|
|
 |
| [Jul 04, 2012, 11:42 am ET] - Share - Viewing Comments |
A new article on the ArenaNet Blog outlines "The Golden Rules" of Guild Wars 2, the upcoming MMORPG sequel, saying every aspect of the game has been touched and shaped by one or more of them. They go into detail on each of the following precepts:
- Make the world come alive
- Cooperation is key
- Play the game, not the UI
- Take risks
- Do it well or don’t do it at all
- Respect the player
Post Comment
Enter the details of the comment
you'd like to post in the boxes below and click the button at
the bottom of the form.
 |
| 19. |
Re: Guild Wars 2 Golden Rules |
Jul 4, 2012, 23:39 |
eunichron |
|
|
Agent.X7 wrote on Jul 4, 2012, 16:01:
Cutter wrote on Jul 4, 2012, 15:08: Co-op is indeed key. It's amazing how much more fun and cool your fellwo players are when they don't have to fight for the same mobs and resources. I'm still blown away by how helpful and friendly the vast majority of people are simply by using this model. It boggles the mind no one has done it long before now. And yes, let's get some more beta action happening asap!
Different Dev mindset. Blizzard devs actually like the player base at each others throats. The difference there is about 7.5 years of development and game cycles. It was that way in WoW because that is what was expected of an MMO. That's how it was in EQ, DaOC, and AC before WoW. I honestly think that without the player base explosion that WoW received near the end of TBC and during WotLK that these inherent design flaws would have never become apparent. Thankfully, that player base explosion happened and now we know what happens when players and developers start to realize that that kind of game design is not conducive to constructing and maintaining a community of players. From my experiences in the BWEs this is probably the best design decision that ANet made, and will hopefully carry over into future generation MMOs. I love that I can walk up to an event and take part in it with no competition, and even walk away from it with a couple new people to talk to and run around with.
Though, I am also with Cutter in that I think their staunch anti-"trinity" class design decision may be their Achilles heel. Even if they don't want to relegate players to a single class role choice, there are steps they could take for those players that want to play a tank or healer feel more valuable to the game. If they want class roles to be open ended, more player choice is not a bad thing. |
|
 |
|
|
|
|
|
| |
|
|
.. ..
Copyright © 1996-2013 Stephen Heaslip. All rights reserved.
All trademarks are properties of their respective owners.