The author of the text is Łukasz Ossowski, editor of the Guild Wars 2 fan blog. World of Warcraft has had a long monopoly on the MMO world, and for good reason. However, no monopoly is good, practically nothing has changed in the genre for many years. Is there any hope for change …
The author of the text is Łukasz Ossowski, editor of the Guild Wars 2 fan blog.
World of Warcraft has had a long monopoly on the world of MMOs, and for good reason. However, no monopoly is good, practically nothing has changed in the genre for many years. Is there any hope that the situation will change?
It seems that he is right. A lot of people may have listened to Guild Wars 2, especially in the last few months when the press beta was running, with a lot of material and positive reviews. Less than two weeks ago, we even learned the date of the pre-purchase sale, April 10, and this information for players is much more important than a large part of the developer inputs from months and years before. .
However, we talked about the changes: what is it about Guild Wars 2 that raises so much hope?
The game has many innovative solutions in almost every aspect. Of course, a lot of people say, “I’ve seen this option in this game and that option in that game.” However, Guild Wars 2 pulls all of these best solutions together and combines them into a coherent whole.
For example, a method to sell a game, called B2P (Buy to Play). As in the first part, you only need to buy the game box and you can enjoy all the content without restrictions, without subscription. To maintain a constant income, microtransactions are introduced into the game, but the items and services available in them will not affect the game in any way; They will only have cosmetic effects or increase the comfort of the players, for example, by providing additional space on the bench. .
However, the sales method is not that innovative compared to the new approach to missions, the holy trinity (heal, tank, and DPS) and the scaling system. There are many more interesting solutions, but I’ll focus on these three because they probably better reflect the nature of the game.
Let’s start with dynamic events. What sets them apart from standard missions is that they appear to be on their own. We don’t need to talk to an NPC who will tell us that their farm is being burned by centaurs. As you pass by, you will notice smoke – the farm is on fire! We can help drive away the centaurs, and when we do, we will gain the gratitude of the host, who will reward us with gold, experience, and special karma points. We can also ignore the event: if no one else helps, the farm will burn down and the host will be taken prisoner. Also, the insolent centaurs will start to spread out, destroying crops, looting nearby towns, until we defeat them. These missions are not activated by the player, they happen alone, which gives us freedom of choice and a sense of dynamism in a world that changes with or without our presence. When we stock up in a city in the morning, it may turn out that at night, returning from a trip, we find the same city invaded by the enemy.
Holy Trinity has long been a successful MMO gaming system. Everything is clear, everyone knows their role: we have a person who focuses the attention of enemies, someone who heals the team and people who do damage. But what if there are major changes here too? What if all professions could play a role? At first it may seem like a bad solution, because as the saying goes, “you can be good at everything, or the best at one”, but after careful reflection, all the positives appear, no more negatives to participating in a group. , because “we need a tank and not a DPS”. No more blaming the poor monk on whose shoulders they healed: In Guild Wars 2, avoiding damage with the help of dodging and your own healing abilities, without denying it to a fellow practitioner, counts. The difference seems small, but the ability to dodge enemy attacks, as a better alternative to healing, introduces a great dynamic to combat, which is no longer about pressing the keys in the correct order while standing still.
From dynamic events, through the Holy Trinity, we come to the last aspect that I would like to discuss: the scale system. Seemingly trivial, it is incredibly important to the game. What is it about? Having a character at a higher level than the given location, in a typical MMO we could go through it like a tank … but we didn’t, why? It is not a challenge nor does it have any worthwhile rewards. This is where the escalation system comes in, which in this case adjusts our level to the site level. At first it is difficult to see the consequences, just a clever system not to disturb others in the game, but it is much more than that. In a typical MMO, after traversing a certain area, we would simply go further, never to return. What a waste! The escalation system not only prevents malicious actions, but also allows you to visit old locations on the same terms as new ones, and this leads to another important element of the game: the endgame. It typically consists of several types of elite dungeons and quests, but they all contain a replay element. We never go back to the old areas, because it is not profitable, even useless.
However, when our character is scaled, even to the highest level, we can enjoy the entire world of the game. We can help friends or just wander the world in search of adventures that are sure to come. This compares particularly well to Star Wars: The Old Republic, where there were a lot of beautiful worlds, which we only visited once, however, to get stuck on a planet with some missions at max level.
I’ve only covered three aspects, and there are many more, many little things that add up. Hopefully, hopes will be correct and the game will be good enough to move something around in an ossified MMO machine.