Jump to content

  • Curse Sites
Help

El Duderino

Member Since 25 Jan 2013
Offline Last Active Oct 29 2014 04:33 PM

Posts I've Made

In Topic: Is GW2 dead now or is it just the forums?

29 October 2014 - 04:33 PM

I imagine those of us who shouted for a while to try and make the game better slowly stopped playing. Even those that defended the game quite a bit seem to be hanging it up. There were a lot of GW1 players that kept with it hoping for it to improve and when that didn't happen, the inevitable occurred.

In Topic: GW2: a true successor to GW1

06 October 2014 - 04:54 PM

View PostHaggus, on 06 October 2014 - 04:00 PM, said:


True.  Thing is, they don't realize they can make more dollars over the long term, by keeping the interest of a dedicated player base that wants them to succeed, not just giving in to the game hoppers.

I used to think that way too. Now, I'm not so sure. I think game publishers know how to milk a product for all it's worth and Inner they make more money doing it their way than trying to keep core communities happy. Even GW1 saw changes made that affected most communities for the worse and what did it lead to? A massive GW2 release that is probably making more money even today than GW1 ever did.

It's a sad state of affairs, but I think we can see from the history of ANet who was OK with being in it for profit and who was ready to walk away and keep after their artistic vision.

In Topic: GW2: a true successor to GW1

06 October 2014 - 02:14 AM

I wonder how much of this is basically inevitable in the gaming community, especially when you get in bed with a large publisher. Bottom line is dollars matter more than developers' philosophies and anything the community cares about.

In Topic: What GW2 does right

28 April 2014 - 01:24 AM

From what I remember when I played, my favorite things were the graphics and exploring. That is something ANet has always done well.

In Topic: Interview: The ArenaNet Team on the Aftermath of Season 1

23 April 2014 - 03:53 PM

View Postraspberry jam, on 23 April 2014 - 09:28 AM, said:

The GW1 Prophecies storyline had something that the GW2 storyline lacks. In GW1, you start out as a member of an elite but irregular military scouting force. You get drawn into hero stuff already then though: you prevent the charr from making the final breakthrough into southern Ascalon, you go deep behind enemy lines to free people, you get to recapture the capital city! And that is before the main story even starts. By the time you get to Lion's Arch, you're a hero - but then what? Instead of joining the refugee Ascalonians, you are dumped in LA where you have to find new employment. After joining the White Mantle, you are drawn into a conspiracy theory that turns out to be true, you have to escape across the seas carrying a magical artifact, you have to find your destiny, recapture another kingdom and then finally invade the home of the bad guys - and then there is another twist waiting for you.

That you see all these story twists and narrative pumps way before they happen, or that it's all very cheesy, doesn't really matter. Because even though there were no narrative branches, it still felt like progressing the story was your choice. That is in part due to gameplay: everywhere you went, you could stay as long as you wanted and smell the flowers. There was never the feeling of "I want to do this but I have to stop and grind this first" that you (or at least I) ran into with the GW2 personal story all the time. There was also the feeling of wanting to see where the story went - you knew it would go somewhere cheesy and that it would have bad voice acting, but you never knew exactly what twist was behind the next corner (for example, I thought that Khilbron was going to turn the world undead or something, I had no idea that his plan was to summon some kinda monsters from hell itself).

In short: deep hero stuff and player agency.

Oh and this:
While I don't agree with you about the PC focus, I do agree about this.

Really love this post. The illusion of choice is just as strong as real choice, if done well. Actually, the benefits may end up being better from a design perspective.