Guild Wars 2 Golden Rules

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
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23.
 
Re: Guild Wars 2 Golden Rules
Jul 5, 2012, 04:41
23.
Re: Guild Wars 2 Golden Rules Jul 5, 2012, 04:41
Jul 5, 2012, 04:41
 
NKD wrote on Jul 5, 2012, 01:21:

The problem I have with that is this: It eliminates reason for grief, drama, and competition, but it also eliminates reason for real cooperation. A bunch of people standing around doing their own thing while the game mechanics sort it out is not cooperation. Its just a bunch of people standing around. There's no real need for communication, leadership, or even much in the way of skill. My time in the beta was just basically watching a bunch of people run around attacking random mobs until the event ended. You could be a complete idiot and still get credit for it. There wasn't even an area-wide chat or anything.

First I'd say it sounds like your experience was BWE1 in low lvl areas were it was basically just 200 people zerging everything in the 1-15 zones.. and there was no 'zone' chat so nobody talked at all (seemingly). I can tell you from personal experience that that improved in BWE2 as the population thinned out a bit and people did talk and interact as there was a 'zone' chat.. and anything beyond lvl 15 actually does require some teamwork because even at that lvl, combat isn't what I'd call 'easy', especially against Champions. I was in a few 'teams' against champs that did wonderfully, came together with some cohesion, worked together and used good strategy and I can say I've scarcely ever felt that kind of connection in any game I've played.. and I've been playing games since pong.

To your main point, I would argue that everyone just doing their own thing and nobody actually talking isn't anything new. In WoW for example you can run dungeons with a pug and never speak a word beyond saying your ready to go. Hell you can even do that in a raid if everyone knows what they are doing. To add, in 'trinity' MMOGs people often aren't 'working together' any more than the folks work together and communicate when doing a big dynamic event in GW2. You have the DPS'ers doing their rotation and watching the DPS meter, the tank doing his job, the healer only hears a peep out of anyone when either they screw up or (more often) someone else does and they just shift the blame onto the healer. There is no real communication there, hell I'd go so far as to say these people aren't even really playing together in so far as their interaction with each other is minimal. They are playing the interface more than anything.. doing their rotation while watching their mods for the big 'hit' from the boss and making sure they aren't standing in the fire.

On your second part to think there are no roles at all in GW2 is wrong actually. There is no way to tank in the sense keeping a mob stuck on you instead of the guy next to you but that doesn't mean that having built in ways to take a few blows when up close and personal doesn't have the added benefit of giving another team mate a chance to back off the heat to use their heal etc. As well many of the professions have lots of utility built into them, ways to buff their team at crucial moments, to heal enough to give your heavy melee hitter a few seconds of extra soaking power before his own heal or protection utility to recharge.

Anyone who has run Ascalon Catacombs, especially explorable mode can tell you that just because there is no hard and fast trinity does not in the least mean that there is no team work or coordination involved. If anything, there's actually quite a bit more of it. Any party that consists of 'bunch of DPS guys zerging until shit dies', gets their ass handed to them.. and this is a lvl 30/35+ dungeon.

That's actually the beauty of the system. It has no classic 'trinity', but it's a very engaging, cooperative experience. Tactics, planning.. knowing your profession and how it interacts with others and the game itself are key.. even at lower levels (where as usually this stuff really doesn't matter for shit until end game).

This comment was edited on Jul 5, 2012, 15:10.
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