Guild Wars Hits the Million Mark 56
-pms-mistletoe writes "Hot on the heels of World of Warcraft's breaking the 4 million subscriber mark, Guild Wars has also reached a big milestone with over 1 million users. The differences and similarities between the two games are marked, especially given Guild Wars' lack of traditional sharding and no monthly fee. Are these large numbers of players signals that the popularity of MMORPGs is growing? Or are the same people playing both games?"
Anyone played both? (Score:1)
Re:Anyone played both? (Score:3, Informative)
Some people believe this defeats the purpose of an MMO, some peoplethink it highlights the only good part of MMO's, but like I said, it's just per
Re:Anyone played both? (Score:2, Informative)
Re:Anyone played both? (Score:1)
Slightly misleading (Score:3, Informative)
You make it sound like the PvE game is completely disposable. To clarify, you still need to play through the normal game to unlock skills and items.
Re:Slightly misleading (Score:2, Informative)
They added a priest of Balthazar (For the ignorant, he's the guy you visit to unlock stuff with those factions you get in PvP) in the random arenas, so nope, you don't need to PvE anymore to unlock stuff.
Re:Anyone played both? (Score:2, Informative)
Re:Anyone played both? (Score:3, Informative)
Re:Anyone played both? (Score:2)
Re:Anyone played both? (Score:5, Informative)
First of all, transporation. No more paying a griffen rider to get from one place to another, you can go anywhere you've already been instantly.
Secondly, it's a lot easier to get together a group for an instance, mainly because you can have fairly competant NPC players take the place of people who you are missing.
Next is skills. Your account stores the lock and unlock status of all of your abilities for all of your classes (in addition to lock and unlcok status of runes, which you can put in items). Once you learn a skill or rune within the game, it's unlocked for your account. Unlocked means that when you create a PvP-only max level charactor, your new charactor can use that skill or rune.
Next is how you use these skills. Imagine being limited to only being able to use 8 skills at any one time. You can swap them out in town, but once you're on a mission, you can't change them out. This forces you to pick and choose your abilities wisely.
Next is charactors. Imagine selecting a Warrior in World of Warcraft, and being able to select a secondary class such as a preist. Your primary profession being a warrior, you would have all your warrior skills and you would wear warrior armor, but you would also have preist spells at your disposal. Guild Wars is like that.
Next is attributes. No skill trees in Guild Wars. You have a attribute points system that's most like the skill points from Diablo 2. However, unlike Diablo 2, your attributes are not as simple as 'attack', 'defense' or anything like that, your attributes vary depending on what two classes you picked. If I could generalize them, they pump up a certain number skills (Fire Magic, for example) to make them more effective, though there is the occational "increase my stats in general" attribute, such as Energy Storage Attribute for the elementalist.
Next is crafting. It's almost non-existant, except for either collecing X number of items to deliver to Y collector or collecting X number of items and using a salvage kit to turn it into Y number of crafting materials that you give to Z crafter to get him to create you stuff.
Next is charactor customization. There are a lot fewer unique looking pieces of clothing per charactor, but unlike WoW, you can dye every piece of it. Dye drops off of enemies very rarely, and you can also buy dye for a (in the case of black, obscene) amount of gold.
Next is instances. You have lobbies in towns. You can see other people in the lobby. However, once you exit town, you and everyone else in your party are the only people in there. The 'main' instances, the ones that advance the storyline, are called missions, and they are a lot more interesting than "go from one instance boss to the next". They even have a 'bonus' in each mission that you can complete for extra experience. The missiosn are the best way to advance in the game and get from one place to another (ie, if you want to get the hell out of the place you are in, just do the missions and you'll advance the storyline to the point where you move on to somewhere else). Of course, you can go to town and wander outside the town for another instance where you do local quests, without the direction of the main missions.
Next is the continent. You have a lot less freedom to explore in Guild Wars than you do in WoW. WoW had a jump button and very few, if any invidisble walls. Guild Wars is full of them, it's less of a 'land mass' and more of a 'network of roads'. Also, while you start out in pre-searing Ascalon which is relatively pretty to look at, Ascalon post-searing is the most boring place to be, ever. Think Desolace, except with mountains and much bigger. Once you get to Yak's Bend, you're getting into much more interesting territory.
Next is end game. The end game in World of Warcraft is either running the endgame instances over and over again for phat lewt or doing battlegrounds over and over again for phat honor (which you exchange f
Mod parent informative. (Score:1)
Re:Anyone played both? (Score:3, Insightful)
As others have already said, it is personal preference. But as most comments so far were in favor of GW, I decided to post as well.
I like WoW much more, and I have played both since beta. Do not make the mistale now though to think I am a hardcore player. My main WoW char is level 43, not even 60. I casually play both, but I have played WoW a lot more. I am not playing on a PvP server, but RP, so I do not get griefed at all, and as such do not have that problem. But my main gripe is the quests. I play the
MMO's (Score:4, Informative)
Re:MMO's (Score:3, Interesting)
The best thing about Guild Wars... (Score:3, Interesting)
The lack of a monthly fee is the ONLY reason I even considered buying the game. Period. I would never pay for a subscription to a game like this as I would never play it enough and, frankly, after a few hours it gets pretty boring. But for that odd time when I don't feel like thinking with a puzzle game or have no side projects I want to do, Guild Wars is a great time waster.
Playing Both (Score:2)
duh (Score:1)
My friends & I are RPG fans, not MMO fans (Score:5, Interesting)
1) Linear Campaign - there's a complete story. Sure, go into the desert/shiverpeaks/jungle and kill random stuff. But for us it's more about getting from point A to B, explore, and continue the story, than farming. (And I have no idea what "sharding" is, so I'll pass on that for now)
2) "Instanced": basically, when I step outside the town, it's me and the people I went with. I'm honestly surprised there are other ways to do it. Sure, occasionally it'd be cool to hop on, and join my friends wherever they are, but the fact that we don't have to deal with all the other stuff the MMO people b*tch about is more than a fair trade.
3) No monthly fee. Hey, we've been playing Neverwinter since it came out. We have a Teamspeak server installed on the same linux box as our Neverwinter server. Almost none of us have any interest in spending 15$ a month on these games.
4) It's an RPG. Not just click click clickclickclick. You have your 8 skills and your stats, you have to think about where you're going and what you're doing, before you leave town. Hmmmm.... I'm going into an ice cave - better leave my "icy bow" behind. Maybe other MMOs have this, I don't know.
But overall, for a casual gamer, not an MMO fan, Guild Wars is great. Hop on and play - if your friends aren't on, find some people and go do stuff. I can see the addictive properties (as can my wife). But the hardcore MMO people don't seem to care for GW much, and that's fine. I'd never buy an MMO.
Re:My friends & I are RPG fans, not MMO fans (Score:4, Informative)
Re:My friends & I are RPG fans, not MMO fans (Score:3, Interesting)
If you and your friend play in different localities (there are three server "worlds" for Korea, Europe, and North America), you
Is Guild Wars really an MMO? (Score:4, Informative)
More and more games are adding online aspects to them. To me, that doesn't automatically make them an MMO in my eyes.
I am also noticing more and more games specifically putting "No monthly fee required" even if it is a single player game with a 16 person deathmatch or something.
Re:Is Guild Wars really an MMO? (Score:2)
Parent is spot on. Took the words from my mouth.
GuildWars is not really an MMORPG, but rather an form of a very graphic chatroom/lobby and small private games a la Diablo or Warcraft. To be honest, it could have been possible for them to have the game completely offline, having to play with the computer hirelings and it would probably still sell.
It's not a big surprise tho, considering the devs behind GuildWars are ex-Blizzard employees, specifically those who desig
Re:Is Guild Wars really an MMO? (Score:2)
Re:Is Guild Wars really an MMO? Yes IMO. (Score:2)
Re:Is Guild Wars really an MMO? Yes IMO. (Score:2)
Massive would have been if 2000 people came up to you and went to help you all at once, something the game doesn't support.
Phantasy Star Online also wasn't considered an MMO, and did things just like Guild Wa
Re:Is Guild Wars really an MMO? Yes IMO. (Score:2)
I think you're mixing up "massive" with "excessive". That would be ridiculous. There are a large number of people playing the game, enough that there is likely to be someone at the right place at the right time who is inclined to help. Contact is in-character, not in a chat room external to the game.
Guild Wars, A good introduction. (Score:4, Informative)
Actually I have enjoyed Guild Wars so much I am now interested in WoW. This "no fee" introduction may help more people get to know this kind of game and then they can move on to the monthly fee games.
Guild wars will be selling expansion packs in the future, to add new content and pay the bills.
Re:Guild Wars, A good introduction. (Score:2)
Comment removed (Score:3, Interesting)
Re:It probably a mixture of both (Score:2)
I like NWN, myself. ROFL LOLZY!one!
Re:It probably a mixture of both (Score:2)
Neither (Score:2)
apples != oranges
Re:Neither (Score:2)
And in reponse to what someone else said, Guild Wars is NOT just PvP... infact, my girlfriend and I have played through the entire game, over months without doing any PvP. It has a huge story line, and lots of co-op missions to do.
And, if you really are a hermit, you can grab henchmen (AI controlled) to fill out your
Apples and Oranges (Score:1, Troll)
To say that Guild Wars is "hot on the heels" of competitor Worlds of Warcraft is being very, very generous to Guild Wars.
First off, in terms of numbers of players: No. They're not. The numbers aren't close.
But much, much more importantly: Guild Wars charges no monthly fee. Even if the numbers were equal, WoW would still own Guild Wars on revenue.
Re:Apples and Oranges (Score:1)
+3 MMO of casual playing (Score:2)
I was playing both...until Blizzard's "interview" (Score:2)
Re:I was playing both...until Blizzard's "intervie (Score:2)
Windoze only (Score:2)
*plonk*
Re:Windoze only (Score:1)
Guild Wars vs. World of Warcraft (Score:2)
WoW is an MMO Epic RPG, i.e. it is geared around the long haul, accumulating power, and abilities gained at later levels that put to shame those of early levels, giving players a sense of accomplishment when they level their character and gain abilities.
GW is an MMO Action RPG, i.e. it is geared around doing a specific task at a time, acquiring abilities is easy, and the skills
The numbers are skewed though (Score:1, Redundant)
Proof it is growing: (Score:1)
Re:Proof it is growing: (Score:2)
Re:Proof it is growing: (Score:1)