Ten MMO Must Haves

This morning I got up roughly 15 minutes before the alarm went off… and decided to that rather than be groggy later… I would go ahead and get up and around.  Right now I am kind of questioning that decision, since the bed seems like a really amazing idea.  I had a really spastic yesterday as I never could really decide on a game to play.  Since Final Fantasy beta was closed by the time I got up and around I ended up cycling through Everquest, Rift, Vanguard, and Defiance never quite sticking in any of them.  As a result I don’t have much excitement to talk about… and I am nowhere near finished with my second part of How To Rift… so I am going off in a completely different direction.

Ten MMO Must Haves

Basically over the years I have noticed several features that I expect most MMOs to have, and when they are not there it greatly harms my enjoyment for the long run.  I keep cycling back to the ones that do have most of the list.  Granted this is in no way a complete list, as I am sure there are things I have omitted for the sake of a clean number, but these are definitely all things I would prefer to see in an upcoming title.  These are not necessarily in order of importance… but more the order in which I thought of them.

1 – Random Events

Nothing breaks up the monotony of questing and killing mobs like a random army invading the countryside.  I have always liked when random things happen in games, I even like random loot so long as it is not something I need to progress forwards.  In the post Rift MMO world, I feel like random things happening in your world is an absolute must have.  When it is missing, the game feels extremely stale to me.  When it is done well, you forget what you are doing and follow along the flow of what is happening in a specific zone.  This should be events chosen from a long list of potential ones… not the same event happening over and over like in Guild Wars 2.  Their implementation did not serve to make the world feel alive, but instead made it feel even more like a carnival ride resetting itself every so often.

2 – Passive Grouping

I should be able to help other players out, and they help me without having to worry about whether or not I tagged the mob first.  Grouping should be something you do to hang out with people, not something you feel obligated to do constantly just to get through game content.  I feel as though simply touching a mob should give me credit for whatever that mob is required for.  Rift and Guild Wars definitely do this extremely well… but when I go back to a game that does not have it… I become a kill stealing asshole.  I just forget that mob tagging is an actual thing that is still in games.  If you do not have passive mob tagging… you are bad and should feel bad.

3 – Puzzles and Collectibles

I have the tendencies in me to power level myself to the cap and then get bored feeling there is nothing left to do.  If your game has little puzzles and collectible bits it helps to make me stop and smell the roses.  I feel for other players this becomes a meta game all in itself.  These systems all seem relatively simple to implement, but it seems like there is a greater return on investment as far as gluing a player to your game.  Rift and GW2 both have amazing examples of puzzles, and EQ2 has probably the most extensive collection system I have seen in a game.  I greatly prefer there to be something for me to always be on the lookout for, that offers interesting gameplay and forces me to stop quest grinding.

4 – Moveable UI Elements

This one is huge to me.  Essentially I will if given the option set my UI to look the same from game to game.  I like certain windows in certain locations because it helps me not have to think about where things are.  When you play lots of different MMOs this becomes something extremely important.  Additionally I find myself setting up all my hotbars the same… 0 is the interrupt key, 7 is my combo point dump, 5 is charge/deathgrip, etc.  As a result I really hate your game when you force me to play with your idea of how the UI should look.  No matter how much research you have put into your UI, it is not ideal for everyone… and as a result you should never force players into your chosen UI design box.  Make the windows unlock able and moveable  either through the default UI like Rift or through Addons like WoW.

5 – Map with User Defined Waypoints

This is another big one for me.  Navigating your world should be easy for the players.  I should be able to open my map, click a point that I want to travel to and then get some kind of directions as to how to get there.  This can be as simple as an Icon on the edge of the mini-map showing you the direction of your destination, or as complex as some sort of golden path or arrow pointing the way.  Additionally it would be really amazing if your system allowed player defined permanent waypoints.  That way we could actively mark whenever we found something cool in your world.  TSW does an amazing job of this.. and I have tons of little markers scattered through all my maps pointing to nifty things I found.  This is definitely something all games should emulate.

6 – Sortable/Searchable Bank and Inventory

First off let me say.. that the concept of physical bags with limited storage is something no one should ever do again.  I greatly prefer one big inventory space because usually with that comes the ability to sort, filter, and search the contents of your inventory.  Rift does an interesting hybrid model, in that they still have physical bags, but they have a sort and search functionality that makes up for the fact of having to juggle multiple containers rather than just one.  Trying to find things in your bags should not be considered a meta game… and you should help players out so they have to spend as little time doing this as possible.  There have been times I have logged into EQ2… looked at the state of my bags and logged out immediately because I did not want to spend the next 30 minutes clearing them out.  That game is the worst case scenario… but I have had similar happen in many other games as well.  Make your inventory system help the player rather than hinder them.

7 – Sell All Junk Button

If your game drops junk items from mobs aka “Greys” and you do not have a sell all junk button… you are a horrible person and should be drug out into the street and shot.  Nothing is more frustrating than going through your inventory and having to manually sell a bunch of trash items that have no real purpose for existing other than to give you some cash.  Better yet, don’t even drop the trash items and give us additional gold instead.  I think the running theme of the last two should be that Inventory Maintenance is not a fun meta game.  No one enjoys it, and all it does is make the player feel like they have just completely wasted their time.  I am completely fine with getting additional cash in lieu of junk, but if you do have junk… for the love of god make a sell all crap button.

8 – AOE Looting

Thank you Rift for creating this construct… and thank you modern MMO developers for having the common sense to say “damn, why didn’t we have this” and adding it to your games.  Nothing is more annoying than trying to select that one corpse from a pile of corpses that still has loot on it.  My OCD will not let me go without searching all the bodies… it is like I knew that if I missed one… that would be the one that dropped some rare epic item.  Again this is a cousin of the whole inventory maintenance is not a fun meta game…  neither is looting.  Better yet… all corpse interactions should be AOE as well… where the hell is my AOE skinning.  The first company to give me AOE skinning, herbing, and mining of corpses… will be a god in my eyes.

9 – Full Character Appearance System

Now when I say this… I am not talking about Transmogrification.  I could go on an hour long rant about how horrible that system is and how it is a half assed version of the good appearance systems.  What I am talking about is additional sets of character doll slots that allow you to directly override the appearance of an item with another item.  Rift has probably the best implementation overall right now, since you can have something like 12 wardrobe slots with ready to switch to outfits on the fly.  The only gotcha there is due to their own constraints they had to implement a shitty “transmog” like system for doing the weapons.  Players should never have to run back to a vendor to change their appearance…  stop making them do busy work.  I would love to see developers emulate the way the system works in EQ2, because you can literally change your appearance to anything in the game… no class restrictions.

10 – Facial Hair

I had a few other items I considered putting on the list… but honestly to me personally this one has to be here.  If your game does not have the ability for me to give my character a nice beard, especially a moustache and goatee combo…  I will hate your character creator and likely not play your game.  I have no clue why this is so important to me… but it is.  Namely I have seen the lack of facial hair in the Asian MMOs… but I struggled to find a look I could stomach in Guild Wars 2 as well.  Additionally I cannot stand the “pretty boy” appearance that some games have…  but I won’t go into that right now.  Please for the love of god when you design your character creator… make Facial Hair a slider…  not something that is attached to another attribute like hairstyle.

Wrapping Up

So there you have it… my ten must haves for a modern MMO.  Like I said, I am sure that it is not a complete list at all… and as soon as I post this… I will think of another 10 things that should have been on the list.  These however are the things that immediately came to mind when being frustrated with MMOs that do not have them.  I would be curious to hear about what your list is, and whether or not I have hit your key frustration points.  I hope you all have a great day, and I hope I manage to stay fully conscious all day long since I got up so early.

Five Favorite MMOs

Tomorrow is going to end up being a super busy day for me, as I need to run a few errands for work… so I am doing this post a little differently.  I don’t feel like I will have enough time tomorrow to bang out a post like normal, so  I am working on this topic tonight.  I thought it would be interesting to do a post about my top five favorite games and why I like them so much.  I figured i would do this in count down style with fifth leading down to number one…  of course you can just cut ahead but lets pretend it is a surprise!

#5- World of Warcraft

2006-04-20_182329_Resized_pic I went back and forth several times on what should be my 5th spot, but as I thought about it… for sheer longevity of me playing the game, I had to give a nod to World of Warcraft.  I have essentially outgrown the game, but it does a lot of things well.  I feel like WoW is the junkfood of MMOs…  so long as you do not think about what you are doing… it is extremely enjoyable.  I played WoW as my primary game for roughly 8 years, and during most of that was the leader of a large social guild.  I have so many amazing memories and have met so many life long friends out of the game.  All of these reasons are why it at least had to make my list.

Best Features

  • People – WoW is still the game that most of the people you know are playing.
  • Colorful and friendly graphics and a world that matches them.
  • Lots of systems that allow solo players to engage in group content.
  • Game overall is extremely polished, they provide a consistent experience.
  • Roughly a decade of content and a wide variety of activities to do.

#4 – Lord of the Rings Online

ScreenShot00013 Lord of the Rings Online is one of those games that I really enjoy every time I get the bug to play it.  It is extremely immersive and brings the player into the setting surrounding the Lord of the Rings trilogy.  I love the way that you are set up in the game as characters that just happen to be in the background of the activities of the fellowship.  Each step of the way you are doing events that are helping out the world, but also keeping tabs on the activity as the fellowship moves through the novels.  They do an amazing job of bringing the world to life and filling it with copious amounts of LOTR lore.

Best Features

  • One of the best communities – Landroval is amazing
  • Music system… you can play instruments in game, and players give performances regularly
  • Simple instanced neighborhood housing system
  • Hands down the best horses in any MMO… they move right
  • Breathtaking landscapes straight out of the novels
  • Intricate system within system… I admit it… I love deeds
  • Subscribing for one month permanently unlocks most features

#3 – The Secret World

TheSecretWorldDX11 2012-07-07 21-28-33-32 The Secret World is such a unique experience that I feel like everyone needs to play it at least once.  Not only it is a unique system, but it also has extremely different game play mechanics.  I have always been a fan of the whole occult and Cthulhu mythos, and this entire game is essentially a love song to H.P. Lovecraft.  It also has some of the best writing and storytelling, and additionally some of the most imaginative quests.  The only negative to me, is that it lends itself to very periodic and episodic gameplay.  Each time new content is released, I run in like a locust and gobble it up.  I believe enough in this game however that before its release I became a lifetime subscriber.

Best Features

  • Unique setting and amazing storytelling
  • Unique classless game play
  • All players can learn all abilities in the game
  • Nightmare modes are some of the most challenging content I have experienced in an MMO
  • Does not hold your hand… almost to a cruel end.  Very difficult quests.
  • No Subscription Fee – buy the box play forever
  • Single Server Infrastructure – play with anyone on any dimension freely

#2 – Rift

rift 2013-06-19 20-07-48-28 Rift is likely going to be one of those games I always cycle back to playing.  Essentially it is WoW, but improved in every conceivable way.  That is probably a massive disservice to the game to say that… but unfortunately that is usually what I think of in my mind.  Since the release on a monthly basis they have improved the gameplay so that it includes some extremely innovative features.  It has really engaging content that varies from epic quests to quick fast food push a button and get into the action features.  Additionally it just went free to play, and it feels like one of the better implementations.  The cash shop has a truly staggering number of things to purchase, but all of it is completely optional.  You can pretty much experience every bit of the content apart from the Storm Legion expansion… completely free.

Best Features

  • Most customizable out of the box UI that I have seen
  • Awesome non-intrusive add-on support
  • Awesome passive grouping content like Rifts and Instant Adventures
  • Most detailed housing system – you can literally build anything
  • Extremely flexible class system with ability to have more than 6 different specs
  • Great Wardrobe system allowing for tons of custom outfits
  • Extremely interesting and challenging raid encounters
  • Really fun holidays and in game events

#1 – Everquest II

EQ2_000020 The world I will always be the most nostalgic about is Norrath.  Everquest was my first real MMO experience, and it bit me hard with a vengeance.  The big negative however is it was very unfriendly to players, and caused a massive commitment of time to get anywhere.  However with the release of Everquest II, it took the world I loved and brought it into a much more player friendly frame of mind.  This is one of those games that I have played off and on since release.. and no matter where I am mentally… this is the one game I can always play even when I don’t really feel like playing anything.  I feel like EQ2 is the most underappreciated game on the market and has so much to offer players.  It just doesn’t look as shiny as other games, and the engine definitely feels dated at times.  The game takes of commitment to understand its systems, but you will not find a more intricate and rewarding game on the market (except maybe Wurm Online).

Best Features

  • 25 unique classes
  • 20 unique races
  • Massive scale zones, dungeons, and raids
  • More content than I have seen in any other game period
  • Massive epic quest lines…  one I worked on off and on for 6 months
  • Extremely detailed housing system with the ability to have 10 per player
  • Extremely unique crafting system
  • Guild housing that actually supports guild activities
  • Antonia Bayle is one of the best RP communities – Tons of Live Events

The Runners Up

There were several games that almost made the list.  I contemplated Star Wars: The Old Republic… because quite honestly it had some really engaging content.  It however has probably the most egregious free to play conversion I have seen, so its exploitive nature knocked it off the list.  I thought about Guild Wars 2, because there is something undeniably enjoying about the game.  However there are an equal number of issues I just cannot get past to really find it something I want to play on a regular basis.  Dragon’s Prophet is a game I am really enjoying these days, but I don’t feel like I have played it long enough to really give it a spot on the top five list.  Additionally Vanguard is a pretty amazing game, but I just have not played it enough to really know its ins and outs.

Essentially I picked the five games that have shaped me the most as a player.  I hope you enjoyed my little rundown and even more so I hope it inspires someone to give one of them a shot.  Of my list only World of Warcraft lacks a free to play option.  So I guess this is really telling about where we are currently in what is a viable payment model.  I find myself cycling between the two four on a regular basis.  Right now I am mostly in a Rift mode… but I am sure I will cycle back to the others before too much longer.

I hope you have a great day, and I hope you don’t mind the change in format.  I wanted to create this post, and I knew I would not have enough time tomorrow morning to complete it all.  Additionally I am busy tonight downloading things to load up my new laptop full of games.  So essentially I had time to kill and devote to this.  I hope I get all my errands in the morning done, and get to work on time.

The Illusion of Choice

Before this past week, I had not really followed the news about the Mists of Pandaria expansion apart from a mention here or there in my RSS reader.  So now that I am leaving the wow-free zone that I have created for myself, I am trying to catch up on all the tidbits of progress.  I admit, when I first got wind of the expansion I was just as bitter and cynical as the rest of the “kung-fu panda and pokemon” complainers.  I am not sure if it is the long leave, or the news I am reading itself but I am looking forward to it.

Never a Real Choice

One of the big complaints that did manage to invade upon my fortress of wow-less solitude, was the “dumbing down” of the talent trees.  When I first heard the news, like a good chunk of my friends, I was full of rage over them needlessly simplifying a process that already worked “just fine”.  I bemoaned switching to a system that gave up choice in favor of “hand holding”.  My talent trees should be tall and full of many widgets to click on, the way they always were!

I have come to the realization that despite the “illusion of choice” and multiple options, in each tree there was really only one viable path.  There are roughly 68 DeathKnights in my guild, and apart from  no more than a 5 talent difference, each us has almost the exact same blood tanking build.  For each class, and each tree, there has always been one spec agreed upon by the community to be head and shoulders above the rest.  So while it always felt like we had tons of options, in reality if we wanted to play on any serious level, we were going to go with the agreed upon path.

The thing is, this has been the case in every game I have played that has some sort of a talent system.  Rift added a bit more depth to the system, but the same winning combos were there as well.  This was so much the case that between my times playing it, they have added this nifty system that tutors you through speccing into one of these agreed upon paths.  This was a breath of fresh air, since with 9 potential talent trees to juggle per class, plotting a course became extremely arcane.

Freedom to Fail

The point of view I have eventually come around to is one that I would have argued until I was blue in the face a few years back.  In the end, all having a talent tree does is really give a player a chance to screw their character up to the point of being unplayable.  I had a friend, who shall go unnamed that decided to try and build a “Jack of all Trades” hunter in vanilla WoW.  Instead of focusing on one tree and then some secondary talents, he spread his points out evenly trying to pick up the best all all the early talents.

The end result was a character that had no glaring weaknesses, but no real bonuses either.  He could solo just fine, but when it came to running dungeons he lacked the raw damage output needed to support a team effort.  Believe it or not, I have seen many people make this mistake over the years.  The freedom of picking talents, also gives you the freedom to make characters that simply don’t work.  Ultimately the designers have intended us from the start to try and reach those top tier talents. As such when a winning hybrid spec exists it usually gets “fixed” to restore the balance.

Less is More

So in returning to what outraged myself and others, at face value the Deathknight talents are going from 41 points to only 6 points.  Initially like everyone else I thought to myself, my god they are watering these classes down.  Last night I copied my Deathknight out to pandaland and quickly found out that my assumptions were completely wrong.  In truth the new system is going to give us far more personalization while still remaining viable.

Just like with Cataclysm, when you first open an empty talent tree you are asked to choose a specialization.  Previously this just gave you whatever the signature ability was for your class.  Keeping with the Deathknight analogy, choosing Blood gave me Heart Strike, Veteran of the Third War, Blood Rites, and Vengence.  However my talents gave me all the other abilities that made tanking as blood viable, namely all those handy “oh shit” cooldowns.

What it took me a long while to understand, is that in Mists of Pandaria, when you choose a specialization you are essentially receiving with one single click that previous “optimal spec”.  Instead of getting those signature abilities from before, I receive 17 active and passive abilities that made up the golden path everyone chose.  What this really does, that has never existed to this point is set a clear baseline of abilities that one can expect every possible spec to have.  This completely takes the guess work of whether or not a player has some critical ability out of the mix.

Fluffy Goodness

Basically the talent points are now a series of decisions that occur at level 15, 30, 45, 60, 75, and 90.  Each of these decisions changes the flavor of your abilities, or adds new functionality to your class.  When I switched my Deathknight from Human to Worgen, the thing I really missed was the Every Man for Himself racial.  Previously in Wrath it was not terribly difficult to build a viable tanking spec that included the ability Lichborne.  However in Cataclysm, you had to give up some high threat talents and utility to get it.

With the MoP talents at each level you are basically making a choice and in essence sacrificing other abilities.  Most of the tiers, for the classes I have seen all are similar abilities with a similar theme.  In the case of Lichborne, I can take it as my level 30 pick, but I am giving up on having Anti-Magic Zone and the brand new Purgatory ability.  None of the choices really take away from my viability, but each shapes the flavor of my character.

So while at face value it looks like you have less freedom, in reality I personally feel like I have more than ever.  I cannot count the number of times I have respecced just to change one or two points.  That was the only real control I had, and in general I have had less than 5 points that could realistically be juggled.  This time I am getting to make 6 choices, each of which has some pretty significant ramifications.  I can be a tank with Bladestorm, or a Deathknight with AOE Deathgrip (Gorefiend’s Grasp), or Combat Rogue with Shadowstep.  I get to make these fun choices knowing that I am not trading my viability for flavor.

Ode to the Trinity

I have to say I am honestly shocked after writing this all out, that I am really looking forward to the expansion.  I made as many catty comments about it as the next person, but the more I read about the changes the more I like.  The funny thing is, I know I am contradicting things I have said I wanted in the past.  I have seen enough of the “post-trinity” games that I know that I don’t really enjoy them.  At the end of the day, I really like having clearly defined roles.

The main problem I have had with abolishing the “trinity” is that without them I feel like I have no purpose.  While this is great for soloing, grouping in games like Guild Wars 2 has been sheer and total chaos.  The classes that generally get hurt the most are the melee, and those are the only thing I have ever been interested in playing.  I cannot be happy unless I am sinking a weapon in monster flesh.  Playing a “finger wiggler” just lacks the visceral quality that I crave.

So when I would try and take on a difficult/elite/etc encounter with group members, this little scenario would play out.  I would run in and begin to attack, sword and board in hand.  Sooner or later I would pull aggro, and begin trying to back out.  Ultimately I would fail at shedding aggro and die while trying to heal myself.  The fighting to stand up would fail as well, since we are fighting a big monster and not easily killed by throwing stones at it.  At this point I rez, and try and run back into the action which may or may not be all the way across the current map.

Even in games that have blurred the lines a bit, without going into battle knowing your role it feels like every bad pvp experience I have had.  “Lets all run in and throw ourselves at the enemy, I am sure they will fall to one of our flailing bodies.”  I like knowing who is the tank, who will be providing dps, and who will save all our asses by healing us when we do something phenomenally stupid.  A well balanced party was the key to pen and paper RPGs and honestly it still makes sense for MMO grouping.

Solo Friendly

I think the nugget at the center of every “post-trinity” argument however is pretty simple.  Everyone wants to be viable in both a group and while soloing.  SWTOR tried to solve this by giving everyone companions that essentially turned you into an instant somewhat balanced group.  WoW has added in a lot more self heals, and other ways to save yourself when things are going wrong.  Ultimately, everyone wants to be able to play the way they want to play and still be viable doing so.  For me that is usually tanking, which I guess places me firmly as a pillar of the trinity. 

This post has rambled on a lot longer than I had originally intended.  I guess in hindsight I should have broken it into multiple posts, but at least in my mind all of these things are connected. I am still pretty shocked that I am looking forward to roaming around Pandaland.  What I have seen of the areas, I have enjoyed.  I will go on at length another time, as to why I feel Cataclysm failed whereas Wrath and Burning Crusade did not.  Suffice to say, I feel Pandaria will be a return to the world building experience of the first two expansions.  I am looking forward to exploring this new and beautiful world.

Guild Wars 2 Beta Weekend Rundown

gw020In all honesty I thought I would never be writing this post.  I got an opportunity to play the game last year, and what can I say, I really hated it.  The entire thing felt extremely “grindy”.  I felt clueless as what I should be doing and what I should be focusing on.  I went from heart to heart, and event to event, and would still end up having to go out into the fields and grind random mobs just to get to the next story element.

All that said, I was just honestly expecting too much for the state the game was in.  There has been so much obnoxious hype surrounding this game, and so many often times violently devoted fans force feeding the notion that Guild Wars 2 was the gaming Messiah.  After all of this, and after reading the Guild Wars 2 Design Manifesto blog post, I was expecting bottled magic.  When this unrealistic expectation did not appear before me, I rejected it wholly and had essentially written off the game.

What changed my mind

gw055I really hated the original Guild Wars, but even saying that I own two different accounts from two different attempts to play the game.  I expected to give Guild Wars 2 a chance, regardless of my pre-disposition.  With the very public beta weekend coming up, I went ahead and preordered the game to give it another chance.  Essentially I went into this weekend expecting the game to be horrible, based on my previous experience.

I allowed myself to play the game with a fairly clean palette.  What can I say, the game has grown on me.  I can’t entirely attribute this to my change of attitude, because really the game is in a much more polished state.  Previously most of the mobs were not even properly itemized, so that only added to the feeling of purposeless grinding.  This time around I allowed myself to wander aimlessly, explore, and work my way through the various objectives on the map in a much more fluid way.

The Strong Points

gw012Dynamic Mentoring:

This is by far my favorite feature of the game.  As you move through the world, and it is a huge one, your level is automatically mentored down to the content.  If you wander back in a level 4 area at level 15, you will be scaled down to level 6 or so allowing you to participate in events.  The best part of this is that you gain experience and karma similar to your native level.

gw002

Auction House Anywhere:

This weekend there were some major issues with the Trade post system, but when it was working it was nice.  Essentially you can open up your commerce window, and buy and sell from the trade post anywhere in the world.  Once the bugs are ironed out, this will allow you to clear your bags of anything worth selling very quickly.  The only negative of the system, is that it is not terribly straight forward, and it takes a bit to figure out that you have to physically go to a trade post location to pick up your items and earnings.

gw007Dynamic Role Switching:

Early in the process, they have claimed to be abolishing the holy trinity of MMOs.  This is certainly true from one perspective, but I like to look at it slightly differently.  Each weapon set, gives you your first 5 hot bar abilities.  Each weapon combo, gives your character a completely different feel, and you can swap these out on the fly based on your situation. 

I tended to focus on a sword and board style tanky warrior all weekend, but my choice of main hand greatly changes the flavor.  From my shield, I gained hot bar slots 4 and 5, but if I equipped a sword in my main hand, I gained a good deal of mobility with a nice leap, as well as a powerful cleave.  If I swapped in an axe, I lost the mobility, but gained a strong 360 multi target AOE.  If I changed it out again for a Mace, I gained several new defensive abilities, including a really strong block/counter attack combo.

If I dropped the shield entirely, and equipped a two handed sword, it gave me a series of very powerful AOE attacks, perfect for playing a more dps role.  If I equipped a rifle, I had the ability to actually do powerful ranged damage.  To complement these weapon abilities, are a series of skills that you purchase with points earned by doing the various skill challenges spread across the map.  While there are still very clear tanky, dps, ranged, style roles, it feels like you have the freely to swap between them at will just by changing out your gear.

gw025Huge Detailed World:

I cannot emphasis this one enough.  The world is massive, and filled with tons of exploration candy.  I put on several levels by just roaming around aimlessly trying to unlock the various points of interest on the map.  A lot of times in these games, you sacrifice detail for size.  However every little corner of the map seems to have the same artistic care as the main hubs.  I found lots of little secret paths, stuff hidden under water, and plenty of other reasons to go off wandering.

I have a friend who claims she is part mountain goat, and she would have felt right at home in this world. If you can see it, there seems to be a way to get up there.  I’ve only actually seen a very tiny portion of the map in my roughly 20 hours or so of gameplay.  I’ve already seen snowy mountain peaks, lush forests, and murky swamps.  The best part of the world are the cities, they are more detailed than I have ever seen in an MMO.  They didn’t just get the city proper right, they got the surrounding land, and suburbs as well.

The Weak Points

gw006

Limited To Original Server Choice:

This one is pretty massive to me.  When you first log into the game, you are asked to choose a server.  At this point there is no real way to fully understand the ramifications of this choice.  Essentially this server becomes your home server, and the only way to change servers is to pay 1800 gems (which if it follows standard cash shop trends equates to $18).  There is a system in place, that lets you play on other servers as a guest, but since this was disabled during beta weekend it is uncertain how limiting this will be.

Why is this such a huge deal?  Well this is just one of the ways the game is not super friendly to groups of friends that want to play together.  As a long time guild leader, it is always a struggle to try and get all of your members on the same server at the launch of a game.  SWTOR had a great system that let you preload your guild onto a server intact, but even with that there were a good number of stragglers that could not be bothered to sign up for the system.

As a result, even with that system in place it was a mess those first few weeks getting everyone re-rolled in the right place.  Essentially there is no re-rolling on a new server without an additional cash outlay.  This system is going to be a wholesale nightmare for large guilds, and will likely cause a certain measure of un-necessary fragmentation.  I know personally that I can afford to pay to swap servers, but not every member of my guilds can.  My only hope is that for a few weeks after release they turn on the home server moves for free.

gw005Overflow System:

This honestly could have just as well gone as a positive, but it has some rather crippling side effects.  When you load into your server, instead of placing you in a queue, you get placed into the Overflow system.  This is great because it allows you to get in and play immediately, but in essence it places you in limbo.  You are not really on the server as the rest of your friends. 

So if you are trying to hook up and play with other players, you can wind up in separate instances with no way that I could find to swap between them.  Since this entire system is a bit murky, I figure this is going to cause more than a small bit of headache.  All that said however, I applaud the efforts they have made to remove queues from gameplay. 

gw033No Golden Path:

This is what gave me so much trouble when I had played it last year.  You have series of instanced storyline quests that move the tale of your legend forward.  The problem is there is no clear path outlined for you to get from point a to point b.  If you were like me and went into this expecting the same basic quest construct as the rest of mmo-dom, you will likely find this as mentally jarring as I did. 

Guild Wars 2 essentially is a sandbox, much the same way as Skyrim was.  Quests exist out in the field, in the form of the various hearts on the map, but there is no guiding hand to make sure you go by and visit them all.  On your map, there is a completion score showing how many hearts you have completed, points of interests discovered, and waypoints unlocked.  I found that wandering around and exploring, took me across most of the major hearts and events, but I just had to change my mindset.

gw032Voice Acting:

This is something odd, because while playing this weekend I recognized a good number of the voices from SWTOR.  The male warrior voice, sounds like the same actor that played the Jedi Consular.  Another voice I recognized as the woman who says “Oh Spanios” during “Lovers” quest on Tython.  The problem is, the voice acting as a whole is not nearly as high quality as it was in SWTOR.  While some of the same actors obviously were involved, the delivery just feels a good deal more stiff, and forced. 

On the positive side however, the world is full of dialog.  As you walk through the cities there is often times a murmur of multiple conversations going on at the same time.  It really makes these areas feel more lived in.  The only place you really notice the stiff delivery of lines, is during the story quests, when you have nothing else fighting for your attention.  It wasn’t bad enough to keep me from playing, but it was noticeable.

The Takeaway

gw029As the weekend has gone on, the game has grown on me more and more.  Essentially I have adjusted my outlook to fit the game, rather than trying to mold the game into what I was expecting from other games.  GW2 harkens back to an older era of MMOs, where the focus was on exploration rather than following a pre-planned path. Will I be cancelling my paid subscription MMOs to play it?  Not likely, but I will be playing Guild Wars 2 when it releases.

Scarybooster put the game in perspective for me this weekend.  Essentially he said that he is viewing this game as competing with the other free to play experiences.  When you view it in that way, then it wins hands down against the other f2p titles.  The world is huge, engaging, and as you move through it you are in no way gimped for not having spent money.  When you look at the game like that, it is a complete no-brainer to buy.

For many players this game will be enough to make them cancel their subscription accounts.  For me, it just scratches a different itch.  I have no plans on cancelling either EQ2 or SWTOR for the sake of this game.  I am in the position where I can do that.  I think for your average player, this game will be enough for them.  The game is a much more polished experience today, than it was at the tail end of last year when I initially tried it.  So I have some hope that all the little bugs and annoyances will be given a thick coat of shine before release.

So all this said, I am taking back my opinion on the game.  I am officially “un-writing it off”.  I look forward to release, and look forward  to seeing how the  game progresses as we go through other beta weekends.  As we close out the weekend, I made it to level 15, after 20 or so focused ours of gameplay.  With 80 levels worth of content, and large chunks of it unique to each race, it looks like there will be more than enough content to satiate us.  Fun combat, lots of content, and no subscription fee seems like a win to me.