were... When DAOC was out, 100k subscribers was a huge number, and there were only a handfull of MMOs, most of them with less than that. It was a much smaller community than the current environment. There was more of a barrier to entry on those games, with their interfaces, lack of tutorials, etc... And the people who actually made it into the game and stuck with the game mostly knew what they were doing. While making games slicker, more user friendly, and more appealing are always good things... I think that removing the barrier to entry on these games and bringing them wholly mainstream has harmed the player's ability to form communities and to find functional teams.
Look at your comment, now back to mine. Now back? at your comment now back to mine.? Sadly it isn't mine, but if you stopped trolling and started posting? legitimate comments it could look like mine. Look down, back up, where are you? You're scrolling through comments, writing the? comment your comment could look like. What did you post? Back at mine, it's a reply saying something you want to hear. Look again the? reply is now diamonds. Anything is possible with legit comments. I'm on a chair.
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
Looks like GW2 is really pushing for something new here! Even if it doesn't succeed (which it probably will), it'll put a lot more ideas on the platter.
Nice interview, even if we knew most of this already. A couple of mistakes made me chuckle though:
"The other thing and I am seeing this a lot today, is people who are playing the game for the first time today and seeing them come to the earth elemental or see the dragon lands for the first time or seeing the Necromancer Death Shard for the first time and watching them go WoW"
Pretty sure it's 'Death Shroud', and WoW is an acronym for World of Warcraft... I believe you wanted to say wow? ;P
Look at your comment, now back to mine. Now back? at your comment now back to mine.? Sadly it isn't mine, but if you stopped trolling and started posting? legitimate comments it could look like mine. Look down, back up, where are you? You're scrolling through comments, writing the? comment your comment could look like. What did you post? Back at mine, it's a reply saying something you want to hear. Look again the? reply is now diamonds. Anything is possible with legit comments. I'm on a chair.
I actually laughed out loud. Good job.
People think it's fun to pretend your a monster. Me I spend my life pretending I'm not. - Dexter Morgan
Comments
Also waiting for this game, everytime i read an article or interview about it, or even watch a video. it feels liek the game is getting further away. i want it now. I was one of the few waiting for SWTOR, but this game has completly lured me in. This is going to be my next game.
What's your Spell rotation in WoW?
What's a spell rotation? i just punch my keyboard!
Dk's = Fail..
Im a Ret pally moron!!
Look at your comment, now back to mine. Now back? at your comment now back to mine.? Sadly it isn't mine, but if you stopped trolling and started posting? legitimate comments it could look like mine. Look down, back up, where are you? You're scrolling through comments, writing the? comment your comment could look like. What did you post? Back at mine, it's a reply saying something you want to hear. Look again the? reply is now diamonds. Anything is possible with legit comments. I'm on a chair.
Don't get me wrong, I love the Organic nature of this Interview... but this one sentence struck me as TWO possible mis-Edits:
or seeing the Necromancer Death Shard for the first time and watching them go WoW!
I have a hard time believing Jeff actually #1> Said "Shard" when everyone knows it's "Shroud", and #2> Replaced the common Exlaimatory word "Wow!" with the Acronym for World-of-Warcraft
Not true that camaraderie exists only with PVP. Everquest you had to group or be in a tight or large guild or you were at a huge disadvantge in leveling. The community was really good and making friends or at least allies happened every time you played. The main reason the communities stopped being important is because games cater to a larger, more casual player base leading to less challenging mechanics-soloing, no death penalties, easier leveling, etc. If you don't need to interact with community to succeed, then most won't. Hate to say it, but you have to force the grouping so players have to depend on each other. That builds trust and camaraderie. That is why the dynamic events model is so interesting, it encourages grouping/interaction, but doesn't force it, add open world pvp and the community should be strong and active.
DEv.s that understand what daoc was... cannot be happening. Not that im saying they are attempting to be daoc. But without a doubt they are at least trying to use more than daoc ui in the concept for their game design. PS. its the community via pve efforts to carry onto the pvp efforts and then go back and help pve to help recruit for pvp. This is one major factor in daoc community and pvp. (No to forget to mention the 3 way pvp and server/ realm pride.)
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
Of hundreds of people? DAOC if you were a hib most hibs you fight and die for. You didn't need to even know them other than if they were elf, lurikeen, firblog, etc. Thats the comradery daoc had. Most pve in the game were group efforts as it almost always relested in better exp (unless people were just fighting yellows [even daoc had solo time when you wanted to fight at your own pace]).
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
Great post! +1
Which most likely means limited instanced battlegrounds. Not my cup of tea, but still in terms of orginality and sense of fun GW2 looks much better then any other incoming MMO title.
Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate --
Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate -- Wow hate --
You shall love wow and it shall become your world and when the darkness comes you shall feel the cataclism and it shall make you weep and the boy with the stick shall be sick and all shall play it.
Ok not really, but hehe.
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
They already said its open and unequal in number of players fightign other players. If its truly open and uneven sides then it will be an independant zone but not instanced.
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
Colin: "The other thing that I think is important and this is not a direct answer, but we have World vs. World PvP in Guild Wars 2. I think that will impact PvE as well. Which is your server shard matched up against two other servers in open world PvP. If you like Dark Age of Camelot, this is, in our minds the next evolution of that."
It looks like the SvSvS aspect will be open world pvp orientated. Very, very promising.
"Come and have a look at what you could have won."
Heh, I think that last sentence is very true. It's like the zipper, it seems so obvious now but it took a while to get invented. Truly good ideas are often like that.
I agree that Dynamic Events encourage player interaction without forcing it but your example of the EQ-style groups and guilds is exactly what GW2 is trying to avoid. From the article:
I think if you look at MMOs the really frustrating thing is that I am playing this game online with thousands of people and I don’t interact with hardly any of them. Maybe with the people on my friends list or in my guild and that’s it. In old school MMOs you didn’t want other players around you because they were kill stealing from you or they would get in the way of the stuff I was trying to do. That can drive a player nuts.
GW2 is trying to make a game where you're not limited to only wanting to interact with the few dozen (or less) people in your guild, but everyone on the server. This is a completely different level than anything that could be attained in EQ or any other previous MMO, if ArenaNet can pull it off.
Old-school guild players always accuse casual gameplay of letting people play a solo game when it's supposed to be a MASSIVELY Multiplayer game. It's time to throw that tired old argument back into their faces. What's so MASSIVE about only wanting to interact with your guildmates when they only make up a tiny fraction of the server population?
GW2 seems to be aiming to create a server-wide community that is based not only on just those players who want to be nice but actual game mechanics that support real player cooperation.
I was originally pointing out how the interview implied that this was something old-school MMOs had lost when in fact they never had something on this level simply because of their instrinc game mechancs. Heck, the orignal interview question seems to say that guild groups are responsible for the loss of the very camaraderie you talk about. I would agree with you that what camaraderie (in its limited fashion) that there has been in previous MMOs was the result of EQ-style guilds.
But ArenaNet has decided that they can make a game that can do far better than that.
This MMO looks so yummy.
Not instanced
Its a separated place of the game, persistent.
Which you can raid villages to get resources for your world, you can ambushes enemy caravans going to a fortress taking material to repair broken walls. (they actually said all of this) etc...
Not small groups, your entire world will be fighting there, it has nothing to do with battlegrounds.
"It has potential"
-Second most used phrase on existence
"It sucks"
-Most used phrase on existence
This is a bit off topic, but the person who typed out this conversation needs to get a god damn grammer lesson. I can't understand what these people said in the interview because he doesn't use things as simple as commas in the correct places. It's really awkward to read lol.
±MeDiC±
^^this kid is 12^^
±MeDiC±
There are serious problems with forced grouping to build trust and camaraderie in the current MMO environment, now that they have gone mainstream and there are so many more genes in the pool...
Here are the problems that I see:
1) Many players(won't say most, cause I haven't met most... but most of the ones I have met) are mediocre at best. Back when I used to play WoW I used to take guildies into wailing caverns to teach them how to pull, cause the concept of breaking LOS or of staying at max distance to avoid adds seemed completely foreign to them...
2)Players who don't know... and don't want to know. They are doing something incorrectly(pulling a leroy vs. pulling at a distance, for example), or they are missing something about game mechanics, etc... and they do not want to hear it from anyone. They will even start raging because they perceive you as trying to "tell them how to play their character".
3) Players are self-centered. They will not be team players unless someone forces them to be. IMO this was the downfall of warhammer in NA. Players in europe were hitting the cities and gearing up before players in NA even got to the fortresses. I played on both sides on 4 different servers to max level, and I had RL friends who played on a few more... and the story was always the same. You get a group out in PvP, and no one would listen to the raid leader... Everyone was too busy doing their own thing. Just keeping people together was almost impossible, unless you had a zerg going. This was even more evident in the battlegrounds... "Man, did you see my damage numbers?" "Ummm, we lost..." "Yeah, but did you see my damage numbers?". We had the same thing in WoW... I lost track of how many times we lost our healers to "the bomb" in MC and stuff like that cause people wouldn't listen.
4) Players are picky. They get it into their minds that a group can only be effective if you have classes A, B, E, and G. So if you show up and there is one spot left and you aren't the class they are missing... too bad.
GW2, from everything I have been able to read about it, is incredible. I read their manifesto and watched their videos, and so far I agree with them 100%. They've taken mechanical steps to eliminate number 4, and they are trying to use gameplay to bring people together and try and establish community. If anyone can do it, it will be them... That being said, there is only so much they can do to overcome human nature.
I played DAOC from beta through to beta 3 of ToA, and while people's nostalgia for what we had in DAOC is real... and what we had in DAOC WAS real... People don't understand why and how we had it. The reason it was there wasn't so much because of what they were or what they built... It was because of WHO we were... When DAOC was out, 100k subscribers was a huge number, and there were only a handfull of MMOs, most of them with less than that. It was a much smaller community than the current environment. There was more of a barrier to entry on those games, with their interfaces, lack of tutorials, etc... And the people who actually made it into the game and stuck with the game mostly knew what they were doing. While making games slicker, more user friendly, and more appealing are always good things... I think that removing the barrier to entry on these games and bringing them wholly mainstream has harmed the player's ability to form communities and to find functional teams.
you sir win at life. best comment ive ever seen
Wow hater taste my zvei.
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
HAHAHA!!! Actually, their special power is to really annoy others with what they think they know...(0.001dps) HAHAHAHA!!!!
And the hype climbs further...
Looks like GW2 is really pushing for something new here! Even if it doesn't succeed (which it probably will), it'll put a lot more ideas on the platter.
He who keeps his cool best wins.
Nice interview, even if we knew most of this already. A couple of mistakes made me chuckle though:
"The other thing and I am seeing this a lot today, is people who are playing the game for the first time today and seeing them come to the earth elemental or see the dragon lands for the first time or seeing the Necromancer Death Shard for the first time and watching them go WoW"
Pretty sure it's 'Death Shroud', and WoW is an acronym for World of Warcraft... I believe you wanted to say wow? ;P
I want them to show the other 4 player classes. They'll probably trickle them out, one by one. :[
I actually laughed out loud. Good job.
People think it's fun to pretend your a monster. Me I spend my life pretending I'm not. - Dexter Morgan