Thaddeuz, on 26 February 2013 - 08:17 PM, said:
That's a witch hunt or what lol. Anti-GW2's manifesto.
Farming is a path of GW2 and it will always be part of any MMO. I need x amount of that stuff to get what i want. Personnally, i change my way to get what i want. It depend on what you prefer. I prefer doing some content that i normally won't do because i want the reward to get the item i want. Someone what you need and what you prefer to do is the same and your lucky. Sometime no and your less lucky.
Here is the manifesto, in case you don't know what it says. I'll bold the relevant points.
Mike O'Brien: "We founded ArenaNet to innovate, so Guild Wars 2 is our opportunity to question everything, to make a game that defies existing conventions. If you love MMOs, you'll want to check out Guild Wars 2, and if you hate MMOs
, you'll really want to check out Guild Wars 2. Guild Wars 2 takes everything you love about Guild Wars 1 and puts it into a persistent world that's got more active combat, a fully-branching, personalized storyline, a new event system to get people playing together, and still no monthly fees."
Daniel Dociu: "The look of Guild Wars 2 is stylized. We're going for a painterly, illustrated aesthetic. Everything in our world feels handcrafted and artisanal. We treat our environments as if they are characters themselves."
Colin Johanson: "When you look at the art in our game, you say 'Wow, that's visually stunning. I've never seen anything like that before,' and then when you play the combat in our game, you say 'Wow, that's incredible. I've never seen anything like that.' In most games, you go out, and you have really fun tasks, occasionally, that you get to do, and the rest of the game is this boring grind to get to the fun stuff. 'I swung a sword. I swung a sword again. Hey! I swung it again.' That's great. We just don't want players to grind in Guild Wars 2. No one enjoys that. No one finds it fun.
We want to change the way that people view combat."
Ree Soesbee: "As a structure, the MMO has lost the ability to make the player feel like a hero. Everybody around you is doing the same thing you are doing. The boss you just killed respawns ten minutes later. It doesn't care that I'm there."
Colin Johanson: "You'll get quest text that tells you 'I'm being attacked by these horrible things,' and it's not actually happening. In the game world, these horrible centaurs are standing around in a field, and you get a quest step that says 'Go kill ten centaurs.' We don't think that's OK. You see what's happening. You see centaurs running to the trading post, knocking the walls down, burning and killing the merchants."
Ree Soesbee: "We do not want to build the same MMO everyone else is building
, and in Guild Wars 2, it's your world. It's your story. You affect things around you in a very permanent way."
Colin Johanson: "Cause and effect: A single decision made by a player cascades out in a chain of events."
Ree Soesbee: "You're meeting new people whom you will then see again. You're rescuing a village that will stay rescued, who then remember you. The most important thing in any game should be the player. We have built a game for them."