The Agonizing Choices or The Psychology behind Character & Class choice.

In case you missed it (how could you?) Guild Wars 2 releases in 27 days and some 23 hours at the time of writing, unless of course you pre-purchased,  which means hundreds of thousands of players will finally get to enter the land of Tyria 2.0,

It also means that for a lot of us, its decision time.

It’s time to pick your race and choose your class for the last time, and this time there’s a kind of finality to it, which character is going to be your main?

For the longest time I was locked in, or at least I thought I was, on a Human Guardian (yes, yes I know, boooooring) but I always had half an eye on the mysterious Sylvari, especially after the complete work-over they had fairly late in the development cycle, which took them from Wood Elf clones to something quite unique and very much their own, and I was very pleased to see the amount of work that has clearly gone into making them stand out as something special.

When BWE3 rolled round, I was unfortunately on holiday, but I did make it back Sunday night, and managed to get a few hours under my belt.

After having fiddled extensively with the character creator, I felt pretty good about my Sylvari Guardian, let’s face it, who doesn’t like hair that looks like a fern?Image

I ran around The Grove and the first explorable area for about an hour or so, and while I certainly enjoyed myself, there was something that didn’t quite click for me, but I couldn’t quite put my finger on it, that is until I was knee-deep in the Olympic opening ceremony last Friday.

I was finishing up Destiny’s Edge (The Guild Wars novel) and it hit me like a Jim Duggan 2×4 to the face (ask your father if you don’t know who he is). The reason why it didn’t click for me is simply because I have a need to be Logan Thackeray, the human guardian of the novel.

I have a perpetual need to be that knight in shining armour, to save that damsel in distress and slay that massive dragon, to stand up and protect the people around me (all of this metaphorically speaking of course – I know dragons don’t exist, except on the isle of Komodo), and this type of behaviour has always been a defining part of who I am as a person as well, so when you think about it, it’s only natural that I would gravitate towards that class. The guardian ticks all of these boxes so the class choice came relatively easy to me, but as much as I adore the Sylvari, I think the reason why a Sylvari Guardian didn’t click with me, is simply because they’re a little bit too different from something I can identify with, especially after their re-design, the Humans of Tyria simply resonate a lot more with me.

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This whole process, of me agonizing over class and especially race, actually led me to today’s topic, why do we pick the races/classes that we do, and is there a psychological aspect of it?

For me, a lot of my personality is reflected in the classes and races that I play, I have always played defensive protective classes with a strong element of healing and support, it was never a conscious decision, I never set out to play that way, it was something that merely happened, perhaps subconsciously something about it must have appealed to me.

In terms of races, I have never been able to play anything that doesn’t closely resemble homo sapiens, the more animalistic races such Tauren & Orcs never did anything for me, I simply did not enjoy playing them, nor did I ever really connect with Trolls, Gnomes, Dwarves or Undead. When my friends decided to go Horde in World in Warcraft, I found it immensely difficult to settle in, thankfully at that point TBC was not far off and I could roll a Blood Elf, but the fact remains, I am simply unable to achieve what I perceive to be an all-important connection with a character, unless it’s distinctly close to looking like a human. It’s all about the immersion factor.

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We choose classes and races based on our relation to the theme, look and feel of the characters, in some cases it’s even because the personality of the races speaks to us, and we create that bond, that connection that is the foundation of the investment of time that naturally comes with committing to an MMO.

We naturally gravitate towards the personalities and character traits that resemble our own when making choices in MMOs, for me, the noble humans of Kryta – humanity’s last hope and defenders became my destination of choice, while for many of my guildies, other races proved to be far more enticing.

When it comes down to class choices, they too give away bits about ourselves; bear with me while I brush up on my high school psychology here.

There are distinct personality types according to Carl Jung, that gravitate towards certain playstyles, for example tanks represent a ‘phlegmatic nature’ being laid back and taking blows as they come.

A melancholy nature is largely similar to a support or ranged character, preferring to stay out of conflict and away from crowds, while still supporting others when needed.

Pure dps characters are not unlike a ‘sanguine personality’; lots of energy, straight into the middle of the crowd whenever there are others around.

With that being said, take a minute and think about your guild mates or friends, and their personalities compared to the class and races they tend to play. See a pattern?

When ArenaNet opens the doors to Tyria, this august, and you are faced with the all-important choices of race and class, think about what you’re choosing and why, you can learn a lot about someone else from something as simple, as the class they play.

–          Chronometer

Sorry!

I am actually very sorry for the complete lack of updates on this blog recently.

Work has been manic, and unfortunately not allowed me to be anywhere near as productive as I should have liked. Hopefully that is about to change. I am going on holiday next week, and I have a couple of ideas for blog posts coming up. Most of which of course will relate to MMOs, and perhaps specifically the impending release of Guild Wars 2.

Upcoming stress test

So ArenaNet has announced a stress test on May 14th (this coming Monday) for everyone who has pre-purchased the game on their Facebook page (http://www.facebook.com/GuildWars2)

This is designed for them to ” […]conduct important tests and address some of the issues we identified during our first Beta Weekend Event.”

Also worth noting is that last time they did a stress test, the BWE rolled out 2 or 3 weeks later, so here is to hoping for news on when the next BWE will be.

Thoughts of the day

  • The more I hear about The Elder Scrolls Online, the less appealing it is to me, and I am a huge TES fan… sad face.
  • ArenaNet announced a Stress Test this coming Monday (14th) likely in anticipation and preparation of the upcoming BWE. Kudos for trying to avoid the horrible login issues people had last time.
  • Still suffering from Guild Wars 2 withdrawal, I even tried drowning my sorrows in MineCraft, but my house caught fire and burnt out… I rage quit.

Dancing to its own tune – A hands-on Guild Wars 2 beta preview.

First off, I have to apologise for taking so long to update the blog, real life has thrown me a curve ball these past two weeks, so while the content of tonight’s post might not be super relevant still, I do hope you will still give it a read.

On that note, let’s get down to business.

Two weeks ago marked a bit of a milestone for MMO nuts everywhere, as ArenaNet finally unveiled the first tantalising bits of one of the most anticipated MMO titles in recent memory to the public, so the question is, does it live up to the hype? Is it the second coming that most jaded MMO gamers were hoping for? Perhaps not, but its certainly a game that dances to its own tune.

While the art style of the game might not be for everyone, some of the people I played with were not too keen on the human females, there is no denying that ArenaNet has certainly succeeded in creating a world that is diverse, vibrant, and perhaps most importantly heaving with life.

Some females can be a little… too perfect.

From the moment you step foot in Shaemoor, Smokestead or Wayfarer Hills after having completed the brief tutorial, the world is your oyster. There is a plethora of events opening up organically as you explore the map, and a helpful NPC scout will point out certain events and points of interest to you on your map, such a helpful chap, the rest, is entirely up to you.

It’s a kind of freedom, or illusion of freedom combined with a lot of very handy ‘quality of life’ improvements that ArenaNet have implemented, some which are more obvious than others, but some are pure genius, unless of course you haven’t realised they are there.

The best example of this, is that when you collect crafting materials on your travels around Tyria, the limited bag space early on really does become a bit of an annoyance, but it is actually possible to right click your stack of materials, and send them straight to your bank directly from your inventory. I have to give credit to Scott Hawkes from Gamebreaker.tv (@Jarimor on Twitter) for that one, as I missed it myself.

On top of that, there are nice intuitive touches to the crafting system as a whole, for example the more things you have queued up in your crafting window, the faster it will produce them, meaning no more waiting 15 minutes while smelting all that ore you’ve accumulated, its little things like that just puts a smile on your face, and makes you appreciate the effort and consideration that has gone into this game from an early stage, it really does feel like ArenaNet has sat down, and questioned everything about every aspect of an MMO experience and evaluated it with one emphatic question in mind; Is this fun?

Crafting, now more efficient

Another thing I noticed, which I personally found to be a great feature being a bit of an alt-o-holic, was that your guild affiliation is account-wide, meaning that if your first character is in a guild, the other characters you create automatically gets the option to join the guild once they enter the game world, there is no need for an officer or guild master to be online, of course if you want to keep your character out of the guild, that is entirely possible too, it’s always good to have options, I approve.

I have seen a lot of people grumble about the lack of mailboxes, and how it is immersion breaking not having to go to a town to send an item to a friend, I don’t know if I agree with that, do I think it’s a little strange not having to use a mailbox for mail? Sure. Am I annoyed that I don’t have to run back to town to send a mail? Not. One. Bit. It’s about being out in the world and having fun, backtracking to town for something as simple as sending mail, is that fun? Is it fun standing in Orgrimmar by the Auction House mailbox and not being able to click it unless you face-hug it and zoom all the way in because a Tauren is on it (Insert Norn instead of Tauren)? Not really.

One of the more pressing matters on the community’s collective mind, if the official forums are to be believed, seems to be the difficulty curve of the dynamic events and personal stories.I don’t know how valid I feel this concern is, I personally believe that if you are dying a lot, it’s because you are ‘doing it wrong’. Expecting to rock up to a group of mobs and utterly devastate them in a manner of seconds without dodging or switching weapons is a sure-fire indicator that you don’t know what you are doing; you are effectively trying to play the game in a way it wasn’t built to be played. You wouldn’t play Gran Turismo the same way you play Dirt 3 or Ridge Racer and expect to be successful would you?

The game is not for everyone, and it requires you to be on your toes all the time, you simply cannot stand next to a mob and auto-attack/number key skills your way to glory like in most MMOs.

One legitimate gripe I did have with the game, which might not be an issue and could be caused by my own stupidity, is that I couldn’t mail myself stuff. I often came across things I would like to keep but couldn’t due to bag space, but perhaps it is possible to send items directly to your bank like you can with crafting materials, I have to admit, I didn’t try it.

So I promised you guys that I would look into some PvP as well, now before I go into detail with this, I need to make something clear. I am not a huge PvP’er, my problem is not so much that I do not like the actual PvP play-style, I love the idea of pitching my own and my team’s skills directly against someone else, but I always end up getting immensely bored of doing the same thing over and over again, there are maybe 3 ways of winning an Arathi Basin match in Warcraft, and if option A doesn’t work try option B etc and so on and so forth, and it is essentially why I was never too bothered about it all in WoW, that being said I did spend a fair amount of time in Vanilla in two different pre-made teams with people going for Grand Marshall, I think I got Knight-Lieutenant in the end before I quit.

So, what does Guild Wars 2 do differently, and if you are generally easily bored with Battlegrounds (or as ArenaNet calls them – Structured PvP) like I am, why should you be excited about this?

Well, for starters, maybe you shouldn’t.

Structured PvP in Guild Wars 2 takes a page out of just about any self-respecting modern MMOs book. The only game mode currently available in Guild Wars 2 is ‘Conquest’ and it is essentially the same as Arathi Basin, each map features two teams who fight each other to control various capture points in the form of landmarks on the map, which then in turn gives the team points.The maps are smaller than their WoW counter-parts, making the action more frequent and more hectic, and each one feels perhaps a little bit more important than it does fighting somewhere between the stables and the lumber mill ever did.

Structured PvP features Arathi Bas… I mean Battle of Kyhlo

Each map also features a gimmick of sorts. The Battle of Kyhlo map features two trebuchets on either side of the map for the teams to make use of, and while being able to bombard the opposing teams capture points (and utterly devastating the Clock Tower) is fun, it didn’t make the game mode or map any more (or less) interesting than any other in recent memory. It is entirely possible that this is down to many teams not being organized and making effective use of this feature and I can definitely see the map being more exciting to play once more people understand the potential value of using the trebuchets effectively.The second map was The Forest of Niflhelm, and while the premise is the same as The Battle of Kyhlo, the gimmick here is that 2 boss mobs spawn with regular intervals, and the team to down them (as well as keeping a hold of their capture points) gets a sizeable points bonus.

While the gimmicks are refreshing, and the size of the maps make the action a bit more intense, I still cannot shrug off the feeling that 6 months down the line, the same things that bored me to tears in WoW will bore me to tears in Guild Wars 2.

The one saving grace for me at this point is that the combat system is just plain old good fun, and that in itself makes it a bit more bearable for me, with the smaller map size ensuring frequent action and more frantic battles.

Thankfully, there is more to PvP than just structured games, there is also World vs World vs World, and this is where the PvP really shone for me.

For those who do not know, or didn’t try WvWvW this past weekend, boy did you miss out.

The World vs World concept, while not new, is a welcome addition and adds an extra dimension and fantastic alternative to the standard PvP offerings we’ve been used to for the last many years.If you are new to the concept, it is essentially 3 servers (worlds) fighting each other for control of supply camps, tower outposts, keeps and a large central castle in the middle of the map, but the real trick here is, there are 4 of these maps, forcing each server to actively participate on multiple fronts in order to be successful.

Throw in a range of siege weaponry from arrow carts to catapults to War Golems and you have a recipe for destruction on the grandest scale we have seen so far in an MMO, with destructible buildings, guerilla warfare tactics and plain old cunning strategy thrown into the mix, it all oozes of quality and well thought out design. It also requires team work for a server to be truly competitive, while people in the beta seemed to favour the ‘zerg’ approach, once people started to use the siege weaponry, the game takes on a different dimension all together and there is a huge incentive for having roaming bands of people harassing your opponents supply lines, ideal for smaller groups or guilds of friends to have a significant impact on the flow of the battle. The supplies are directly linked to upgrades to your towers/keeps/castles as they allow you to rebuild broken doors or reinforce existing ones, they are essentially the lifeblood of any siege, to both the people laying the siege, and the people manning the walls in defence of their world’s holdings.

The world overview map of the World vs World vs World feature

One thing that did stand out to me during our WvW escapades was just how difficult it is being a melee in there. For commando style skirmishes (or as we like to call them, Super-Secret Squirrel Squad missions) behind enemy lines, taking back supply camps, cutting off the enemies Dolyak (a hairy yak-mule beast of burden carrying supplies) melee is great, but when it comes down to those sieges, it becomes an arduous task trying to stay alive in the front lines. The ground, especially near keep doors, is pulsing with AoE in all the colours of the rainbow, making going toe to toe with the attackers about as clever as jumping in London’s river Thames mid-November.

Most melee classes do have viable ranged options however, I saw several warriors with longbows, thieves with short-bows and Mesmers with Staff/Great-swords equipped, but for me, as a Guardian, I found there was very little I could do, in terms of offence to harass our would-be keep invaders. I had to resort to using my staff or sceptre from the rampart but neither seemed all that viable, and eventually I had to resort to removing conditions (dots and negative effects) from my allies and throwing up shields to keep our Elementalists and Necromancers somewhat safe from the barrage of projectiles and AoE coming up from below.While that is an important role, it’s not something that will at all appeal to everyone, and even I found it to be ‘less fun’ than bashing people over the head with my big sword.

Reading a book, more fun than trying to be a ranged Guardian

Before I round this up, I want to share my own personal best experience in PvP from this past weekend.

My guild group and I were roaming around the Eternal Battlegrounds (the middle map) on one of our Super-Secret Squirrel Squad missions, and we came across the main siege. Now, our world’s team was attacking the keep doors but it wasn’t really going down as there were no siege weapons present. My guildie who played on a PC from about 3 years ago lagged out over the edge of the bridge we were on and fell into the moat, we ran after him and discovered that there was a sewer gate attached to the keep, and even better, the gate was breakable. Soon after this discovery we had a host of people attacking the sewer gate as well as a group up top assaulting the front doors. In the end, the group hammering away at the sewer gate broke through and like a team of commandos we entered the keep via the drains and took the defenders by surprise. Massive feeling of accomplishment ensued.

In its current state, World vs World is very enjoyable and runs quite well considering the beta is a heavily un-optimized version at this point in time, and is tied to the CPU, however one guildie did experience levels of neigh on unplayable slow-down during a massive siege. It has to be said however that his PC is about 3 years old, and a 2.4GhZ Duo Core 2.With the game being a bit of a CPU hog in its current state that is to be expected. I, however rarely dropped below 30-40 frames even during the massive sieges on my i5-2500k.

So what is my verdict on the overall PvP experience within Guild Wars 2?

It is different. It is different but in a good way.

While I am not super excited about Conquest games in the Structured PvP environment, I am over the moon about World vs World, it was hands down the most fun I have had in any MMO in terms of PvP, ever.

I touched upon a few things that Guild Wars 2 does differently to other MMOs in an earlier blog post, but I think it bears repeating, combat is not about solo kills. It’s not about every person being a hero. It is about teamwork, and skill, and a completely different mind-set than most people are used to (outside of top Arena and rated Battleground teams) if you run around solo in Battle of Kyhlo, you’re just inviting the opposing team to farm you. Combat is about groups, more importantly, location, location, location. Positioning is key, far more than usual and the maps actually do invite you to make use of it in any every way possible, push someone off a cliff, hide behind the stone pillars of the henge, these are all encouraged, if not perhaps in the long run, expected.

One thing that also took me a little by surprise is how important the synergy between weapon sets is in PvP, it is much more involved than I personally had imagined.A prime example is, I love the two-handed hammer and the great sword, but having both equipped is largely detrimental as they both fill the same kind of role within your setup, while this is clear as day to me now, I didn’t immediately think of that before heading off to kick butt, and it left me in a bit of vulnerable state on my poor Guardian. Slowly you start to work out the intricacies of the system however, and this goes largely for PvE as well, once you understand the connections between skills of different weapon sets it allows you to be so much more effective. In the end I was rolling with a 1-handed sword and Torch as off-hand and Great-sword as my secondary, as it allowed me to close gaps quickly, apply dots and burst, then swap over to the Great-sword and ‘whirlwind’ as well as apply some CC. Understanding this line of thinking is absolutely pivotal if you want to get the most out of your class in any scenario.

So many traits, so little time

So many traits, so little time

It is important to remember however that beta is beta, and features will inevitably come and go, and while conquest might not be my thing, the depth of the combat system might just be enough to keep me coming back to both forms of PvP for a long time to come.

Lastly, I would have liked to have touched on the Gem store, however due to some technical difficulties, my account was locked to a World named Istan and my guild was rolling on Desolation, so I had to spend my gems on a world transfer, of course, world transfers were made free a few hours later, but I couldn’t get my gems refunded. No biggie though as I will be sure to cover this on the back of the next BWE.

Thank you reading this rather belated beta impression, and keep coming back for more GW2 coverage as things ramp up towards release and beyond.

– Chronometer

Blog Update – Rest of the week/weekend

Hey guys,

Just a quick update, I was going to continue my piece about Guild Wars 2, and how the things it does differently might not be for everyone, with an emphasis this time on PvP as I simply did not have the time to go into that in my previous post, however instead of writing something based on assumptions and videos, I have decided to postpone that piece until after this weekend. The reason being of course that as many of you know the Beta weekend for everyone who pre-purchased will be going on as of Friday night UK time, and I intend to PvP to my hearts content to give you a more accurate and much more hands on write-up this coming Tuesday. 

Until then, enjoy your beta weekends, for anyone interested in joining me and my mad bunch of misfits in GW2, keep checking back here as I will be posting which server we are going on hopefully tonight. 

– Chronometer

@Chronometer2300

Disregard story, acquire purples or ‘Why I don’t care about (most of) my MMO toons’

I like RPGs. I think it’s safe to say that the genre has had significant impact on my life, and in a sort of roundabout way had its fair share in shaping my personal growth. That is a pretty bald statement by any account, and to some it might seem a little ‘out there’ but I think a lot of gamers can probably name a genre or a game or two that truly made an impact on them at some stage in their lives. Genres are like people though, they evolve,they grow, and sometimes the change is subtle at first and we don’t really notice it, but looking back at things in the here and now, we’ve come a long way baby.

My first true video game RPG was Baldur’s Gate, the year was 1998 and I was 13 years old.Of course at the time I wasn’t the most discerning of gamers and there were lots of things I didn’t know about the business, I suppose it was a blissful sort of ignorance I find myself wishing I still had to some extent, but that’s a different discussion entirely. Strangely enough, I hated the game initially, the reason being my best friend at the time would play it for hours ‘with me’ at his house, which really meant that he played a lot and I kind of… watched.This went on for about two weeks, and I honestly do not think I have ever been as bored as I was at the time, I even left the house and came back an hour later and my friend hadn’t even noticed I was gone. When he was finally finished with the game, he practically forced me to borrow it, and despite my protesting he kept insisting. Boy am I glad he did.

The Gibberling 3!

The game blew my mind, the amount of choice, my (perceived) impact on the story through my choices, the rich and engaging world, all wrapped up in amazing characters and some of the best video game writing I think I’ve ever seen, and the like of which I am not entirely sure I will ever see again if truth be told.

Of course now, fast forward 14 years (wow, now I feel old)  the genre has come leaps and bounds, and in some cases merged with others to create a hybrid with the best of many worlds, so looking at the past and the present, is it possible for us to predict the future of RPGs?

The world has changed significantly since 1998; I have changed significantly since 1998. and so have you, what was new and innovative then is increasingly archaic by our standards now, the bar is simply higher, and the money, the risk and the potential downfalls have never been greater than today, with some studios living a hand to mouth existence scraping by, by the skin of their teeth and the future of the company resting on the success of one title.

Another huge change that has come about is that games are no longer considered a niche thing, it’s become mainstream, and for the games companies these days it’s about making money, and money is made by making your game appeal to as many people as possible, and as accessible to as many people as you possibly can.

That is why we will never see games with the sheer amount of content that Baldur’s Gate, Baldur’s Gate 2, Fallout 1 and 2 etc boasted. The closest thing we get to those now, are Bethesda’s mastodonts Elder Scrolls and Fallout.

What do you mean 'phallic'?

Or is it?

We may see very few 100+ hour RPGs these days, and possibly even less so in the future, but something else has risen from the ashes of those huge dinosaurs of old, MMORPGs.

To me, MMORPGs are the natural continuation of those games, but it is an incarnation that is still somewhat in its infancy, but given time and a few reiterations, that feeling of journeying down the mines of Nashkel with an addled Ranger, an overzealous Druid, a nervy Warrior and a spunky Thief (Bonus points for putting names to those classes) can be recreated.

We have come a long way when it comes to MMORPGs, from MUDs to EQ, to WoW, EQ2, Rift and so and so forth, but only recently has the RPG part of the name found its way back into a genre, largely dominated by World of Warcraft and largely devoid of the elements that would classify it as a true RPG, items with stats does not an RPG make, I am looking at you Blizzard.

Oh oh, boner!

An RPG is about more than items, it’s about feeling heroic, and getting emotionally invested in your character, for some, the character is a representation of themselves albeit an idealised version.

My biggest gripe with most modern MMORPGs is that they do not make me feel very heroic, or particularly invested in my character, take a walk through Orgrimmar, New Taranthia, Sanctum or even The Imperial Fleet Station, there are literally hundreds of heroes out there saving the world every 5 minutes and they all look alike, bar the odd colour tint/particle effect. With that many heroes you start wondering why any villain would even bother trying to take over the world in the first place.

Dude I just totally saved the world! Yeah me too! Me three! Wait wha...?

Did I ever feel personally invested in my Undead Priest? My Blood Elf Paladin?  My Guardian Cleric? No.

They were an empty shell, a husk if you will, who silently ran around collecting rat tails, or killing 10 Ogres on request.

I will tell you what I did care about; I did care about my Aquilonian Priest of Mitra, I do care about my Sith Sorceror, and I will care about my human Guardian of Divinity’s Reach this coming weekend.

What do these characters have in common?

They all had personal stories that even though other Aquilonians, Sith Inquistor’s and Humans of Kryta, shared it with me, it was always just mine, the dialogue choices were always mine, and my companions and the relationships with those, were all mine.

Now, I am not saying I didn’t feel heroic when my guild and I downed Ragnaros for the first time, I absolutely did, and for at least 2 hours after that, that is, until someone else also killed him, and the next time someone else killed him, but I never became as personally invested in the character as one would expect, and certainly not to the degree that a traditional RPG would otherwise make me.

You can argue that ‘it’s an MMORPG it’s not supposed to do that, go play DDO trololol’ but why shouldn’t it? What is wrong with demanding more? More individuality, more content to truly immerse yourself into your character and its world, and that’s not to say that this kind of content would have to be a single player experience within a multiplayer game, not at all, the best stories are the ones where are a team of unlikely heroes struggle to overcome supposedly insurmountable odds but ultimately triumphs over evil, that is a heroic feel, but it has to be coupled with solid and interesting game mechanics, story isn’t enough on its own merit. Any healer who’s ever done a 5-man WoW dungeon knows that you don’t feel particularly heroic playing whack-a-mole with health bars for 45 minutes.

Thankfully, it seems the developers are starting to become aware that emotional attachment and that feel of wanting to log in and ‘be the hero’ is part of that vital player retention that they are all looking for, it’s all about hooks – and the latest example of this is The Old Republic. The game differs from the competition by having fully voiced questing, a massive personal story arch based on your class and companions who travel with you, and have morals, ethics and a story of their own, caught up in the maelstrom of events in your wake. The personal stories adds that bit of spice that gets you invested from the get go, you want to progress the story, you want to see what happens next, and above all, you care. Simply by giving your character an actual voice BioWare instantly connects you to the character you’ve made, and while I am not saying that the stories are perfect, it is a step in the right direction. In the case of The Old Republic though, the personal story has perhaps been emphasised too much at the cost of other forms of content, but that is a different discussion altogether.

TOR wasn’t the first game to do this however; Age of Conan sported a similar system, albeit not as intricate, based on your race. The story was perhaps less compelling than that of TOR but it was a great start and I know a great many players enjoyed that extra connection with their character, and I believe it is a direction that these games need to continue to build on.

Go greased lightning, go greased lightning!

In 2012, we gamers are going to be spoiled for choice. We get Guild Wars 2, Tera, The Secret World and perhaps, just maybe ArcheAge, in some way each of those break the mould a little bit more of how we are used to playing MMORPGs, and take us a little step further in the direction of our golden oldies, increased immersion, a heroic feel and the want to log in, and be the hero.

-Chronometer

Thoughts of the day

  • Press release from ArenaNet mentions ‘hundreds of thousands’ of players are getting ready for the Guild Wars 2 beta weekend a week from now. The actual sales figures must be pretty impressive.
  • Maybe Scott Hawkes from Gamebreaker.tv should roll engineer – he clearly loves setting himself on fire. Follow him on Twitter @jarimor
  • I wish someone capable would make a proper Forgotten Realms MMO (Neverwinter doesn’t count) – I am looking at you Obsidian and Feargus.

The Guild Wars 2 Effect – ‘It’s Elementalist my dear Watson’

Today’s entry wasn’t actually supposed to be about Guild Wars 2, but considering the announcement that the first Beta Weekend for everyone who pre-purchased was announced recently, I figured it would be fitting to kick off today with a little trip to the gorgeous world of Tyria.

There are a lot of things to be excited about when it comes to Guild Wars 2, most of which are the things that ArenaNet are trying to do differently to other MMOs and just about all of these have been talked about to death, the lack of a hard trinity, dynamic events and so on and so forth, but there is something far more important than innovative systems that bears discussion; the impact of breaking the traditional MMO mould on the player base.

A large part of Guild Wars 2 potential slice of the player base will have played World of Warcraft or any number of high profile MMO releases since the early two thousands, and while having a broad spectrum of experience is always good, let’s be honest here, they all play quite similarly:

Go to Quest giver A and kick off quest, return with your ten rat tails 5 minutes later, then proceed to Quest giver B.

Time is money friend!

This formula has been standard fare for quite some time, and it has become ‘the way’ that things are generally done, now we as human beings are by nature creatures of habit, and when something comes along that threatens to change that, we are always a little sceptic, like dear old Clifford Stoll when he in 1995 baldly proclaimed that the internet would never catch on (yes, it’s real, it was in Newsweek).  http://thenextweb.com/shareables/2010/02/27/newsweek-1995-buy-books-newspapers-straight-intenet-uh/

Guild Wars 2 threatens to do away with the tried and tested formula of ‘organised’ questing as we know it, instead sporting dynamic events on set timers and with multiple outcomes/branches depending on player interaction. Now some of these are indeed marked on your map in the form of ‘Hearts’, but at no time is it necessary to talk to any NPC to get a quest/event, you simply walk into the area and start participating, also worth noting is that there is no hand-in either, once the event requirements have been met, you’re awarded with Gold, Karma points and what not based on your level of participation. And here is the real kicker; far from every event is marked on your map, which means exploration into every nook and cranny is encouraged, if not to some extent required if you are of the completionist frame of mind like me.

I ❤ U

The question is, how will the majority of the player base react to this design choice? Bearing in mind, those of us who frequently read forums, watch youtube videos and generally suck in every bit of info that we can find, are generally a minority, your average joe gamer is not likely to have poured the amount of attention into this game that we have.

I predict a fair few people will feel very confused once their toon spawns in their race’s designated starting area, I recall watching a video from the very first Press Beta Event, and someone asked in general chat where the quest givers were.

While ANet have done their best to alleviate this by inserting an NPC that feverishly waves its arms at the player just as they spawn with instructions on where to go, there are bound to be players who will be put off by the lack of ‘pathing’ that we generally see in most MMOs, some people like hand-holding, and it is genuinely difficult to be weaned off the spoon feeding wagon we’ve all been on for the last 7 years.

From a personal point of view, I welcome this change, while it does not feel radically different, it does provide enough of a change that one does not feel like you have just been placed in a zone to do things for the sake of doing them, you do them because they are engaging and the process and transition between them is fluid from the get go. It makes the world seem far more alive than any other MMO at this point in time, and those who truly embrace the at times chaotic nature and non-linear progression that the DEs offer, will feel duly rewarded, however if linear and methodical questing is your kind of thing, you might start to struggle a little bit at first, so my advice is; take your old minds-set of structured questing, and leave it at the door, embrace the living, breathing world of Tyria.

Another point of contention, and something that has seen heated debate around the internet, is the scrapping of a hard trinity. By that, I refer to the Holy Trinity of class roles which has been the foundation of most MMOs group content up until now.  In order to be successful, you would need a ‘Tank’, a ‘Healer’ and typically three ‘Damage Dealers’ with assorted crowd control skills thrown into the mix (having a mage in Vanilla WoW was almost a must).

While this setup is logical, it is also quite limiting for the players. In order to start having fun, you have to a particular group composition, depending on the server population finding a good tank or healer has often been an arduous task, in part because very few people used to gravitate towards those playstyles. In vanilla WoW, Protection specced warriors and Holy Priests were rare enough that people would actually pay them to come with their group to their designated dungeon.

This is madness! NO, THIS IS ASCALON!

Anet’s philosophy on this matter is that it is not fair to expect players to feel obligated to play one class over the other; each player should be able to play the class they truly want, and not wait to have fun because a certain class is needed. To that end, every class in Guild Wars 2 has defensive support abilities and a self-heal, you are the keeper of your own health and no class can effectively ‘tank’ in the traditional sense of the word. Everyone will have to at some point take on defensive duties through support abilities such as knockdowns, stuns, snares or short term damage mitigation such as shields. What this does is, it allows for a group of any given composition to succeed, provided that they play to the best of their abilities and in tandem with one another.

This concept will likely be the toughest mental hurdle for most people to get over, as someone playing a warrior will inadvertently through sheer instinct seek to stay in the enemies face and try and keep the aggro off squishier party members, a tactic that is proven to work well in most other MMOs, a tactic that will get you killed very quickly in Guild Wars 2.

I fully expect many groups to initially fail as they set foot in the Ascalon Catacombs for the first time at around level 30, simply because the trinity is such an embedded part of most MMO vets mind-set, myself included, and it will take a lot of getting used to this new combat system, where everyone is able to do everything to some extent, and it does create a sense of complete chaos at first, but there is a method to the madness, the question is how many people will persist with trying and not give up? The real kicker to this system is that it is in many ways a lot less forgiving than most of us are used to, perhaps especially so if you are coming from a WoW background.

In WoW it’s entirely possibly for a group of three people to ‘carry’ the remaining two members of their dungeon group if they are not up to scratch in terms of skill or gear, especially if you have a good healer and tank, but the added emphasis on your own analytical skills and reading the fight, and thus using the right abilities at the right time is what is going to make or break the groups in Guild Wars 2. A Necromancer who does not clear conditions (DoTs/Debuffs) off of his allies, or a Guardian who does not reflect the projectiles from the boss back at it whilst shielding the group is a bad player.

What do yer mean 'me item level isn't high enuff' lad?

It is as simple as that, those are the kind of abilities that traditional ‘dps’ classes from other games are not used to having, much less using, even if they do have something along those lines because the healer/tank is supposed to handle that.

Awareness and adaptability is what will ultimately impact your direct success in group content, so if you are used to playing a ‘pure’ dps class in whatever MMO you are currently playing, get ready for a rude awakening, you are expected to perform these defensive duties as well, and if you don’t, well I guess we won’t be grouping together.

The final part of what I believe most people might struggle with is: Boredom.

Now, don’t get me wrong here, Guild Wars 2 looks like it has a myriad of zones and a proverbial plethora of content from start to finish, but the thing is, there isn’t really a finish. There is no end-game.

Anet has stated that ‘The game is the end-game’ which might be a bit of a controversial statement in and of itself. The most prevalent design decision in MMOs, almost from the get-go, has been that the game truly starts at max level. Not Guild Wars 2.

Guild Wars 2 sports 80 levels of character progression, you earn skill points, unlock new skills through use of different weapon types, earn trait points to unlock passive bonuses that ultimately impacts your play-style, in WoW terms, it’s your talent points.

When Anet says that the game is the end game, they are dead serious, there is no end-game raiding, or tiered gear/progression check –  the content you do at 80 is essentially all the content you did (or didn’t do) on your way to max level.  The way it effectively works is that once your character hits max level, whenever you go back to a previously visited area (or non-visited area for that matter) you are automatically scaled down, in order for the area to still present somewhat of a challenge for you, and with lots of collectables available for hoarding, this is definitely something people will be doing. Did I mention that Guild Wars 2 does not do gear progression in the traditional sense either?

That’s right, Guild Wars 2 gear is fairly standardized to keep the emphasis on skill being far more important than the gear you wear, when you assemble your team to dive into the dungeons, you are not taking the gear of a character down there, you are taking the player, and that is going to make all the difference. For those of you wondering where your motivation to run a hard dungeon if you do not get amazingly powerful gear out of it is going to come from, here is your reason: Hard tasks are rewarded with vanity items, and that is where the prestige will be for the majority of players. Costumes (skins that fit over your existing gear) and vanity items are what will set the best players apart from the rest, not their gear, because gear is irrelevant, and skill is everything.

Are vanity items enough to satisfy the players who are used to strutting around in their raid epics? I hope so, those vanity items will quickly gain the same sort of status as the Hammer of Ragnaros or Thunderfury in vanilla WoW, perhaps even more prestigious as it won’t be dependent on lucky drops or time spent farming for something, your appearance and vanity items are in direct correlation with your (perceived) skill level, and isn’t that really the biggest ePeen of them all?

The road goes ever on and on.

This is of course only the PvE side of things, there is a meaty PvP side to Guild Wars 2 as well, which I will likely cover in my next rant, so I am going to leave it here for the time being.

The real test for Guild Wars 2 is ultimately not going to be in the amount of content it will offer, or its core systems – the real test is going to be how well it manages to make believers out of a player base that has been indoctrinated for a number of years on how an MMO ‘should be’, it is a given that Guild Wars 2 will not appeal to everyone, it does things differently and that approach won’t resonate with every player out there, but if you are a jaded MMO player like myself, or perhaps a new player who is tempted by the lack of subscription fee, give it a go – but leave everything you think you know about MMO conventions at the door, and enter Tyria with an open mind.

If you haven’t already, make sure to check out ArenaNet’s Manifesto video.

–  Chronometer

http://www.youtube.com/watch?v=FU1JUwPqzQY