| Samuel Wissler |
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I played GW1, but none of the expansions. I have to disagree with the story and cutscenes in the original game. I thought they were quite good, and took the game leaps and bounds ahead of WoW which had no cohesive story to speak of.
The 20 level limit was also something I liked quite a bit. It let you focus on character skills and skill combinations, and it also made having alts to experience the different classes so much less painful. Less level and gear grind also meant that PvP and the endgame in general has much less of an entry barrier which is something every MMO these days still struggles with. GW1's weaknesses were where the game stuck with traditional MMO game mechanics like finding groups and getting to new towns. |
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| Sean Madden |
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Johnny,
Do you hate all MMOs, or just GW1? |
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| sean lindskog |
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Dream on. ;)
A change in the payment model of MMOs will not cause some kind of grand redesign of MMO gameplay. Whether the MMO is subscription, pay-for-expansions, or pay-for-stuff, these 2 core MMO design elements remain: 1. The company wants you to keep playing their game. 2. Players typically invest far more hours into an MMO than other non-MMO games. As a result, it is very difficult for the company to create interesting content as fast as players consume it. This is what makes MMOs grindy and filled with time sinks. This will not change with the payment model. |
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| David Eckelberry |
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The subscription racket? That's sort of funny, really. Did someone write this article 4 years ago?
The subscription model has been dying for years and Guild Wars had nothing to do with it (hello, microtransactions and free-to-play). |
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| Hans Mueller |
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"So far, MMOs have kind of been wasting your time. "
And we blind fools fell for it. An implied insult is still an insult. Thanks for showing us what you really think of the mental capabilities of most current and past MMO players. If that's the attitude of the GW 2's player group (or even the devs) I will stay far away fromt the game. |
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| David Eckelberry |
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If Guild Wars had something to do with it, shouldn't we see more games using its business model, instead of the now-standard F2P MMO model?
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| Jonathon Walsh |
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To many of the other posters... This article could have just as easily been written as, "Guild Wars 2 Fights the Free to Play Racket" and raised many valid points in that direction.
Anyways I think the article misses one of the MOST important things (to me at least). If you want to play PvP in GW2, you don't have to go through a bunch of bs to get there. From day 1 you have the option to participate in fair structured PvP ensuring that the ONLY thing determining a winner is your team's skill. This completely bucks the trend of all P2Win and Sub based MMOs that have great PvP combat mechanics, but completely ruin the experience by putting up a huge barrier and making it very dependent on which side has done more content/obtained more gear. A few years ago I declared myself 'done' with MMOs, but GW2 is likely to change that stance because it looks like a game that actually respects my time rather than wasting it (which was my problem with MMOs). |
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| Mike Griffin |
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Nobody else has had the balls or long term vision to duplicate the Guild Wars model of "Buy the full priced game and expansions, and online access if yours free, forever."
Oh sure, some blips on the radar like Global Agenda, where at first not charging a subscription was a cautious accident -- as the developer realized they'd be insane to charge a sub. Ultimately we see how Global Agenda turned fully free-to-play this year. Giving up the ghost. Which brings up a good point: Let's be honest with ourselves, for the most part completely free-to-download and free-to-play games are poop. They're frequently shallow copycats of previously successful premium MMOs. Each major free-to-play hub is lucky if it has even one title which can stand toe-to-toe with a low end AAA premium MMO. Need evidence? Almost all of the best, most fleshed out and highest quality -current- free-to-play MMOs all began life as subscription-based titles. Lord of the Rings Online, Champions Online, D&D Online, EverQuest 2, Age of Conan, and so on. It's no coincidence that these games are often notably higher quality than the quagmire of cheap knockoff free-to-play MMOs that were conceived, designed and released under strictly free-to-play guidelines. Those F2P titles so rarely have the budget, the team, the support, the (initial) size of live teams, etc. that the aforementioned premium-turned-F2P games all benefited from early on in their existence. I think the Guild Wars model represents a happy middle-ground, with sufficient revenues from full copy sales to provide for high quality games and upkeep, extended into slightly-lower-cost follow up expansion chapters. However, I don't believe the days of premium MMOs are over. I think it's becoming a very niche model to select. If you're a well-funded company like Trion Worlds, you can get away with it and actually prosper. Rift is still hundreds of thousands of subscribers strong. The Old Republic, similarly, won't have a problem sustaining its premium model for years to come. Both titles have very large teams that can fundamentally deliver the 50 cents a day of entertainment, support and updates to justify a 15 dollar a month subscription. But that path is quickly closing for a lot of developers, replaced by the high potential for sheer volume of users plus microtransactions that a completely free-to-play title promises. Witness SOE's recent backtracking of DC Universe to subscription-free, or NCsoft's introduction of the fully free edition of City of Heroes. Sign of the times. In light of all that, one could argue that GW2 represents the ideal hybrid of every MMO design and business model to date, but trimmed of the fat and baggage associated with premium or free-to-play. |
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| Dylan Tan |
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To be honest, I enjoy the comment more than the article itself. Thanks for providing such a valuable comments.
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| Jo Schmo |
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As a new MMOer but old RPGer(I played Doom a lot when it first came out, albeit it's technically a 1stPS), I only have experience with one F2P MMO, and it is only really "free" if you have A) VERY nice in-game friends, B) TONS of time everyday to spend on farming, or C) Dollars to spend on it. You can get to level 70 easy enough, but without pricy gear you can't really PvP at all...really. And it's a game with really good PvP dynamics. If you only want PvE at max level, you're pretty much stuck with guild boss-farming, regular farming, or helping out friends to level. The game was very balanced when it first came out, and servers were always busy. But after several years it's become a game that mirrors RL ecomonies/society: a handful of big spenders and old players grandfathered into the upper elite...and the rest of us. Gear stats largely overshadow actual skill now. These game mechanics changes were made over the course of a year and now all servers humm a cool "smooth" status. It's too bad.
Let's face it, the in-game economies are PvP driven. Competition brings out the best AND worst in all of us and online gaming is no different. Think about all of those hackers everyone has encountered throughout the years. Yet PvP is what drives most players interest after they've been exposed to enough roleplaying. So any attempt at leveling that playing field and reducing the unbalance a fat wallet brings should be applauded by every single gamer worth thier weight in Doritos. F2P is probably the MOST expensive way to play IF you want to be PvP competitive. I actually thought a small monthly fee is the right way to go to ensure balance. Something like a measly $10 a month is pretty much affordable by everyone, even in this economy. But if ArenaNet can pull this off with only the initial purchase in mind along with a few expansions, more power to em. If it does work, and the game provides balanced PvP...I can definitely see this as drawing in hordes of disaffected players from other games. Good Luck GW2, can't wait to try you out! |
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