Showing posts with label Guild Wars. Show all posts
Showing posts with label Guild Wars. Show all posts

Saturday, March 23, 2013

A Battle Lost Before It Has Begun

Still plugging away at the Guild Wars 2, so if you are on the fence or looking for something fun to play on your PC, pick up the game and play with me! I started playing with a few friends this fall, all of whom now appear to have dropped the game entirely, so for the past couple of months, as I have been logging in to complete my daily quests and get some alt-characters up to level 80, it's just been me running about by myself.

This past week I also tried out the free PvP tournaments for the first time. These are 5v5 matches where you can either form a team in advance or solo queue and be thrown into a PUG (pick-up-group) and then you compete in either 1 or Best-of-3 rounds for big cash and prizes (note: the big cash and prizes are a lie). This mode taught me a few things: First, I am apparently a total scrub at PvP. Like many players, I can often score top of the charts in the hot join, regular PvP matches (talking about SPvP here, in case this was not clear). But the tournament matches are another beast entirely. I am blown up easily, frequently, and often with little clue as to how. I get stunned, rooted, and downed in a brilliant shower of particle effects from who-knows-where.  My PvP level is only 12, and from what I've seen, I am often up against level 50+ players or teams, so I do expect to improve over time, but still. Not so fun to be shouting "WTF!?" at my screen.

Second--and really the point I want to write about--is that I notice that after the match starts, I am restricted from changing out my weapon sets (and maybe my slot skills too, I will have to check this). For those who may not know, in Guild Wars 2, half of your character abilities are tied to the equipped weapons. In regular, non-tournament PvP, these can be changed anytime you are not in combat, so that you can dynamically adjust your skills, either in response to what other players are doing or for any other reason.

Removing this functionality from the high-level PvP play is, I think, a mistake, for very similar reasons as I've written about before. I don't want to rehearse that entire argument again here, but locking players into pre-game decisions or strategies seems like a generally bad approach to competitive game design.  To draw on the basketball analogy again, it would be like forcing a team to stick with a man-to-man defense (which they had practiced all week, say) despite an obvious advantage of switching to zone after the game is underway.

I suspect this functionality is removed to place greater emphasis on the pre-match strategy and coordination. Indeed, this was the bread-and-butter of the original Guild Wars' guild-versus-guild (GvG) system: You had 8 players on your team, none of whose skills could be swapped after the match had begun, so you needed to construct a slick team build that balanced specificity--that is, the ability to execute a particular victory strategy--with adaptability--the ability to respond to a variety of possible opponent strategies. Although I cannot speak to the ultra-competitive, top-tier GvG matches, my experience with this locked-in system was mixed: Some matches you had simply out-built your opponent and so you would steam roll them. Some matches just the reverse. But the most fun and exciting, were, of course, those games where the two teams had appropriately balanced builds and the victory was due to dynamic decisions and execution, rather than pre-game strategic decisions.

In other words, good matches were those when the pre-game strategy became largely irrelevant. And this brings me to the material point: A good game emphasizes the decisions made while playing, not the decisions made before the game begins. As a rule, it is simply less fun to have lost a match before it has really even begun; far better to have teams start on equal footing (or close to it) and structure the game such that victory flows to the team that actually plays the game better.

Friday, March 15, 2013

Guild Wars 2 Expansion and Story

While I hesitate to send anyone to Forbes, some time ago Erik Kain posted some thoughts on what a Guild Wars 2 expansion should contain, almost all of which I wholeheartedly endorse. In brief, these are: (1) More weapon types; (2) playable Tengu [this one very much please!!]; (3) new ways to gain experience points and level up; (4) more movement boosts; and (5) more storylines.

In general, I would agree with his fifth recommendation--how could more story be bad?--but in this case, it hits on what is by far the worst aspect of Guild Wars 2: The story and writing.  I have now leveled three characters to 80 (the current level cap) and have not yet bothered to play through the main story missions for any of them. The only time I do play these missions is for the huge chunk of experience I get at the end and I always skip the cut-scenes. For a while, I had the vocals in French (since I am trying to learn), but even this was too painful.

The abysmal writing and scripting is particularly surprising given (a) the polish apparent in so much of the game's design, and (b) the number of promotional videos or blog posts that ArenaNet has put out hyping their story and writers. The latter was definitely a case of the lady protesting too much. When your story is actually good, it speaks for itself. But now, because of this sad campaign to try and convince us that their work is good (when it obviously isn't) I know the names "Jeff Grubb" and "Ree Soesbee," and know to avoid any of their work.

Complete Fail.
Happily, the main story is entirely avoidable (except for that nagging green star on my HUD) and the ambient dialogue and dynamic events are all pretty fun and entertaining.  The designers have definitely succeeded (I think) in creating a virtual world that is just fun to play around in.  Particularly once a zone's repetitive "quest hearts" (or whatever they are called) are either completed or eliminated (as in the higher level zones) there is a great feeling of open exploration and the power to make this game be what you want it to be.

It is sort of unclear if ArenaNet is really planning to do expansions, or just micro-transact new stuff on a rolling basis. But however they roll out new content, I definitely want to see more weapons and more skills, some playable Tengu, and also re-work the elite skills. These were the centerpiece of player builds in GW1 but are practically irrelevant in GW2. Be nice to bring these back in a meaningful way.