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Role Playing (Games) Games

Guild Wars 2 Devs Aiming For the Top 150

As various MMOs have been released over the past several years, their developers have been wary about the inevitable measuring against World of Warcraft, often saying that "second-best" is more than good enough for them. Not so for ArenaNet as they work on Guild Wars 2; they're aiming right for the top. And according to a detailed preview now up at Eurogamer, their effort is paying off : "Two huge and risky decisions have been made in its design: junking the 'holy trinity' of character class roles (protective 'tank', damage-dealer and healer) and doing away with the quest-style architecture for game content. Yet, in moment-to-moment play, Guild Wars 2 looks and feels instantly and reassuringly like a fantasy MMORPG – just a noticeably fresh one. It's a question of flow. Combat is still hotkey-based, but faster and smoother and more streamlined, involving more movement and positioning. The levelling curve is now an almost flat line, replacing the epic ascent with a steady journey where content, not advancement, is king."
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Guild Wars 2 Devs Aiming For the Top

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  • Re:Damn! (Score:5, Insightful)

    by SharpFang ( 651121 ) on Thursday March 24, 2011 @06:40AM (#35596648) Homepage Journal

    It is doable,
    epic missions - battles involving hundreds of players,
    massive events (enemy assault on a town, siege progressing day by day),
    timed progress of situation as players complete their tasks,
    stalemate situations that need heavy power to throw them off balance
    important positions relatively easy to take over but difficult to hold, so they continuously change ownership
    significant guilds shaping the politics, economy, influencing the world,
    VERY difficult missions which would be attempted and failed over and over until someone succeeds and the result is permanent,
    construction of massive structures progressing by tiny phases, so your contribution is permanent ("I built THIS door of the castle"),
    active environmental engineering (channels, lakes, dams) controlled from well defendable positions you can take over then hold or protect with traps,
    portable structures that can be built anywhere by consolidated effort of a moderately sized group ("let's build a fortified checkpoint HERE.")
    Instantiated personal space (a room in a hotel or a house) so that every player has a fully customizable personal area without cutting into the massive bulk,
    expensive, prestigeous public locations for rent/sale and personalized use. ...want more ideas?

  • Re:Damn! (Score:3, Insightful)

    by WhirlwindMonk ( 1975382 ) on Thursday March 24, 2011 @07:06AM (#35596768)

    ...want more ideas?

    Since every single one of those has been suggested dozens, if not hundreds of times on the boards, and I imagine every single one of them has had a reply from a developer saying they are doing it or explaining why they aren't doing it (with good, legitimate reasons every time I've seen it), yes, you are going to have to do better. A few examples.

    epic missions - battles involving hundreds of players,

    They've had a 40 vs 40 battleground for half a decade. Then they introduced a pvp area that could take unlimited players. The servers strained near the point of crashing constantly and it was unplayable for anyone without a decent computer, so they had to change it. Now it maxes out at...80 vs 80, as I recall. They've said they like the idea, but until they find a way to do it without those issues, they won't try it again.

    important positions relatively easy to take over but difficult to hold, so they continuously change ownership

    Just implemented that in Tol Barad.

    VERY difficult missions which would be attempted and failed over and over until someone succeeds and the result is permanent,

    So lots of development time, play testing, and balancing for something 0.0001% of players will get to see? No thanks. I pay just as much for this game as everyone else. I should have the opportunity to see and experience all of it without having to sacrifice my job and life to make sure I'm part of the "elite" guilds that can get that first kill. And if you're talking about individuals...good luck balancing that such that it isn't more difficult for some classes than others (see the Death Knight videos of them soloing content from near the end of the last expansion, whereas some classes probably still have a hard time soloing stuff from two expansions ago).

    Instantiated personal space (a room in a hotel or a house) so that every player has a fully customizable personal area without cutting into the massive bulk,

    Been mentioned hundreds of times, and each time, people point out the devs would rather work on content that encourages the social aspect of this MULTIPLAYER game, rather than separating everyone into their own little worlds.

    expensive, prestigeous public locations for rent/sale and personalized use.

    Woohoo, more stuff that 0.0001% of the player base can use.

    significant guilds shaping the politics, economy, influencing the world,

    Been done in Eve Online. Some like it, some don't. Blizz also tries to avoid implementing mechanics that encourages everyone to join up in a few large guilds. Sure, large guilds do have advantages, but right now, they aren't overwhelming.

    construction of massive structures progressing by tiny phases, so your contribution is permanent ("I built THIS door of the castle"),

    Again, this is a MULTIPLAYER game. Blizz tries to avoid things that encourage people to say "screw everyone else" and just play on their own. That said, they have done it, to an extent. See the Opening of the Gates of Ahn'Qiraj, though, despite it being a questline that individuals follow, required multiple raids that needed large groups working together.

  • Re:Damn! (Score:5, Insightful)

    by tsm_sf ( 545316 ) on Thursday March 24, 2011 @10:50AM (#35598476) Journal
    Here you go. [atitd.com]

All the simple programs have been written.

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