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Guild Wars Episode 2: A Gamer’s Hope

On Friday, ArenaNet will be hosting an open beta weekend for Guild Wars 2.  As someone who has already prepurchased the game, I’ve prepped to participate by downloading the client prior to the event starting.  I got my first taste of Guild Wars 2 at ComicCon 2011, though it was honestly a bit tough to appreciate the game playing the first few levels while in the din of hundreds of other people clamoring to get their turn.  While I try to keep abreast of most major games coming down the pipe, Guild Wars 2 had largely slipped under my radar until that point. I regretted this immediately once until I saw how the fine people over at ArenaNet were throwing down the gauntlet.   They were taking their already successful game and converting it into a truly persistent world – the hallmark of a true MMO – while not compromising on all the things that made the original Guild Wars entertaining and fun.

Pictured: Fun.

ArenaNet’s design philosophy emphasizes a dynamic player experience and crusades against any aspect of grinding in their game, but the ArenaNet team can describe that far better than I can.  Their manifesto (if you only ever decide to follow one of my helpful little links… follow this one) outlines what can only be fairly described as one of the most ambitious attempts to redefine the MMO genre that has come about in some time by a major publisher. While I’ve enjoyed a few of the other newcomers to hit the market lately, the small innovations these titles brought to the genre have not really changed the player experience in appreciable ways that make me want to jump ship on my current titles and invest countless hours of my play time.  Suffice it to say, ArenaNet’s goals are lofty for a genre defined by building content treadmills to keep players engaged over the long haul and also lately defined by copying content treadmills that work in other games.

The cynic in me can’t help but be skeptical that a company will truly take a gamble by breaking the established money-making formula, but that doesn’t stop me from secretly rooting for them.   One such game I used to root for was with the ultimately unsuccessful Shadowbane.   I’d become so active in the pre-release community that the community management team selected me as one of three fans to be volunteer moderators for their official forums when the game was released.  Despite being riddled with technical problems from release until the game shut down, what drew me to the game was the fundamental design principle that dynamic content was the key ingredient in a meaningful player experience.  Sound familiar?

If not, you probably didn’t watch the manifesto.
(hint: it’s topical)

Now don’t get me wrong, I don’t think Guild Wars 2 is all that similar to Shadowbane.   First,  the two games are probably night and day if for no other reason than that ArenaNet has experience producing quality titles.   Second, Shadowbane’s dynamic content was created through a system that encouraged conflict and competition between players, an inherently dangerous prospect for a genre where friendly competition can quickly degenerate into vitriol that can tear apart virtual communities.  In contrast, the Guild Wars 2 dynamic content seems to be built around the idea of players banding together to deal with what are essentially environmental problems.  Different approaches to dealing with those issues may encourage some indirect competition between groups, but the ArenaNet team appears to have anticipated some of the potential traps by implementing design features discourage griefing and event manipulation.

Despite these differences in design and implementation, the two games both embody a rebellious spirit challenging the MMO zeitgeist by trying to deliver dynamic content to players.  This potential in Guild Wars 2 has me chomping at the bit to log in for the beta event.  I don’t expect to see the full extent of ArenaNet’s tricks in a single weekend, but what I do hope to see is some evidence that the dynamic events promised in the manifesto promote a rich and organic game play experience.   The last thing I want is another game  that tries to pass off randomly occurring static events as dynamic content.

So, ladies and gentlemen, I find myself again balancing the need work on other projects with rising hope quotients for a game that already exceed doctor recommended levels.  Since I already know which one of these competing impulses is going to win out, I ask that you prepare yourselves for feedback next week when I finally process what should be an exciting weekend of thousands of people all trying to get the same quests done at the same time!

  1. thatmarlerguy
    April 25, 2012 at 10:39 pm

    So, will you be sticking with PvE and trying out all the dynamic events, or will you also give WvWvW a spin to see how it compares(ed) to DAoC? I expect a thorough and fair review of both.

    • April 27, 2012 at 6:29 am

      I’m going to give everything a try, but at the end of the day if I had to pick only one feature I’m excited about, it’s the dynamic content. We’ve seen WvW or RvR before in other games, we haven’t really seen an event flow system.

  1. May 2, 2012 at 8:36 pm
  2. December 29, 2013 at 6:03 pm

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