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Honest Question - What did GW2 Truly Innovate?

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  • KhayotixKhayotix Member UncommonPosts: 231
    Originally posted by Trikke
    Originally posted by Saryhl
    Originally posted by Lord.Bachus
    Originally posted by Loktofeit
    Originally posted by jpnole

    What did GW2 innovate? Well for starters:

     

    • Access to bank at crafting stations. 
    • A huge, separate crafting bank for crafting only items.
    • Numerous, well placed portals allowing for short, medium or long distance travel for a small fee.
    • Auto level scaling. Only downnward scaling
    • Can play with a level 80 friend at level 2 in PVE. But only effective in a lvl2 zone
    • Increased rewards/chance for rares fighting higher level enemies.
    • GRAPHICS - no released mmo compares Tough a differerent style TSW comes close.
    • DIVINITY'S REACH - size, scale, layout, etc., etc., etc. 
    • Combat - smooth, fast pace, active dodge & block (with equipped shield)
    • NO ROOTING - ALL ABILITIES CAN BE DONE ON THE FLY
    • XP for literally anything that you do in game. 
    • Best crafting model among currently released AAA mmos. Still think Vanguard was better
    • NO SUB FEES!!!! (Oh wait I'm sorry original GW started that!) But then i will be spending equall amounts at account updates through the gemstore.
    • Death of the TRINITY
    • Fight for life when downed!!!
    • shared resource nodes - funny to watch people mine on top of each other!
    • No patch downtime. Just log out and log back in when patch goes live.
    • Overflow server with instant transport to the main server when prompted with no loss of progress. Which sadly works counter productive.  Multiple instances of these zones per server would have worked better as it would allow grouping at all times.
     
    Many more innovations but you get the point. Bottom line is, like the original GW, this game is going to sell millions of boxes worldwide as blogs and word of mouth spread the news.
    • Skillset dependent on equipment in use.
    • Water as a content-filled explorable environment WoW introduced this in cataclysm with Vashj'ir Water as done in DAOC
    •  
    • Importing GW1 rewards to complement GW2 reward/achievement system EQ2 introduced this with conjoined rewards from EQ1 for veterans.
    • Reducing the need for extensive bag space through salvage system and direct-to-bank collectibles EQ2 also with this by having collectibles have their own windows separate from your bag.
    • Explorer/completionist content that incorporates achievements (zone completion) World of Warcraft Explorer achievement for discovering and many other achievements for completing zones. and specific gameplay (reaching vistas)
    • Game design that supports how people play their alts via
      • account-based achievement system
      • account-based storage

     

     

    awesome I never played DAOC that long so prior I had played EQ and they didnt have water content like that. Glad to know it was done even sooner than wow :)


  • EricDanieEricDanie Member UncommonPosts: 2,238

    It allows you to max every crafting profession on a single character - you don't lose progress on the active professions you drop out while feasibly giving you a way to level an alt from level 1 to 80 through crafting alone.

    It introduced an achievement point mechanic in which you have daily and monthly achievements, so veterans will naturally acquire more achievement points.

    It allows you to join multiple guilds on a same character.

    Plus the dozen others already mentioned on this thread.

  • OrphesOrphes Member UncommonPosts: 3,039
    Originally posted by Wololo

    As the title says. 

     

    What did GW2 Truly Innovate for this game? You cant say DE because Rift has those.... so what is it that GW2 has that no other game has?

    It got DE just as RIFT but it do not have a subscription fee... it's at least as good as any other AAA game released the last years and you don't need to pay a subscription or are trickled into paying for one.

     

    I'll assume someone already posted that, but meh.

    I'm so broke. I can't even pay attention.
    "You have the right not to be killed"

  • bookworm438bookworm438 Member Posts: 647

    To me, at least, they innovated on the actual idea of an MMO. Rather than the traditional viewing of other players as annoying pests stealing your mobs, I actually get excited when I see other people. Now I think "OK, I can kill that mob twice as fast, and I have someone to revive me should I go down". Working with another player is actually really fun, especially when you start incorporating profession combos. You just naturally juggle roles as one player blows certain cooldowns and needs to step back. 

    I guess I could say, for the first time ever I felt like I was truly playing an MMO, and not some single-player game with the added drawback of people stealing your mobs. 

    That's the biggest innovation in GW2 I think, for me at least. 

  • Loke666Loke666 Member EpicPosts: 21,441
    Originally posted by Wololo

    As the title says. 

    What did GW2 Truly Innovate for this game? You cant say DE because Rift has those.... so what is it that GW2 has that no other game has?

    It is really something of a feeling thing. Rift felt like I already played it a lot before while GW2 still feel like something completely new.

    But with innovate, they didnt so much create new features as polish them up a lot. If we take DEs as example (and Rift didnt invent them, the original and ever more basic idea is from Asherons call) the DEs in Rift are really static and more or less the same all the time. WARs doesnt even scale. GW2s do replace quests and while I think they can evolve the system even more they do make the game feel a lot more alive.

    Of course some dont like that since the world go on with or without them but I like it.

    You really have to try to get it.

  • GaborikGaborik Member Posts: 251
    They made an MMO with no AH or mail at release, but you can buy gems with real money and convert to gold thats not a coincidence one works and they other doesnt. They brought us an MMO with no game forum they want their blind sheep to stay blind. The brought us an MMO with horrible customer service and inexperienced network security team. A MMO with broken or lack thereof endgame isnt really that innovative but they managed that also.
  • NadiaNadia Member UncommonPosts: 11,798
    Originally posted by Saryhl  EQ2 also had the ability for YOU to scale to any content by your own control through mentoring since DAY 1. in 2004.

    EQ2 mentoring has been around for long time but wasnt available until 2005

    http://eq2.wikia.com/wiki/Update:04

    and you could only mentor to someone elses level that you were grouped with -- its situational

  • ZigZagsZigZags Member UncommonPosts: 381
    Originally posted by Wololo

    As the title says. 

     

    What did GW2 Truly Innovate for this game? You cant say DE because Rift has those.... so what is it that GW2 has that no other game has?

    I can't find 1 feature of GW2 that I would call innovative. Its more of the same with a new skin. A pretty skin though.

     

    Dragnon - Guildmaster - Albion Central Bank in Albion Online

    www.albioncentralbank.enjin.com

  • JackdogJackdog Member UncommonPosts: 6,321

    I don't think GW2 so much as innovated as they refined and removed some of the more painful aspects of gaming. They took a lot of the best features of other games and polished and refined them. I see my favorite features of a lot of my past favorite ames here

    Sort of what WoW did 8 years ago

    I miss DAoC

  • NadiaNadia Member UncommonPosts: 11,798
    Originally posted by Saryhl

    I had played EQ and they didnt have water content like that. Glad to know it was done even sooner than wow :)

    you never went to Kedge Keep in 1999?   or raided Plane of Water in 2002?

  • KhayotixKhayotix Member UncommonPosts: 231
    Originally posted by Nadia
    Originally posted by Saryhl  EQ2 also had the ability for YOU to scale to any content by your own control through mentoring since DAY 1. in 2004.

    EQ2 mentoring has been around for long time but wasnt available until 2005

    http://eq2.wikia.com/wiki/Update:04

    and you could only mentor to someone elses level that you were grouped with -- its situational

    im sorry if my date was a bit off EQ2 launched in nov 2004, so the update was in march 2005 4 months later qualifies as the beginning. it was part of the game before any expansion. Also, those who didnt understand it would consider it situational yet it was completely controlled. People sought and found people all the time that were lower levels for them to scale down to, so they could do the content they wanted or missed. So it was controlled by the players from the get go.


  • KhayotixKhayotix Member UncommonPosts: 231
    Originally posted by Nadia
    Originally posted by Saryhl

    I had played EQ and they didnt have water content like that. Glad to know it was done even sooner than wow :)

    you never went to Kedge Keep in 1999?   or raided Plane of Water in 2002?

    It was nothing like Vashj'ir, or like what they are saying about it for GW2. If my dates are off or other games did it before the ones I or someone else list, oh well. the point is GW2 did not innovate these things.


  • NadiaNadia Member UncommonPosts: 11,798

    all i claimed in this thread is that GW2 improved upon things that already existed in past mmos

     

    thats a form of innovation too

  • andre369andre369 Member UncommonPosts: 970
    Im a PvP player and so far Ive spent 1 hour in sPvP, PvE is actually fun for once. Enough saId
  • RathanX26RathanX26 Member Posts: 119
    Originally posted by Wololo
    Originally posted by Zinzan
    Originally posted by Nadia
    Originally posted by Zinzan

    Everything in GW2 has been done before in one guise or another.

    never stopped WOW from being a success

    Thats irrelevant, it's not the point, nor the question asked.

    I never said this was a bad thing, nor anything new, i simply answered the question others want to skip around instead of answering.

     

    Thanks Zinzan~ You Truly did answer the question correctly from what I have been able to gather.

    Op - you have ignored every  relevant post  about the honest question that you asked and instead focused on the person who said the same thing you did with your "bump" post. He provided nothing but an opinion with no fact or further information on which to base it on and claim it is the correct answer. You have then not read anything that has been posted since then. This thread has nothng to do with an honest question. If it did, you would be actually talking about the topic with those who have been nice enough to post a response either way. 

    So my response to your question is this. Play the game, walk up to a tree. That tree has never been seen before in any other game ever made. It is brand new and only available in this game. If that's not innovative, then I don't know what is.

    image
    I'm sorry but the only one saying anything about the second coming is you. Fans of a game accept its flaws and strengths.

  • VirgoThreeVirgoThree Member UncommonPosts: 1,198

    I feel the overall presentation of GW2 to be rather innovative. Obfuscating several details to mask the laundry list syndrome of older style questing helps a lot.

    Also the cause and effect of Dynamic Events is a nice new feature. Rift had started down this path with the invasions, but GW2 has taken this feature to another level just like how rift took it to another level from WAR. 

    I'll also throw in that the multiple choice choose your own adventure style explorable dungeon mode is a nice change of pace. 

  • NovacrisisNovacrisis Member Posts: 2
    I think when looking at games designed today, we have to focus on "what makes it fun?" It's clear people have their own idea of what is fun. But also (in today's MMOverse) Fun is a factor that heavily relies on the number of people contained with in a games virtual environments. As an example, grouping and or shared adventures that can be had as a group.

    I feel personally that, games designed toward removing the ability to interact socially are games that tend to isolate community's in the long run. You have to create a way so that at some point in your characters journey you have to be part of the social fabric of a MMOs ever evolving social landscape.

    If Guild wars 2 stays focused on community and improving the tools for players to feel more part of that community, then it will succeed. That's true innovation to me, when you can make PVP community and the roleplayers feel like they're part of the same social community.
  • DarkmothDarkmoth Member Posts: 174

    I don't think the issue is whether or not GW2 is innovative - it clearly is. I think the issue is that innovation in MMOs has been fairly common until the last 4 years or so. I can name several truly groundbreaking MMO games:

    • UO
    • EQ (large scale raiding)
    • DAOC (nuff said)
    • CoH (actually singular, until very recently)
    • SWG (of course)
    • Darkfall Online
    • Anarchy Online
    • EVE

    In fact, I'd argue that straight-up clones are an artifact of the post-WoW era, with LOTRO and SWTOR as two of the most obvious candidates, and even SWTOR had innovative elements (i.e., the first MMO with a personal storyline).

    Very few games ship with zero new and innovative mechanics. I think what separates the winners from the losers isn't as much innovation as polish. WoW repackaged EQ and polished it to perfection. To a large degree, GW2 has done the same for DAOC's core gameplay.

  • VirinVirin Member Posts: 32
    You need to change the title to invent. Because the word you are using...

    verb (used without object)
    1. to introduce something new; make changes in anything established.

    verb (used with object)
    1. to introduce (something new) for or as if for the first time: to innovate a computer operating system.
    2. to alter.
  • IneveraskforthisIneveraskforthis Member Posts: 374

    a bit off topic : imo We don't need excessive innovation in mmo genre at this point.

    we need to a throw back to older generation MMO like SWG, AO, Shadowbane, UO, EQ and DAOC.

    we need more variety in MMO genre, no more cookie cutter.

     

  • Requiem1066Requiem1066 Member Posts: 274
    Originally posted by jpnole

    What did GW2 innovate? Well for starters:

     

    • XP for literally anything that you do in game.

     

    Since other have pointed out other's i will pick up on this ... it's been done before 

    image

  • IcewhiteIcewhite Member Posts: 6,403
    Originally posted by Wololo
    Joined: 7/24/03

    You've been sitting on this alt account for 9 years waiting to spring this thread on us?  Really?

     

    Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  • WololoWololo Member Posts: 72

    Lol not goin to lie, this is my main account. I was just never active on the forums.

     

    As to all the other people that took what I said out of context and made innovate only mean one of its meanings, the one I didnt contextually use mind you, and barrade me with things that literally prove my OP. 

     

    GW2 did not make anything new for their game, they simply took things from others and turned it into a game of their own. Very much like WoW did actually. 

     

    I liked the suggestion that someone had a bit above me about a throwback to the old best MMO's out there. Id love to see games that were made to capture the best parts of those games and stay true to the old game while having fun new implementations of tried and true mechanics. EQ, SWG (Pre NGE), Shadowbane, and a few others really diserve another look at from current game developers so that they can understand what those games had that captured the minds and hearts of the players.

  • FarstryderFarstryder Member UncommonPosts: 69
    Nothing it's hype. Not saying it isn't fun. But rift didnt make DE  Warhammer called them pq's and they were much better imo then  the ones in GW2.

    Farstryder,

  • WololoWololo Member Posts: 72
    Originally posted by Virin
    You need to change the title to invent. Because the word you are using...

    verb (used without object)
    1. to introduce something new; make changes in anything established.

    verb (used with object)
    1. to introduce (something new) for or as if for the first time: to innovate a computer operating system.
    2. to alter.

     

    Innovation.

    1.something new or different introduced:numerous innovations in the high-schoolcurriculum.

    2.the act of innovating;  introduction of new things or methods.

     
     
    Oh and to the others that are nit-picking my posting back to the guy that affirmed me, look at it this way. I was at work and each time I looked back, the replys blew up. He was one of the first and he was the first to post on my side that I read so I replied to him when I could. Then work picked up, I stopped posting, you all ran rampant~
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