We’ve all seen the never ending posts about the game being empty, people flocking to other games and countless “this game sucks” posts. The rest of us kept playing the game. Most of us expected the game to lose people as we distanced from launch and the population levelled out. I suspect ArenaNet was on the same page. The launch population wasn’t going to be the active player base.
Only three months in we now see a radical turn around and abandonment of one of the core philosophies of the game, it’s development, it’s marketing and our trust: the introduction of a new tier and the promise of a treadmill.
As we watch Guild Wars 2 mature in its Live environment, we have found that our most dedicated players were achieving their set of Exotic gear and hitting “the Legendary wall.” We designed the process of getting Legendary gear to be a long term goal, but players were ready to start on that path much sooner than we expected and were becoming frustrated with a lack of personal progression. Our desire is to create a game that is more inclusive for hardcore and casual players alike, but we don’t want to overlook the basic need for players to feel like they are progressing and growing even after hitting max level. Adding item progression is a delicate process normally undertaken in an expansion, but we feel it’s important to strive to satisfy the basic needs of our players sooner rather than later.
Aside from being confused on what a dedicated player is (my guild plays for several hours a day, every day and many of us only have one 80 and one exotic set, none of us have a legendary, so her definition of dedicated must be very specific to grinding) the implication is that the game needs something it doesn’t already have. I also thought they wanted us to have exotic gear, it wasn’t supposed to be a long term goal. I am genuinely confused by her reasoning.
How much trouble could GW2 be in that only three months after launch they have had such a dramatic reversal on their stance? That they would betray their core design so quickly with no other avenues trialled, just to keep the population satisfied? I thought Halloween was a success from a population point of view. I was always in overflow and the game was very active. I still find the game to be very active, people running dungeons or playing through content that’s rewarding.
Is there something we don’t know about that has put the game is such a dire situation that this change makes sense? Why would they so dramatically change their design direction if the population or game wasn't in trouble?
ShirenMember Since 02 May 2012
Offline Last Active Feb 26 2015 10:42 AM
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