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#1 | |||||||||
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
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I think I've said this before: Guild Wars 2 is the game I've been the most excited about literally in the last decade. Right now the 'informed consensus' seems to be mid-2011 for release. Unlike Guild Wars 1, there is no way you could argue it's not a MMO as it does have a persistent world (with instanced personal story missions) despite still not having a subscription fee. And yet its gameplay moves even further away from classic MMOs in incredibly innovative ways, all of which are --in my opinion-- massively for the better overall.
There are three videos so far. They reveal some of the story and graphics (which have a very nice artistic style I think, and are probably the best of any MMO announced to date, but certainly are beaten technically quite a bunch of single-player games), and the Manifesto serves as a hype-rich introduction to their core gameplay principles. Here are key quotes from their excellent articles that should give the basic ideas: Quote:
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Yes, every event must be manually implemented, but in terms of quality that has advantages too. The core problem, according to Raph, on that ecosystem design is that players wouldn't know what to do or not to do in order to get something to happen or not. In Guild Wars 2, there's no such problem, and it's fully integrated in the game as arguably the single most important feature rather than something which, let's face it, would remain slightly gimmicky. And then there's the way it makes people work together 'on the spot', something which was amazing in UO in difficult areas. There were places that people camped because they were so ridiculously good for loot and there more players weren't always very welcome, but there were also so many places where meeting someone was a good thing, and you'd naturally play together. You'd meet people that way that you might play with again with dozens of time after, or you'd meet someone inviting you in a great guild. As the GW2 devs imply, that's no longer as frequent in WoW-like games even without PKing because your quests often don't match. In GW2, there are no 'quests', and they'll always match. The personal storyline system also has great potential to make the game feel more like a single-player RPG ala Dragon Age (it's quite amusing the number of similarities between the two games' plots despite having no direct influence on each other by the way) - and even though it hasn't been directly confirmed, it seems very likely your character's dialogue won't be spoken. Take that, Bioware? And in addition to the large amount of choices, the content will actually bifurcate a fair bit based on those choices, with three endings that aren't different only in the last five minutes (I love Deus Ex 1 as much as anyone else, but I still feel that was one of its weak points). --- So, a lot of hype. Can it live up to it? There are good signs, but there are also some legitimate fears. Here's one very good sign: Quote:
Arguably the voice-over requirements prevent some of that: they need to have a good idea of the content each zone requires significantly before release and can't fake their way through. So it's possible that they choose to delay the game further instead. I don't know whether to be happy or fearful about that kind of interview answer: Quote:
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#2 |
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Regular
Join Date: Jun 2004
Posts: 6,902
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I was a member of the Guild Wars alpha, and it was actually an incredibly fun experience. I wasn't too happy when they shifty from being PvP-centric to more of a PvE game, but I had a blast playing. Building characters, and coordination teams of characters for PvP matches was absolutely awesome. In a lot of ways, the alpha experience was far better than the retail game. Depending on system requirements, I'd actually consider playing Guild Wars 2. I've gotten away from PC gaming, but Guild Wars was one of the last really fun games I played on the PC. I hated the PvE, because I hate the entire MMO formula, but the PvP matches were great. Anything they do to break the stale formula of the PC MMO is appreciated. The basic questing structure for MMOs hasn't changed in almost ten years. At least none of the big games have really made significant improvements. I'll have to watch the videos. The biggest thing for me will be the day when we can play MMOs with Demon's Souls type controls, and have a reasonable AI to play against.
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#3 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,847
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I never even touched the PvP aspect of GW. I played PvE with a friend or two, or solo at times.
edit: actually I did PvP about two times I think. Last edited by swaaye; 13-Aug-2010 at 22:16. |
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#4 |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,738
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I started Guild Wars during one of the open Week-end, what a blast !
Guild Wars 2 looks as fun as Guild Wars was (600+hours played now, need something different), and draws a lot of things from forums I've read/participated in online (GameDev.net Game Design forum from 1999-2001, a few others since then) and it IS a good thing. -No more double death penalty (you died, no need to add insult to injury and make you lose something else than the time it took you to lose already, thank you !) -No grinding (man all those MMORPG are all about that) -No linear level increase (just like Guild Wars, except after level 20 you don't get levels but skill points in Guild Wars) -No "how fuck someone is going to steal my ork/flowers/minerals/whatever" that plagues all MMOG experiences -Personal storyline (at last a CRPG in which I have my own story ? [yep some solo games do it already]) -No more healer class (yep, watching health bar going up & down is not fun, I did play 100+hours healer, I know) I'm very curious about the event system and the general gameplay mecanism, which seems more cooperative than in Guild Wars. The video seem to imply that there will be much more synergy between characters (One skill benefiting from someone's else skill, more than just bonus.), I'm curious about that too. All in all, I really want to stress out that many ideas they have are NOT new, but they are the first to have the balls to put them into a game, and I trust the gameplay will be as addictive and visceral as it was for me in Guild Wars.
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So many things to do, and yet so little time to spend... |
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#5 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,847
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Two complaints I hear from my MMO loving friends is 1) GW is too hard
The "it's too hard" complaint is interesting because I find that the game is strategically challenging and I suppose this is too much to ask of some MMO players. I think this game will be worth getting for me. It looks beautiful as always from them. It sounds like they know they have a unique online RPG and are going their own way with the next take on it. That alone is enough to impress me. |
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#6 |
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
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Scott_Arm: I mostly did PvP in GW1 myself and I completely share that experience (post-alpha obviously), although I completed the PvE in Prophecies, Nightfall, and (for all intents and purposes) EOTN (the latter two I completed much after their release). The Factions PvE is easily the most pitiful of all imo but the one in Nightfall and EOTN is noticeably better than Prophecies PvE both from a gameplay and a storytelling perspective, so the team is clearly capable of more than good PvP even if GW1 shared a few key faults of previous MMOs.
Roderic: Nice assessment. I agree the ideas are not new, but those kinds of ideas are more about implementation details than vision in many ways. It's one thing to talk about events with persistent impact for all players, it's another to pull it off. Things like scaling mechanisms for different numbers of players (not just number of enemies but also their abilities), event chains that have interesting 'fail' impacts while still never encouraging players to fail on purpose, uniting it seamlessly with the personal storyline (e.g. in the human origin, you need to find information about bandits before being able to do some instanced content and the event chain impacts different ways you can discover it), and bundling it with a player reward system that encourages cooperative play while allowing solo. Trying to do it takes balls, but doing it in a thoughtful way takes more than that (e.g. what I've heard of Warhammer's public quest system). Pulling it off successfully would be incredibly innovative no matter what. swaaye: Some people would sooner develop their 'yawning muscles' than their brains. Unfortunate, really. |
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#7 |
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Regular
Join Date: Mar 2007
Posts: 8,988
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My biggest beef is people trying to call GW an MMO. It isn't. It's your standary multiplayer online game featuring a small party (4-6 people is what I remember) with in game Lobby rooms (towns/camps) between missions (levels).
There is absolutely nothing Massive about it. :P That said I loved GW as a game and experience. It was similar to Diablo, but in 3rd person over the shoulder. Didn't do PvP. But watched the matches that were held for about a year. Basically boiled down to finding the flavor of the month team build. I think where people coming from MMO's complain is that there was an insane amount of Micro required to be good at GW, especially PvP. Buff and debuff durations were in seconds (often single digits) or had a constant cost which you needed to be aware of to turn off and turn back on depending on situation. Likewise with the focus on CC abilities (stun, shock, silence, etc.) as well as stacking (during the limited time available for most CC and debuffs) for spike damage adds to the micro required. Throw in counters and builds where a proper counter build renders your build absolutely useless... Yes, it's definitely not for the people coming from MMO's where social interaction even during events is the norm. It's more at home with people coming from FPS's with limited attention spans that require constant stimulus to avoid losing concentration. Anyway, I plan on getting GW2 on day of release even though I don't like a lot of what I'm hearing. Moving even more solidly into the CC (crowd control and action denial) class of RPG play. In other words, be the first one to make a mistake and be happy to sit there with your thumb up your arse while you get annihilated because you can't do anything due to being locked down. :P Well, at least your team might still win. And dear god, stop calling it a MMO, there is absolutely nothing Massive about its Multiplayer. 4-8 people on a team with 2 teams in an arena doesn't quite compare to 100+ people in the same adventure area. :P Regards, SB |
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#8 | |||
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Senior Member
Join Date: Jun 2003
Posts: 2,570
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Aaron Spink speaking for myself inc. |
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#9 | |
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Member
Join Date: Jan 2006
Location: France
Posts: 197
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- I'm french. Sorry if you don't understand what i say - |
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#10 |
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Senior Member
Join Date: Jun 2003
Posts: 2,570
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yeah, there's eve, but still not a fan of sitting around in a spaceship mining.
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Aaron Spink speaking for myself inc. |
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#11 | ||||
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
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aaronspink replied nicely to this, just thought I'd point out the vast majority of the PvE game is 8 players and that 'massive' is a very subjective word - afaik, the original alpha for Meridian 59 peaked at 35 players for the entire world
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As for the FPS similarity - not really. What matters are reflexes, not aiming skill. And more importantly those are more Starcraft-like reflexes than Quake-like ones. You do need to like a certain amount of micro (although not as much as a pro Starcraft player, thanks god). And macro matters too. There's a reason both devs and players have compared it more to Magic: The Gathering than Dungeons & Dragons. Quote:
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Focusing on non-graphics projects in 2013 (but I still love triangles) "[...]; the kind of variation which ensues depending in most cases in a far higher degree on the nature or constitution of the being, than on the nature of the changed conditions." |
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#12 | ||
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Senior Member
Join Date: Jun 2003
Posts: 2,570
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You don't see a whole lot of advantage in group PvE in most mmos outside of select rare cases which are almost entirely korean grinders, aka at higher levels the risk/reward and difficulty is such that you need a good group to actually level. You basically have a couple different basic types of MMOs so far: solo quest to raid, solo quest to pvp, and pvp to level. solo quest to raid tends to realistically have minimal social interaction outside of towns. No one has come up yet with a mechanic/system that encourages/requires group play outside of such a high difficulty that you have no other option. And then it tends to be uneven in lots of regard where the only place you need it is at the higher levels or for quest lines that just aren't worth it vs solo. And the raid part while thinking it may require social interaction, its really about just looking at pop-ups/reminders to hit x or do y when the leader tells you to. This is mostly because raids are still just scripted events. No one has done a good job at designing dynamic encounters and challenges. solo quest to pvp games tend to be a bit more grindy and a lot more cut-throat. Esp those with a korean influence. This is generally do to the resource constraints within the games. PvP tends to be a lot of zerg vs zerg as the designs of the games do not encourage either tactical play (too easy to get anywhere) or innate barriers/time limits prevent more nuanced play. In general the designs so far have generally encourages anti-social game play to a large extent. This is actually one area where GW really stood out. I think I spent more time grouped in GW leveling characters, etc, than any other MMO before or since. There was a lot more of a social aspect to the PVE than in a lot of other games and a lot of it was because in many ways it wasn't an open would but there was definite benefit in finding random people to group with to level. The PvP to level games have been a quite varied mix from the most anti-social games possible to what in my experience was the most social MMO ever made which was Planetside. Planetside also had the most strategic and tactical PvP I've seen. Social communication and coordination was pretty much a requirement. It was also a fairly dynamic world. Same sony ruined it. Quote:
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Aaron Spink speaking for myself inc. |
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#13 | ||
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Regular
Join Date: Mar 2007
Posts: 8,988
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Warhammer Online featured RvR battles with upwards of 100+ participants all clustered around a keep or in the same zone working to advance victory conditions leading to a siege and sack of one realms cities. PWO (most recent F2P MMO I've played) also features large scale territory conquering PvP battles featuring up to 200+ players in the same combat area, as well as impromptu PvP open world battles that could escalate from 20-40 to 100+ in a matter of minutes. And that doesn't even get to Eve Online where fleet battles can get absolutely huge. Where you have Alliances featuring hundreds of players. I believe Goon Swarm had over 1000 players before it was disbanded. I'd most certainly consider both the PvE and PvP portions of those games much closer to massive than the relatively tiny amount of participants in GW. Especially when ALL combat zones are instanced and it is absolutely impossible for more people to enter. That's far closer to standard FPS multiplayer where you do matchmaking in a lobby and then start a game. Rather than the freeform massive party participation in any standard MMO. Heck even FPS multiplayer is far more flexible in that people can still enter your locked zone if you aren't at the player limit. GW you have the people you enter with and that's it. Want a new player for someone that dropped. Time to exit the zone and go back to matchmaking. Quote:
They've already stated that they are completely removing the "holy trinity" style of classes from GW2 and instead will be focusing and increasing CC abilities for all classes. CC will be the basis of all PvP combat with all classes having to master it. The last time a CC heavy focus was used extensively (Warhammer Online) it had to be significantly toned down and nerfed after a few months as heavy CC can completely lock down opposing players and situations like that become even less enjoyable for players than going with the standard "holy trinity" style of play. It doesn't matter if X class has counters for Y class if one team manages to get the lockdown chains started before the other team does. As for social interaction? I dunno, maybe you just never experienced it but it's always been a core component in all of the MMO's I listed above. Where it was all in game chat in EQ it's pretty much transformed into voice chat through Vent/TS in most modern day MMO's. Heck, because of voice chat, MMO's have gotten even more social than how EQ was originally and that was a game made for social interaction since you didn't have much to do during combat even as a healer other than chat. Of course, if someone is the anti-social type they can always avoid social interaction, its entirely their choice. And I have met a few of those, anti-guild, anti-group, anti-doing anything that doesn't allow them to solo. I just basically ignore those people if they start complaining about how people won't help them if they run into content that requires a group. Or how they complain that noone talks to one another. As to the perfect type of player for GW's business model. I may complain about GW2 from time to time, but it's mostly within the realm of people trying to call it a MMO. Even the developers tell people not to think of it as a MMO. That and I still think the holy trinity class style of RPG is still superior in overall player enjoyment compared to the jack-of-all-trades style of RPG. Likewise, while CC heavy doesn't ruin PvE gaming experiences, it can totally wreck PvP style of experiences. But again that won't really affect me since I tent to avoid PvP. GW2 is still one of the most anticipated games on my radar. Regards, SB |
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#14 | ||||||
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
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Basically every single profession will have optional support/debuff skills, which obviously reduce raw damage output in practice if you take them. The elementalist has access to 4 elements (you can switch at any time but it takes a few seconds), and only the Water element is really about healing and CC: Quote:
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I think the main difference will be that there will be significantly fewer players without at least some kind of buff/debuff/CC (excluding moderate single-target debuff 'conditions' as were frequent for melee characters in GW1, which presumably will still be so). But in GW1 PvP, it's very hard to win without a debuff/lockdown mesmer (or sometimes necro) and some area damage in an elementalist or otherwise. So I suspect it will mostly be a question of distributing it over several characters versus concentrating it entirely in one or two. If they keep it at the same level as GW1 overall or slightly higher, I will be happy although I realise that's still sensibly more than in most MMOs. I agree with you that balance is a big concern though - ArenaNet has been good at it traditionally, but there is one thing I'm very much worried about, which is World versus World battles. Normal PvP works as 5v5, so the lack of a true dedicated healer is compensated by smaller relative bursts and easier reviving. But in World vs World (where you might have dozens of players fighting at the same spot), CC and area (de)buffs will be much more effective than in 5v5. We'll see... Quote:
I'm not sure if we understood each other now (that is I'm not sure that's what you meant either) but I hope so Quote:
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Focusing on non-graphics projects in 2013 (but I still love triangles) "[...]; the kind of variation which ensues depending in most cases in a far higher degree on the nature or constitution of the being, than on the nature of the changed conditions." |
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#15 |
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Member
Join Date: Jan 2007
Posts: 204
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I liked the original Guild War and Nightfall a lot. But then I couldn't even finish Eye of the North, because I could never find anyone to group with. In my opinion, ArenaNet forgot the formula that makes the game works. Basically, there're a lot of people, such as myself, who don't have the time to devote to a game. We enjoy the social aspect of the game, but, frankly, we suck. The separation between PvP and PvE I thought was a brilliant way to resolve the dilemma of satisfying both hardcore fans and casual players. If you're someone with all the time in the world, well, go play against other people who have all the time in the world. Eventually though, even in PvE gameplay the focus of GW shifted towards hardcore players. These are people who have no tolerance for failure. So they go on missions with henchmen instead, which are superior to most under-experienced players. It wasn't like that in GW originally. It was almost always better to group with a human player.
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#16 |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,738
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Guild Wars (Prophecy) = complete package
Guild Wars Factions = PvP focus in asian setting Guild Wars Nightfall = PvE focus in north africa setting (I think) Guild Wars Eye of the North = Fan service for hardcore gamer. (GWEN...) There are things that changed in Guild Wars I didn't like, for example, the mercenaries then heroes, I don't like them, I prefered when we had to group between humans to play, made socializing mandatory and IMO that was a good thing. (If you really want to play solo, get another game seriously, there are tons of games, no reason for all games to embrace all game modes) The characters build are a welcome change, the enhanced Xun Lai chest are too, the most powerful armours being available in different forms but always affordable except for the most exotic looking (but still same stats) is extremely welcome. I expect good things like that to be the same in Guild Wars 2, and I'm pleased to see we'll naturally group instead of playing each on our own or even competing for quests like most MMORPG out there.
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So many things to do, and yet so little time to spend... |
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#17 | |
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Regular
Join Date: Mar 2007
Posts: 8,988
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In EQ2 I had 7 chat windows (some tabbed, some not) just to keep up with in game chatter. Warhammer Online I had about 5 or so. Eve Online had 8-10. Etc. And out of those only 2-3 were guild/group/personal (or in Eve Online's case alliance/corp/fleet/personal). So there's plenty of social interaction among strangers. But as I said, it's all voluntary so if someone chooses not to partake and then complains that there's no social interaction...um, that's their choice. :P You had a little bit of that in GW, but only in the matchmaking lobbies. Once you got into your locked private zone, it pretty much didn't exist, which curtailed a lot of chatter among massive groups of strangers. As then you had a choice of continuing to chat with everyone or playing the game. Regards, SB |
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#18 |
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Senior Member
Join Date: Feb 2002
Posts: 1,865
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I'm surprised that socialization/talking/chatting with other game players is something which is seen as a feature that should be encouraged by the game mechanics. Hell, in MMOs I'm happiest fishing. Alone.
Seriously, when I can find the time to game, I do it to get away from work and social schedules and pressure. I have precious little such time, and when I can find it I really don't want to be forced into interaction. That doesn't mean I haven't enjoyed some social time in-game with other players, but I want it to be on player terms, not the game making it more or less mandatory. GW2 sounds like something I need to check out - the ad hoc grouping suits me better than guilds, and way better than sitting around in "lounges" of some sort hoping to eventually build a group that allows you to actually play the game. Mandatory grouping to experience content is something I consider a hassle. Reading the above, it would seem that online multiplayers simply is the wrong genre for me, but I really like the huge game worlds and seeing other (real) people going about their business there and occasionally helping them out. It's the implicit assumption that the players don't have real lives and need to get a fake one through a particular game that chafes. |
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#19 |
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Senior Member
Join Date: Mar 2003
Posts: 2,392
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Playing WoW was one of the loneliest experiences of my entire life.
People didn't want player characters to interact with, they wanted human bots to do dungeons with - human bots that already knew exactly how to do everything. Outside this there was nothing. I would have had more meaningful interactions with people by peeping out from behind my closed curtains at people on the street. Silently. Oh, once, this player was walking past me on a road and he stopped to wave at me. I waved back. That was the best part of all of WoW. Ever. Thank god I only stuck with it to level 66. |
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#20 | |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,847
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#21 | ||
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Member
Join Date: Jan 2007
Posts: 204
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#22 |
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Senior Member
Join Date: Aug 2004
Posts: 1,855
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I've been watching the "Guild" on Netflix. It's hilarious!
Vork: "My interest in what you're saying is low-to-moderate." Anyone know if this show is based on Guild Wars? |
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#23 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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It's based on WoW.
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#24 |
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Senior Member
Join Date: Jun 2003
Posts: 2,570
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What? I always figure that the hot chicks are really 400+ lb fat guys trying to not get the keyboard all greasy from the butter they are eating. Everyone else I know is the same. Its quite shocking when someone playing an MMO as a girl is actually a girl.
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Aaron Spink speaking for myself inc. |
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#25 | |
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Regular
Join Date: Mar 2007
Posts: 8,988
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I still remember in pretty much all the MMO's I listed veteran players taking time out to help new players. Whether through world/zone chat channels, crafting chat channels, in quest areas, spontaneous giving of used gear, etc. That doesn't mean there also wasn't a fair amount of snobby veteran players with the whole l337 attitude. Hell, often as one of the top X class on the server I would spend hours a day sometimes just answering questions about the class and giving advice. I found that part just as enjoyable sometimes as the actual adventuring. Regards, SB |
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