I consider this game to be the most important MMO since WoW, in terms of setting a path for the genre.
- The pay to play model, with the no pay to win cash shop, with no paid expansion, and only cosmetic or QoL items for cash.
It just shows how it should be. The amount of games on the market increases every year, you can't be bound to a single one, and you shouldn't, being able to buy the "right" to play is a good model, that allows players to come back (or leave).
- The world is huge, consistent, very artistically made, and very CPU friendly.
Allows the addition of new zones without much hassle, allows the intervention of zones for events, and (here I disagree with some) allows a huge sense of exploration. Jumping Puzzles, treasure chests, and even some PoI or Vistas, require you to look around, and find a way to reach them.
- Classes, traits, weapons. Simplicity is appreciated, you shouldn't need to get an expensive piece of hardware to play a game more easily, using few buttons is always better. (Some say only having to press one button is "bad design", which is false, it doesn't depends on the amount of buttons you have to press, but what you can do with a single button. Look at Portal 1/2, very simple game, great design, very few buttons and actions).
It allows to add more classes, traits, skills and weapons. But they lack expertise in balancing (its already hard to do, but I wish they had a better system for finding the right balance, changing the way characters work every 4 months is not good, when you have to invest on permanent gear for them).
- Large scale combat. It being only a zerg fest is a myth. I play WvW regularly, and it does allow more complex systems of gameplay, and also, rewards coordination. A zerg is not an army, a zerg is just an unit, yet the army is what a server can have when they organize various guilds. The system allows to, as a player, have an impact on the outcome of a fight, if played right. Sadly, most people don't get what WvW is about, and forget is a game of resource management.
It can be improved, but it's certainly very good comparatively, and with a lot of new elements of design, at least for MMOs, that will, without doubt, influence the future of design in the genre.
- Tons of quality of life improvements over other MMOs, just tons of them, with more comming. If I had to define GW2 for one of its features, I'd say the most remarkable is the focus on QoL features.
- The Art. Just the fact that a lot of people working on Anet came from WotC, is a plus. I can see the resemblance. Divinity Reach looks very similar to the world of Ravnica on Magic The Gathering.
Very innovative, and at the same time, not just plain "weird" or different for the sake of different. I can see this being carried from its predecessor.
- The shift on players mentality towards content. You have to cooperate with others. You have to be social. And the game allows you to. Jerks exist everywhere, but the majority of the game is populated with normal people, that reacted well to the coop meta. The whole level system allows you to participate with new players.
Edited by Kattar, 02 April 2014 - 12:38 AM.
We do not allow public discussion of moderation. Please stay on topic.