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Guild Wars 2

Guild Wars 2 

General Discussion  » GW2 Has Revealed Something To Me

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167 posts found
  kzaske

Novice Member

Joined: 9/28/09
Posts: 514

5/13/12 4:06:20 PM#161
Originally posted by Irus
Originally posted by RainBringer

Apparently people have forgotten that a SPORT is about Competition.

Actually, no, games are about having fun.

In fact, many of us play games to get away from jerks like yourself who use excuses like "the world is a bad place" to continue making the world a bad place, IRL and online.

Fixed it for you.  As Irus said, games are all about fun.  If you want Competition go play football, baseball or some other sport.

  lavosslayer

Advanced Member

Joined: 1/12/06
Posts: 57

5/13/12 4:16:06 PM#162
Originally posted by kzaske
Originally posted by Irus
Originally posted by RainBringer

Apparently people have forgotten that a SPORT is about Competition.

Actually, no, games are about having fun.

In fact, many of us play games to get away from jerks like yourself who use excuses like "the world is a bad place" to continue making the world a bad place, IRL and online.

Fixed it for you.  As Irus said, games are all about fun.  If you want Competition go play football, baseball or some other sport.

thats funny I was thinking the same thing Kzaske, while debating whether or not to jump into this fray...good fix!



  Classicstar

Advanced Member

Joined: 12/02/04
Posts: 2502

5/13/12 4:19:03 PM#163


Originally posted by Meleagar
In the GW2 Beta, you had to actually force yourself to realize you can like being around other people now. You can be generous, patient, and enjoy the company of fellow adventurers.  They cannot kill steal, ninja-loot, or bogart your nodes. All they can really do is help you. and increase your enjoyment of the game.
This made me wonder: what kind of malicious, sadistic, anti-social misfits have been programming MMOGs up until now? Why make it so that other players could steal your kill in the first place? Why make it so that resource nodes and loot was open to ninja stealing? Why program the game to force formal grouping and ultimately reward only those wiling to sacrifice their real lives for the game? Why set up a system that formally kept most of the players out of the top content and rewards?
The GW2 beta event was a real eye-opener. It's almost like Arenanet has broken some conspiratorial, secret set of MMOG development rules that, before now, we all just accepted as a necessary part of the genre. A lot of us were experiencing a kind of abused spouse syndrome, where we were expecting to get sucker-punched or slapped every time we turned around, and were instead shocked at the generosity and kindness displayed by our fellow adventurers, and the welcoming empowerment of the game-mechanics.  Many of us had to work to discard bad habits that were necessary to cultivate in other MMOGs.
Once we realized the game really did embrace us, and that there was no game value in being an asshole (and lots of reason to not be), and that the game wasn't going to exclude us or force us to play some way we didn't want to play, there was this huge sense of relief and euphoria, like being set free from the harsh, unnecessary and unjust shackles of prior MMOGs.
Now there's a realization, much like when I read an interview with some Verant (EQ) developer who said that the player base enjoyed being the victims of GM vs Uberguild events: we casual players been lied to and used, suckered into playing games that had no intention of treating us with respect or consideration for the express purpose of populating those games as  victims, 2nd-class citizens, and scrubs for the ego-amusement of others - including the developers themselves.
 
 
 
 


And fight these bosses:)

MB:MSI Z97XPOWER AC
CPU:Intell Icore7 4790k
GPU:MSI 2x AMD 290X
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OS:Windows 8.1 64bit

  Classicstar

Advanced Member

Joined: 12/02/04
Posts: 2502

5/13/12 4:20:11 PM#164

Ok working now:)

MB:MSI Z97XPOWER AC
CPU:Intell Icore7 4790k
GPU:MSI 2x AMD 290X
MEMORY:Corsair PLAT.DDR3 1866MHZ 16GB
PSU:Corsair AX1200i
OS:Windows 8.1 64bit

  Ezhae

Apprentice Member

Joined: 9/03/06
Posts: 734

5/13/12 4:29:55 PM#165

Oh that's an easy one. 

See, MMO developement, as pretty much everything else is based on iteration. First MMOs were in huge part built around competitive world approach. You had to fight for every bit of resource, mobs, gear etc. and it worked great back then, the genre was niche. It was built for those people who actually had internet back then.

Over the years, as the genre moved forward it was built upon those base rulesets that originated years ago, to keep the sense of familiarity and continuation. There was also the fact that the drama of guilds stealing big, world-boss like encounters from other guilds created a buzz around the game (currently only EVE really is able to do it). It was simple carrot approach -> play lots (and thus pay lots for subscription) -> get better than others -> be e-famous. 

Now what ANet did is pretty much same thing. They went for iteration but their starting point was not UO or EQ. Their starting points was GW1 which was less of a MMO and more of a CORPG. When you have a game where every PvE zone is instanced and only you (and your party members) can enter it, you don't have all the griefing between players. The competitive PvE aspect was created through challenge missions based on score-attack mechanics with leaderboards. It's simply just different starting point. 

  Leodious

Novice Member

Joined: 2/28/06
Posts: 782

The best way to travel is by means of imagination.

5/14/12 1:27:41 AM#166

I don't think they were sadistic or anything. I am not sure why those were the ideas that first got started, but once they become the mechanics of popular games became the mechanics, people didn't think or bother to change them.

I mean, mob tagging made sense on the face of it, with basic loot tables and rolls. Resource nodes were easier to write such that they vanished, and phasing wasn't a thing. I am sure there were good reasons for these mechanics in the beginning, but I am also glad Anet is moving the genre forward.

I think those things are ridiculous as well, but we shouldn't be angry at the past, but instead hopeful for the future.

Now the people who made Darkfall, there are some sadists.

"There are two great powers, and they've been fighting since time began. Every advance in human life, every scrap of knowledge and wisdom and decency we have has been torn by one side from the teeth of the other. Every little increase in human freedom has been fought over ferociously between those who want us to know more and be wiser and stronger, and those who want us to obey and be humble and submit."

— John Parry, to his son Will; "The Subtle Knife," by Phillip Pullman

  aesperus

Elite Member

Joined: 1/04/05
Posts: 4617

5/14/12 1:37:36 AM#167
Originally posted by Leodious

I don't think they were sadistic or anything. I am not sure why those were the ideas that first got started, but once they become the mechanics of popular games became the mechanics, people didn't think or bother to change them.

I mean, mob tagging made sense on the face of it, with basic loot tables and rolls. Resource nodes were easier to write such that they vanished, and phasing wasn't a thing. I am sure there were good reasons for these mechanics in the beginning, but I am also glad Anet is moving the genre forward.

I think those things are ridiculous as well, but we shouldn't be angry at the past, but instead hopeful for the future.

Now the people who made Darkfall, there are some sadists.

Great points, and I definitely agree.

Not only has it been far too long since the bulk of the genre questioned these mechanics, because it's been so long people have learned to just 'accept' them as truths. It's very much a plato's cave alegory situation. There's just not a ton of support for innovation in this genre, and it's primarily due to people getting used to old, dated mechanics, refusing to see how they can be different.

The flip-side, though, is that these problems seem to be primarily engrained into the RPG aspect of the MMO. The fantasy / quest setting carries a giant assumption of how lvling is needed, threat mechanics are necessary, gear is important, etc. If you look at MMOs that are dipping into other genres, it's far easier for people to accept a different formula, and it's ridiculous. No one asks about lvling in an MMOFPS. Or a ship-based MMO. However, these questions always crop up in the typical RPG settings.

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