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:
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).
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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:
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:
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:
http://guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview said:In Guild Wars 2, our event system won't make you read a huge quest description to find out what's going on. You'll experience it by seeing and hearing things in the world. If a dragon is attacking, you won't read three paragraphs telling you about it, you'll see buildings exploding in giant balls of fire, and hear characters in the game world screaming about a dragon attack. You'll hear guards from nearby cities trying to recruit players to go help fight the dragon, and see huge clouds of smoke in the distance, rising from the village under siege.
[...]
For example, in a traditional MMO, the character who gives you a quest will tell you ogres are coming to destroy the character's home, and you need to kill them. You then get a quest which says, "Kill 0/10 ogres" and you proceed to kill a bunch of ogres standing around in a field picking daisies. Since every player in the game needs to be able to do this quest, the ogres will never actually threaten the character's home - they will just eternally pick daisies in the field. The ogres aren't actually doing what the quest says they are - the game is lying to you!
[...]
To help ensure there is always enough for everyone to do, our events dynamically scale, so the more players who show up and participate in the event, the more enemies show up to fight them. If a bunch of players leave the event, it will dynamically scale back down so it can be completed by the people who are still there playing it.
http://guildwars2.com/en/the-game/personal-stories/personal-story-overview said:One of the challenges of a massively-multiplayer game is that in being inclusive to a vast number of people, it loses a lot of the personal interaction that makes single-player RPGs so much fun. When you're looking at the games on the store shelf, it seems you have only two options - a game that you can play with your friends, or a game that has a satisfying personal story. The Guild Wars 2 design team believes that a game should have both.
[...]
With all these choices in the game, how many story combinations are there? Thousands. [...] Each of the stories in the game has at least one major moment of choice which can alter the chain of events, making every story a different experience. Plus, the stories for each order, which are separate, also have moments of choice. There are different stories for each of the Iconics, with which you can interact, and the story of the Elder Dragon of Orr itself. Really, the number of stories is gigantic, and it will only get bigger over time.
http://guildwars2.com/en/the-game/combat/ said:Rather than being presented with immediate failure, when a player loses all of their health in Guild Wars 2, they are put into "downed mode." In this mode, the player has a number of downed skills they can use to target enemies and fight for a chance to survive. A downed player can still be attacked, which will send them into a defeated state, leaving them to either wait for an ally to resurrect them or to resurrect at a waypoint. [...] While you are downed, if you manage to kill an enemy, you will rally, returning to life to fight again.
Players who have recently been downed several times will take longer to revive each time. If no one revives you, you can spend a small amount of gold to come back at a waypoint. It's as simple as that, and why not? Why should we debuff you, take away experience, or make you run around for five minutes as a ghost instead of letting you actually play the game? We couldn't think of a reason. Well, we did actually think of a reason--it just wasn't a good one. Death penalties make death in-game a more tense experience. It just isn't fun. We want to get you back into the action (fun) as quickly as possible. Defeat is the penalty; we don't have to penalize you a second time.
[...]
Simple systems like this, along with cross-profession combos, and the dedicated healing skill slot, help free players from the MMORPG shackles, and let us break the mold even more. We're making players more self sufficient, but are also providing appealing ways for them to effortlessly work together to create a more inspired moment-to-moment experience. That is why Guild Wars 2 does not have a dedicated healing class.
http://www.arena.net/blog/walking-the-walk said:You can tell by now how passionate we are about this. At ArenaNet we still dream of the promise that online worlds once held, before they all started following the same MMO formula: the same level grind and scheduled rewards; the same static, unchanging worlds; the same quest mechanics; the same “holy trinity” of class balance. We know the industry can do better. We’ve dedicated ourselves to innovating in online worlds, and we’re going to hold ourselves to the highest standards.
So you’ve read these articles, and in general we know your reaction has been, “That all sounds great in theory, but I’ll believe it when I see it.” Well, get ready, because we’ve talked the talk, and now we’re going to walk the walk. [...] and next week we’ll present a hands-on demo to the 250,000 attendees of gamescom in Cologne, followed by a second showing at PAX Prime in Seattle two weeks later.
http://www.arena.net/blog/personality-in-guild-wars-2 said:When you decide to con a free weapon out of the local lumberjacks, that choice moves you more toward being known as a scoundrel. Inspiring some war-weary guards to carry on the fight moves you more towards being known as honorable or even noble. Perhaps you will boast and bully your way through Tyria and become known as barbaric. Your actions will sometimes allow you special responses or interactions with the world. Barbaric characters, for example, can occasionally just cut to the end of a conversation with a punch to the face.
http://www.arena.net/blog/progression-and-leveling-in-guild-wars-2 said:First off, we set the level cap for the game at 80, but we made the time between levels rather short. Instead of taking longer and longer to reach each level, it takes about the same time to go through each level. It’s pretty simple; if we expect you to level up every few hours, then why shouldn’t it be that way all through the game?
This may seem strange, but to me Guild Wars 2 reminds me of my time playing Ultima Online in the Second Age era. Or rather, what I had always hoped it would be in some ways, and some of my fondest memories. Some may remember Raph Koster's original vision of dragons feeding on animals in the forest, and if you killed the animals the dragon would try attacking town to feed itself. What they can do here is at least as good in terms of player impact, if not better.http://www.arena.net/blog/talking-heads-vo-and-dialogue-in-gw2 said:We’re voicing the equivalent of more than 60 feature-length films.
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:
And here's one very good legitimate fear: the amount of content they want to create just boggles the mind. I think the risk is that they do deliver on what they promise, but have the same kind of problem that I hear Age of Conan had: lots of fun content early in the game, but the rest of it has much less and is therefore a lot more repetitive and simply not fun.Eric Flannum said:We haven't released a ton of details on PVP yet because we're still very much working on it. Our basic policy is to not talk about things until they're in the game and we've had a chance to iterate on them. You can expect to hear more about PVP in the coming months.
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:
Here's hoping they not only mean it, but they actually deliver on it sooner rather than later.Eurogamer: When will the game be out?
Mike O'Brien: That's another question you know we're not going to answer. You can see we have every bit of the very highest goals and ambitions for this game and for ourselves. We are not going to ship this game until this game is the game that defines the industry and what people want to play.
It's going to be done when it's done.
Eurogamer: I've heard developers say that before.
Mike O'Brien: Some of them mean it and some of them don't. We mean it.