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MMORPG.com Discussion Forums

Guild Wars 2

Guild Wars 2 

General Discussion  » I am flabbergasted with Most Innovative 2012 MMORPG.com Players' Choice Award.

4 Pages 1 2 3 4 » Search
72 posts found
  RedJorge

Apprentice Member

Joined: 1/07/11
Posts: 105

Sheldon Cooper: Leonard, be serious. We're playing a game here. (Big Bang Theory)

 
OP  12/25/12 7:10:00 AM#1

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

Leonard: Penny, you are on fire.
Penny: Yes, so is Sheldon.
[laughs]
Sheldon: Okay, that's it. I don't know how, but she is cheating. No-one can be that attractive and this skilled at a video game.
[walks away]
Penny: Wait, wait. Sheldon. Come back, you forgot something.
Sheldon: What?
Penny: This plasma grenade.
[explosion]
Penny: [laughs] Look! It's raining you.
Sheldon: You laugh now. You just wait until you need tech support. (Big Bang Theory)

  Wickedjelly

Novice Member

Joined: 4/19/09
Posts: 5064

The Dude abides

12/25/12 7:19:15 AM#2

So what the hell was the award supposed to go to then? It isn't like this was a real remarkable year far as that goes with mmos.

Compared to what else is out there seems worthy of the award to me.

Now far as this winning game of the year accolades on other sites and publications I do have an issue with those. Doesn't deserve it far as I'm concerned. But I can see why the game would get the nod for this for points that have already been discussed ad nauseam around here. I'm sure you know what they are already so I'll save the bickering for someone else to dredge those up for the hundredth time.

1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  taus01

Advanced Member

Joined: 4/12/06
Posts: 1419

12/25/12 7:23:22 AM#3
Originally posted by RedJorge

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

 

They spent most for advertising on these sites. That is all, nothing else to it. That is also why they won best game on so many sites. It's a payed competition, ask some insiders how "ratings" are done. It is a well known fact that review sites are all payed with advertisements.

"Give players systems and tools instead of rails and rules"

  sanshi44

Hard Core Member

Joined: 6/12/09
Posts: 1040

12/25/12 7:27:06 AM#4
There the only major game who tried doing somthing different than WoW in the last 8 years, Appart from some indy games who also done thing differently.
  smh_alot

Apprentice Member

Joined: 1/10/12
Posts: 990

12/25/12 7:27:25 AM#5
? Hasn't been a remarkable year? There was SWTOR, TSW, GW2, TERA, Dayz, Planetside 2, WoW expansion, a little MMO/CORPG something for everyone. Sure, not every game will be to everyone's taste esp to those looking for a very specific type of MMO experience or who want to recreate the MMORPG experience they had when they first started playing MMO's, but compare it with the last 6 years or so and I think that 2012 has shown more MMO additions in a wider variety of gameplay features and settings than what's usual in the MMO field.
  MurlockDance

Hard Core Member

Joined: 6/20/10
Posts: 1192

12/25/12 7:29:50 AM#6
Originally posted by RedJorge

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

I would say the layout of the world with its hearts, vistas, and discovery points and the structure of its classes are pretty innovative as well. However saying that, I don't feel that all of these are necessarily positive innovations.

I haven't played Pirates 101 and since I did not like Wizard 101 that much, I probably will never play it. I don't know how it compares to GW2 for innovation. The other entries on the list do not strike me as particularly innovative, so I am not surprised that GW2 beat the others to pick up this spot.

Playing MUDs and MMOs since 1994.

  xAPOCx

Elite Member

Joined: 10/25/12
Posts: 847

12/25/12 7:31:52 AM#7
Originally posted by RedJorge

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

Innovation and invention are 2 different things. To me innovation is taking something and improving apon it.

cars had crank windows and the innovation was the electic window. the innovation to the electic window was the automatic electric window.

Now as far as my opinion goes, i myself didnt see much innovation in GW2 ( I didnt feel they approved on much ) but that doesent mean its not there. prespective and all.

One mans innovation is another mans inconvenience. luck for me you can still buy cars with crank windows.

  bcbully

Elite Member

Joined: 3/03/12
Posts: 7036

12/25/12 7:34:42 AM#8
Originally posted by RedJorge

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

I made a thread about a week ago asking "if you are still playing, what are you doing?"

Answers were -

leveling alts

dailies

Spvp (battle grounds)

dungeons 

WvW

http://www.mmorpg.com/discussion2.cfm/post/5467199#5467199

Sounds fimiliar huh?

 

  User Deleted
12/25/12 7:37:44 AM#9
Originally posted by RedJorge

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

(just look at the Award thread) Innovation for Most Rabid Fanbase of any game to date? 

That is until they grow bored of the game and drop completely off the map and we don't hear from them until they sheepishly start posting how they're not playing anymore "but but but it's a great game!"

 

As for the innovations? A short Google search yields a link to this very forum and a topic made here by someone who is now Deleted. Someone called him Cal *shrug* I don't know who that was.

The question was asked and I will simply post what was posted a while ago. I'd like to add that by posting the following, it doesn't mean I agree with the list or anything. I'd like to be as neutral as possible in this.

 

http://www.mmorpg.com/gamelist.cfm/game/473/view/forums/thread/333764/List-of-GW2-Innovations.html

Combat:

Casting while moving
No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable)
Attacks don't need a target, they'll hit whatever gets in their way
Dodging attacks and projectiles
Shield stance blocks projectiles from hitting you and people behind you
Limited skillbar
No holy trinity, players aren't locked into one role to the exclusion of all others
Skills fit into broad categories of damage, control, or support
Weapon(s) determine half your skill bar and give different skills than other weapons
Players can potentially switch roles in combat (if weapon/skill choices plan for it)
No ally targeted abilities
Everyone has a self-heal ability which is the most powerful heal
Downed state before dying, killing an enemy rallies you
Downed state gives you a new, limited skillbar to fight back with
Any player can rez anyone mid combat anytime, including NPCs.
Very minimal death penalty.
Picking up an environmental weapon changes your skillbar
Thieves can steal environmental weapons from enemies
You get full xp and loot for helping kill a mob whether grouped or ungrouped
Hundreds of cross profession combos to enhance the effect of your skills, even ungrouped
Mob aggro based on proximity and other factors
NPC enemies can dodge your attacks
NPC attacks may be deadlier due to ability of players to dodge and revive
No mana/energy for any class (subject to change)
Only four attributes.  Power affects melee, range and spell damage
All professions viable at both melee and range

Underwater:

Desire to have underwater be huge part of the world
You have underwater only weapons
Skills change to underwater versions
Skills use the Z-axis
No breath meter
Drowned state, it's like downed state, but you can also get to the surface to rally
Underwater friendly races and towns
Rangers have underwater pets

Dynamic Events:

Completely replace quests in the open world
Run whether players are there or not
They actually happen instead of just being told about them
Failable and not necessarily repeatable on failure
Allow for victory and failure conditions not easily accomplished with quests
Run in cycles so they're repeatable
Encourage community by letting everyone participate at the same time
Instantly scale up or down with number of players participating
Reward everyone involved based on their amount of participation
Chain together to keep people working together longer
Affect the world in terms of what merchants sell and which waypoints are available
Don't always run so you'll see different things when revisiting a zone
Constantly adding new events to enhance replayability
Boss fights which scale with number of players up to 100

Open World:

Entirely PVE
No factions
Designed to be as griefless as possible
No race/class restrictions
Phased gathering nodes that allow everyone to have a shot at them.
Everyone can gather everything so no waiting on others/making people wait
No set path through zones
Automentoring keeps entire world's content rewarding and challenging
Manual sidekicking to a higher level friend
City to city ports so you can play with friends immediately.
Teleportation to any waypoint you've unlocked
Hidden events to reward explorers
Day/night cycle which can affect your weapons' procs as well as trigger DEs at certain times
Dynamic weather can trigger DEs (when snow falls) or be changed by DEs (NPC causes snow)
Tasks to fill hearts in the open world, for completionists and NPC goodwill
Boss fights at the end of all the tutorials put you right into the action

Personal Story:

Everyone has one big storyline from creation to level cap
Choices made at character creation affect it
Choices in game have consequences and can branch it
Each player has a Home Instance section of town
Character personality gives different dialog options and affects how NPCs react to you

PVP:

3 Faction World PVP against two other servers in large 4-zone maps
No fixed limit to number of participants (though eventually technology would limit it)
W/L record is kept
After 2 weeks, your server is matched up against new, equal strength servers
Winning server gets PVE buff of some kind
Castles and keeps to hold, dynamic events to fight over, trade routes
Destructable environments
Players can level up entirely in World PVP
Enemy players drop loot as if they were PVE enemies
Hot joinable Structured PVP
Structured PVP with custom rulesets
Players in structured PVP are max level with all skills and gear so it's a level playing field
PVP balanced separately from PVE

Dungeons:

Dungeons have a story mode separate from your personal story
Completing story mode unlocks 3 explorable mode paths
These show the consequences of the story mode
There are random/hidden events in dungeons
No raiding
Get a token for armor/weapon everytime you complete a dungeon, no hoping for random drop

Miscellaneous:

Flat leveling curve
Players can be in multiple guilds
No endgame vertical gear progression in power
30+ Minigames in cities
400 dye colors, each piece of armor has three color sections
Gear that can take up more than one armor slot
Grindless crafting with discoverable recipes
Use an iPad to see what your friends are doing in game and send them messages
Auction house available from outside the game
Translatable fictional languages
Unconventional NPC races with deep lore
Add your own music to ingame playlists, your battle music will start when you enter combat
Playlists revert to in game music during cinematics
Carrier pigeons deliver your mail to you
No subscription fee

 

  MurlockDance

Hard Core Member

Joined: 6/20/10
Posts: 1192

12/25/12 7:38:55 AM#10
Originally posted by bcbully

I made a thread about a week agao asking "if you are still playing, what are you doing?"

Answers were -

dailies

Spvp (battle grounds)

dungeons 

WvW

http://www.mmorpg.com/discussion2.cfm/post/5467199#5467199

Sounds fimiliar huh?

 

The endgame is pretty much the same true as many other games. The journey to get there is packaged differently than in many games and the classes are set up differently. So yes, some similarities and some differences.

Playing MUDs and MMOs since 1994.

  Kuro1n

Novice Member

Joined: 1/03/07
Posts: 774

12/25/12 7:42:46 AM#11

Well people just vote for their favourite game, GW2 got a decent fanbase I guess so thats that.

Also the game is hardly innovative, if anything it's good at reusing older less popular features from other games.

  retiredmj

Advanced Member

Joined: 4/20/04
Posts: 56

12/25/12 7:50:05 AM#12
Originally posted by RedJorge

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

No, it's a win by default.  This year was a complete bust after all the hype of what it was supposed to bring.  Also the Fact that Pirate 101 won game of the year is making me think the Trolls are starting to win the take over of mmorpg.com.

  Painlezz

Apprentice Member

Joined: 5/30/11
Posts: 628

12/25/12 7:50:26 AM#13
Originally posted by NBlitz

Combat:

Casting while moving
No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable)
Attacks don't need a target, they'll hit whatever gets in their way
Dodging attacks and projectiles
Shield stance blocks projectiles from hitting you and people behind you
Limited

No subscription fee

....

Just read this massive list (well most of it, quickly)...

Almost none of it was innovative. 

 

Game has a lot of nice features, but far from innovative.  It should get an award for best "Free 2 Play" game award.  Yes, i know you have to buy it up front but after that you're not limited AT ALL by having no sub fee.

  FromHell

Novice Member

Joined: 11/10/12
Posts: 1338

12/25/12 8:04:56 AM#14

I've seen nothing innovative in gw2, except if you can call endlessly looping "dynamic" *cough* events innovative.

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Best MMOs ever played: Ultima, EvE, SW Galaxies, Age of Conan, The Secret World
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  User Deleted
12/25/12 8:07:31 AM#15
Originally posted by taus01
Originally posted by RedJorge

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

 

They spent most for advertising on these sites. That is all, nothing else to it. That is also why they won best game on so many sites. It's a payed competition, ask some insiders how "ratings" are done. It is a well known fact that review sites are all payed with advertisements.

It's a PLAYERS choice.  You can't blame the website if that's what the people clicked.  It's not the website's fault if you don't agree with what the majority clicked.  I didn't vote for GW2 either, but I'm not going to spill my sour grapes all over the forums and blame 'the man'.

  Yamota

Elite Member

Joined: 10/05/03
Posts: 6503

"I fight so you don't have to."

12/25/12 8:13:23 AM#16

Keep in mind that innovative is not the same as inventing. Inventing means creating something new where as innovative means doing something new from something that already exists. So with that I think GW 2 deserved that because:

  1. Dynamic Events is arguably doing WARs Public Quest and rifts in Rift in a new way.
  2. Weapon swapping in combat was also done in a new sort of way.
  3. The World vs World mechanic is yet another innovative way of doing RvR
  4. Finally these vista mechanic is also pretty innovative.
  5. Lack of trinity system. Again games like AC 1 did it long time ago but GW 2 did it in a new way.
Now does all these translate into a great MMORPG? No, I dont think so because neither of these brought longetivity in the game and quickly became repetetive. However I cannot deny that GW 2 was pretty innovative, for a ThemePark that is.
 
I do think TERA deserves an honorable mention in the way it does combat and BAMs and the Vanarch system but since the game is pretty boring overall I think alot of people overlook the things it did innovate on.

  Moe4871

Novice Member

Joined: 7/16/10
Posts: 42

12/25/12 8:17:58 AM#17
OP, are you a fanboy? These contests do nothing but advertise. Fanboys are always gonna cry because their favorite game doesn't get in the limelight.
  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

12/25/12 8:19:40 AM#18
Yamoto

WvW isn't a more innovative rvr.
It's watered down simplified rvr and while its better than say wow attempts at such a system it pales in comparison to daoc.
  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

12/25/12 8:21:32 AM#19
Most of those combat features are available in other games, namely city of heroes, the secret world & warhammer.
  Spicy_Noodle

Apprentice Member

Joined: 9/07/12
Posts: 8

12/25/12 8:23:25 AM#20
Originally posted by NBlitz
Originally posted by RedJorge

Please indulge me.

After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

Do you see any other innovation of GW2 that is eluding me?

(just look at the Award thread) Innovation for Most Rabid Fanbase of any game to date? 

That is until they grow bored of the game and drop completely off the map and we don't hear from them until they sheepishly start posting how they're not playing anymore "but but but it's a great game!"

 

As for the innovations? A short Google search yields a link to this very forum and a topic made here by someone who is now Deleted. Someone called him Cal *shrug* I don't know who that was.

 

http://www.mmorpg.com/gamelist.cfm/game/473/view/forums/thread/333764/List-of-GW2-Innovations.html

Combat:

Casting while moving
No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable)
Attacks don't need a target, they'll hit whatever gets in their way
Dodging attacks and projectiles
Shield stance blocks projectiles from hitting you and people behind you
Limited skillbar
No holy trinity, players aren't locked into one role to the exclusion of all others
Skills fit into broad categories of damage, control, or support
Weapon(s) determine half your skill bar and give different skills than other weapons
Players can potentially switch roles in combat (if weapon/skill choices plan for it)
No ally targeted abilities
Everyone has a self-heal ability which is the most powerful heal
Downed state before dying, killing an enemy rallies you
Downed state gives you a new, limited skillbar to fight back with
Any player can rez anyone mid combat anytime, including NPCs.
Very minimal death penalty.
Picking up an environmental weapon changes your skillbar
Thieves can steal environmental weapons from enemies
You get full xp and loot for helping kill a mob whether grouped or ungrouped
Hundreds of cross profession combos to enhance the effect of your skills, even ungrouped
Mob aggro based on proximity and other factors
NPC enemies can dodge your attacks
NPC attacks may be deadlier due to ability of players to dodge and revive
No mana/energy for any class (subject to change)
Only four attributes.  Power affects melee, range and spell damage
All professions viable at both melee and range

Underwater:

Desire to have underwater be huge part of the world
You have underwater only weapons
Skills change to underwater versions
Skills use the Z-axis
No breath meter
Drowned state, it's like downed state, but you can also get to the surface to rally
Underwater friendly races and towns
Rangers have underwater pets

Dynamic Events:

Completely replace quests in the open world
Run whether players are there or not
They actually happen instead of just being told about them
Failable and not necessarily repeatable on failure
Allow for victory and failure conditions not easily accomplished with quests
Run in cycles so they're repeatable
Encourage community by letting everyone participate at the same time
Instantly scale up or down with number of players participating
Reward everyone involved based on their amount of participation
Chain together to keep people working together longer
Affect the world in terms of what merchants sell and which waypoints are available
Don't always run so you'll see different things when revisiting a zone
Constantly adding new events to enhance replayability
Boss fights which scale with number of players up to 100

Open World:

Entirely PVE
No factions
Designed to be as griefless as possible
No race/class restrictions
Phased gathering nodes that allow everyone to have a shot at them.
Everyone can gather everything so no waiting on others/making people wait
No set path through zones
Automentoring keeps entire world's content rewarding and challenging
Manual sidekicking to a higher level friend
City to city ports so you can play with friends immediately.
Teleportation to any waypoint you've unlocked
Hidden events to reward explorers
Day/night cycle which can affect your weapons' procs as well as trigger DEs at certain times
Dynamic weather can trigger DEs (when snow falls) or be changed by DEs (NPC causes snow)
Tasks to fill hearts in the open world, for completionists and NPC goodwill
Boss fights at the end of all the tutorials put you right into the action

Personal Story:

Everyone has one big storyline from creation to level cap
Choices made at character creation affect it
Choices in game have consequences and can branch it
Each player has a Home Instance section of town
Character personality gives different dialog options and affects how NPCs react to you

PVP:

3 Faction World PVP against two other servers in large 4-zone maps
No fixed limit to number of participants (though eventually technology would limit it)
W/L record is kept
After 2 weeks, your server is matched up against new, equal strength servers
Winning server gets PVE buff of some kind
Castles and keeps to hold, dynamic events to fight over, trade routes
Destructable environments
Players can level up entirely in World PVP
Enemy players drop loot as if they were PVE enemies
Hot joinable Structured PVP
Structured PVP with custom rulesets
Players in structured PVP are max level with all skills and gear so it's a level playing field
PVP balanced separately from PVE

Dungeons:

Dungeons have a story mode separate from your personal story
Completing story mode unlocks 3 explorable mode paths
These show the consequences of the story mode
There are random/hidden events in dungeons
No raiding
Get a token for armor/weapon everytime you complete a dungeon, no hoping for random drop

Miscellaneous:

Flat leveling curve
Players can be in multiple guilds
No endgame vertical gear progression in power
30+ Minigames in cities
400 dye colors, each piece of armor has three color sections
Gear that can take up more than one armor slot
Grindless crafting with discoverable recipes
Use an iPad to see what your friends are doing in game and send them messages
Auction house available from outside the game
Translatable fictional languages
Unconventional NPC races with deep lore
Add your own music to ingame playlists, your battle music will start when you enter combat
Playlists revert to in game music during cinematics
Carrier pigeons deliver your mail to you
No subscription fee

 Let me see here:

Running while casting -- i'm pretty fucking sure WoW and other MMO's have that EXACT same feature. Lets take a look at Mages, or Paladins, or maybe even Shamans.

No auto attack -- If i do remember correctly, you can place auto attacks on your hotbar, every single class has a spell you can spam willingly until you run out of mana, rage, focus, or energy.

Attacks don't need a target -- Let me look at Warlock AoE's, Druid's knockbacks, mind if i see Shaman's aswell.. and the list goes on.

Dodging attacks and projectiles -- Wait a second, dodging in an MMO? Hitcap for PvP/PvE? Do i need to go any further?

Shield stance blocks other attacks from hitting people behind you -- The fuck does a tank do in WoW? Sit there and take only part of the damage?

Skills fit into broad categories of damage, control, or support -- Oh, paladin back up healing? Shaman back up healing? Druid back up healing? Monk back up healing? CCing by Warlocks, Shamans, Warriors, Paladins, Monks, Priests, Druids, Death Knights... really?

I could honestly go on, but i do not want to type a flat out counter-arguement with that entire paragraphs of nothing, because the way i see, almost EVERY single MMO has ALL those 'innovative' moves that has been see before...

 

 

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