[GW2] Neither Progressive nor Casual enough. Or: Growing (Pains) with your Genre

It is interesting times for us MMO players. MoP has finally launched, putting an end to an excruciatingly long expansion wait time for many avid WoW players. At the same time there is GW2 now, that new MMO somewhere “between the themepark and the sandbox”. One month into its release there are finally solid gameplay experiences, allowing for more meaningful and informed discussions on more longterm and complex aspects of the game. Of course the big topic that was going to come up eventually is “endgame” and “casual vs. hardcore” and other vague definitions that are MMO blogger favorites.

My favorites too – but rather than starting at the beginning and rolling up my usual three-parts argument, I’ll jump into medias res and continue with comments I already left on other blogs dealing with the subject. Before I do that though, let there be no doubt that a) I consider conclusions on all sides to be vastly based on individual player expectations and b) I believe GW2 delivers on ANet’s promises. We haven’t all read the same previews and no doubt readers always project their own wishes into teaser articles; some were therefore completely focused on WvW, others on the continuation of GW’s story, others again were looking forward to a new approach to combat, group play or cooperation. Depending to which camp you belonged pre-launch, your one-month recap on GW2 is going to look very different.

But now let’s look at that endgame / progression “issue” GW2 supposedly has.

Why “endgame” is overrated

Syncaine is vastly disappointed in WvW so far and he’s not alone. And while he regards the “journey between lvl 1-80” in GW2 as quite great, the “endgame” after that is obviously absent and the game “therefore becomes pointless”. Needles to say, this is a very linear and progression-oriented way of looking at things in an MMO that does precisely not build up towards endgame and where leveling is more or less meaningless. The big problem I always perceived is ANet not being consequent enough about that lack of progression: while it’s a viable concept in theory, why oh why could they not just omit levels altogether and opt for a skillbased system? Why not make the world truly flat by abandoning zone levels and rather install different modes of mob difficulty overall? Right now, there’s an upsetting contradiction in the “open world feeling” they tried to create and it’s undermining a good intention.

Where I disagree with Syncaine mostly is not lack of endgame in GW2, but calling classic progression a “necessary feature” of MMOs by virtue of WoW:

“I think you’re going about the completely wrong way to prove why MMOs
supposedly need it [progression] by making comparisons to WoW of all games, which to
this day still has the biggest mass of casual gamers subscribed. Despite
WoW having endgame progression, the majority of wow players are in fact
not progression gamers. Hardcore raiders/pvpers are a very small part
of wow and always have been even if bloggers don’t realize it (most
bloggers are raiders or pvpers or have been). It’s players who are
alting, solo questing, collecting and crafting and looking forward to
pet battles, with the odd PuG run in the mix. Wow’s critical mass are
‘dwellers’ in love with Azeroth.” (Syl)

WoW is not successful in numbers because of “endgame”. Ironically, it was Syncaine’s neighbour Tobold, who recently pointed this out too: “I believe that people who read forums and blogs have a very wrong idea
how Blizzard is making money with World of Warcraft. The bread and
butter of Blizzard is not the people who rush through content, the
high-end raiding guilds, the elitist jerk theorycrafters, or the
bloggers and forum posters. Blizzard is making most of their money from
people like my wife, who was subscribed to WoW all the way through
Cataclysm, and was busy leveling alts.”

As much as raiders like to believe it, Azeroth was not built on their shoulders. WoW is absolutely fine without hardcores and progression-minded players and will be for a long time to come. By the same definition GW2 should be just fine too – but it’s still not going to be as popular as WoW for several reasons unrelated to progression (of which some but not all are included further down).

Neither progressive nor casual enough

One who is probably closer to GW2’s intended target audience, or at least at peace with the way things are in Tyria, is Bhagpuss – finally pointing out the effect of this mixed beast that is GW2 right now and some of the complexities in trying to identify the game as casual or hardcore by traditional standards. I commented as much in his latest article –

“GW2 is not the casual game some make it out to be – it has some very
hardcore features that make even fans of the grindiest grind dizzy. It
has money scarcity and difficult dungeons that are a hell to pug. This
is not casual at all.

On the other hand, GW2 can be played without
the usual partying up hubbub, obviously it’s all 5man and there is no
classic endgame or progression. So here, it’s the progression kids
complaining.
GW2 is in between the themepark and the sandbox, and
it is in between the casual and the hardcore. Casual players will find a
lot more accessibility and overall blingbling and variety of easy fun
in WoW. And hardcore kids don’t get the same chances on progressive
content and server pride than in WoW, either” (Syl)

With that in mind, what is GW2? And whom does it appeal to? I can only speculate by what I’m hearing from positive bloggers, close buddies and my own experiences. I think GW2 is casual when it comes to social dynamics but not in the sense of difficulty. It’s obviously aimed at a playerbase that is looking for changes in certain areas of the traditional MMO routine, but not in others – maybe it appeals most to fantasy MMO veterans who have made the switch from hardcore to more casual, but not trivial. I don’t think GW2 is for genre newcomers, any more than it is for raiders. Then there is the PvP focus which again appeals only to a very specific bracket. From that particular point of view, GW2 expands the variety of AAA+ MMOs you can currently choose from – and combined with its already 2mio sales success, that surely is a positive thing both for players and the market.

Mistaking genre for (inflexible) audience

I always considered the definition wars of “gamer vs. player” or what makes and breaks the “real MMO definition” completely futile. The genre is not what it was 8 years ago, and 8 years ago it was
not what it was 15 years ago when UO launched. I remember it like it was yesterday, when a not inconsiderable amount of vocal UO/EQ/DAoC veterans or so-called “MMO olschoolers”, were avidly mocking that new MMO on the block, World of Warcraft: that easily accessible, casual MMO full of loot,
easy gold and no proper punishments!

Ironically, 8 years later some of
the WoW “newschoolers” have become the “new oldschoolers”, now singing a very similar tune about GW2 because they cannot reconcile this new game with their personal idea of what MMOs are. The mocked have become the mocking and so the
cycle turneth
. Nothing new under the sun.

“Come such a long, long way.”

I loved UO for opening up the world of MMOs to me (and letting you pwn noobs while being morphed into a chicken). UO was great and
also horrible in places. Then came WoW and I loved Azeroth for a very long
time. It was also horrible in places. WoW was no MMO revolution, it was
evolution. I’m completely in love with the things that GW2 does differently today – and no doubt one year from now I will talk about the horrible things
in it, too. All that makes me is an MMO player passionate about this genre –
yesterday, today and tomorrow. And I am not done yet by a long shot.

As
Chris elaborated on so beautifully, we can make peace with the fact that our first games will never return (including all related effects) or we cannot. It took me a while too, in fact it took me the greater parts of my blogging journey up to now. Along the line though I realized that I would hate missing out on all the good this genre still has to offer, just because my eyes are looking back rather than forward. If the MMO genre is truly in decline, then at the very least let it not be due to my own blindness and negative expectations. “Home is behind, the world ahead, and there are many paths to tread!” (source).

I love to dwell in fantastic worlds. If there’s one universally defining aspect for this genre at all, it’s that MMO worlds are created to be lived in, rather than be played through. GW2 has some gamey aspects for certain but its clear lack of endgame and progression, its attempts at a “flat” gameplay experience maybe more alike to Skyrim, emphasize this very oldschool virtue. Or as commented at Azuriel’s –

“It’s bizarrely inconsistent how the same critics calling GW2 a ‘game’
rather than MMO, are also those lamenting the lack of endgame. One
popular aspect of MMOs is that they make you want to ‘live there’ rather
than ‘play through’. and by that definition GW2 IS more MMO than all
the more progressive MMOs out there which are constantly under pressure
to deliver new content just so their progression- and linearity ridden
playerbase stays hooked. In a way I am glad GW2 is such a disappointment
to all these players right away, making it very clear already at low
level that things wont change from here. That way you don’t ‘waste’ so
much time before moving on or back to WoW.” (Syl)

I’ve written about a related topic before – the vicious cycle of linear content and developers raising a playerbase of hungry cookie monsters in need to feed at ever-increasing speed. All individual challenges and inconsistencies in GW2 aside, which it has at this current early state, I am grateful to ANet for treating their player base more like grown-ups, given little guidance from the very beginning. Don’t know what to do / where to go from here? Well, figure it out yourself!

If you find nothing, maybe it’s because there is nothing. Or maybe it’s because you couldn’t find it. I leave that up to you and whether MMOs really need to ensure a linear path and constant progression rather than just a rich world with cooperative opportunities. Summa summarum, I am incredibly happy GW2 is an MMO that I only ever log on to because I truly want to – and where all paths lie before me with no obvious concept where to go next. That, among several more things, is worth having. For me. For now.

[GW2] A couple of useful links

I meant to post something long and meaningful all night but I’m so mentally drained and exhausted I can’t bring myself to focus. Right now with so many great games to play out there, work really is my biggest enemy. Even my GW2 sessions suffer with my weekends becoming gaming prime time. Is this what it means to progress in your professional life? I think a part of me will never grow up (or go to bed early).

In lieu of WoT, a couple of useful GW2 links I’ve been collecting for a while and meant to publish in a round-up. Hopefully they’ll be of use to some of you – I certainly learned a thing or two.

  1. Weapon and Armor Stats Explained; I am still familiarizing myself with GW2’s different gear quality/rarity levels. An awesome introduction to different stats and also where to get what equipment from. 
  2. *NEW* Attributes and Equipment in GW2; A great must-read, in-depth guide on getting to grips with speccing and gearing in GW2, understanding basic attributes, enhancements and synergies. Don’t miss this one!
  3. *NEW* Basic Naming Conventions and Runes; this concise overview will bring some light into the gear jungle on the market place and help you find what you’re looking for.
  4. Cultural Armor and Weapons Guide; I always liked the concept of cultural or racial armor sets in MMOs. GW2 has them too, even if they’re somewhat hidden.
  5. GW2 Trait Calculator; while costs for respeccing keep going down in the game, it’s well worth experimenting online first what to go for!  
  6. *NEW* Combo Fields and Finishers; as interesting as combos sound, many players don’t quite grasp how these are set up in GW2 and how to best leverage on them. Find out what combos are available to your class!
  7. Where to find Jumping Puzzles; Hunter has been working on completing an overview to all jumping puzzles in GW2 for a good while now, taking great care not to spoil anything.
  8. Chef Helper and Dyealogue; Aro has created two awesome and fancy tools to make both cooking and dye collection easier in GW2. I wish I had such coding skills!
    1. Minis and their idle Animations; Paeroka published this useful video of 84(!) mini-pets plus animations a while ago. I don’t feel like becoming a big pet collector in GW2, but this overview certainly helps with selecting favorites. 
    2. Guild Emblem Creator; in case you ever wondered what kind of options GW2 offers to guild leaders in this department, there are quite a few. I was personally delighted to find the ape design for my own guild of olde WoW monkeys. 
    3. GW2 Storylines; heavily influenced by the personal choices you make, it’s worth looking into how the system works – especially if you consider running alts at some point 
    4. GW2 “Census”; finally a visualized representation of race-profession spreads in the game. In case you were wondering just how popular your own combos are. Not many surprises there.

    What I’m still looking for is a (more) useful world map and a guide to mini-game locations. That last feature has been completely ignored by myself thus far and seems too easy to miss in the game. Any link recommendations much appreciated!

    That one month into GW2 "Sub Question"

    While many bloggers are posting their one-month reviews and conclusions on GW2, there’s one particularly hot question being asked all over various forums, news and community websites: “If you bought GW2, would you have still done it if there had been a subscription?”

    In the light of GW2’s successful start and over 2mio copies sold already, there is no bigger elephant in the room – of course everyone is wondering how well ANet would’ve done this exact moment in time, had GW2 come with a subscription! It’s an intriguing topic (at a first glance, anyway) and no doubt this MMO’s launch date was smartly set sometime ahead of its other, direct competitors expansions. Unlike with sub games many players will surrender to curiosity and consider “just a box price” tolerable while maybe waiting on other titles (or already paying subs for them).

    So, how are GW2 players and visitors feeling about the sub question, one month into launch? I asked the same thing last night on twitter, on a very spontaneous note. Here’s the range of reactions I got:

      • “Maybe” (Rowan)
      • “Yup. I bought two sets of gems already.” (Pitrelli)
      • “Only while it held my interest” (MantleCraft)
      • “Yes. I enjoy the game. I have passed on other games that have a sub because I didn’t enjoy them enough to justify the cost.” (Jazz)
      • “I would have, though i would prob cancel my other subs to justify” (Psynster)
      • “Definitely. The game has been fun enough that I would pay a subscription to it without thinking twice.” (Rakuno)
      • “Yes, I would have bought the game & then paid a sub based on how much I like it” (Heather)
      • “No. I would not.” (Eivind Johansen)

    Now, I don’t know how representative the quantitative outcome of the answers I received really is, as it’s mostly familiar bloggers who sent me a reply (I did ask in general GW2 channels though). Retrospective inquiries like that are also generally difficult to interpret because once you are enjoying the game a lot, hypothetical choice may be affected by your current, positive experiences. The same bias exists for negative experiences though – and to draw conclusions on success and potential sub failure, it’s the nay-sayers one must focus on. Of course, I followed up that “No. I would not” -reply with a second question: “Are you currently paying for any sub MMO?” The answer was “nope”.

    Well, shoot. I did hope for a different answer, maybe related to how bad this person’s gameplay experiences were with GW2, potentially compared to other MMOs! While you could probably argue that GW2 didn’t fully convince this customer to pay a hypothetical sub, there are players who will simply never pay subs and only ever try B2P/F2P games. That’s that and convincing them otherwise isn’t a realistic undertaking.

    Still, it’s the “noes” that make this question interesting. The above example shows how difficult or virtually impossible interpreting negative reactions to any MMO truly are without much further investigation. In fact, a person leaving a negative reply may represent any of the following rough, five groups:

      1. The Economist: currently paying for another MMO and never intending to pay for two. Will consider playing both though.
      2. The Bored & Curious: waiting on MoP / anything else, only bought GW2 because it was B2P and launched earlier. Will drop GW2 until the favored MMO becomes boring.
      3. The Penny-Pincher: never pays subs period, or doesn’t play often enough to justify them for himself.
      4. The Lucky: didn’t actually pay for GW2 but got it as a gift.
      5. The Disappointed: genuinely disappointed/frustrated by GW2 due to “insert reasons here”.

      Of all these potential nay-sayers, the only one that comes with genuine motivation and therefore also a more meaningful reaction and potentially productive feedback, is the last category. Somebody who was open to pay anything at the beginning but got utterly turned off by some aspect of the game while playing. All the other groups would distort any kind of simple poll ran on the sub question. The outcome would be hard to read for anyone looking for more concrete criticism and potential game improvements. Which must not mean that useful criticism is absent in the other groups – but if you’re presented with an audience that never meant to pay a sub in the first place, you might wanna prioritize feedback of those that would have done so readily.

      Once you get feedback from the disappointed players, things naturally don’t get easier. As a developer you can now try and sort all various issues into those you can change, those you cannot reasonably change and those you do not want to change. What all of this tells me is that dealing with customer feedback is an enormous challenge and that the big “GW2 sub question” really is senseless and dissatisfactory in the light of our vastly different contexts and backgrounds. ANet have launched GW2 in 2012 and must therefore deal with an MMO audience of 2012, including all baggage this brings. Right now all things considered, they’re dealing rather (!) successfully.

      My answer is YES – but not without concerns

      There is no question I would pay for a GW2 sub. This I base on my personal positive experiences with the game, the individual and subjective fun and enjoyment I’m finding in this fresh MMO – just like everybody else does. I’m generally not focused on payment models; whether I pay a sub or not is irrelevant when an MMO manages to inspire me. So, when I refer to “getting my money’s worth” there is a more figurative meaning for me than may be for players that truly (have to) look at costs and put a value on every feature on their pros&cons list. I would certainly question paying for two subs at the same time though, for time management reasons.

      I would pay a GW2 sub too because there’s long-term appeal in Tyria. Having only just hit level 60 with my Elementalist, there is so much more content ahead I haven’t even touched yet and more world and story depth surfacing by the day, as I am progressing through higher levels. All MMO worlds take their time in introducing you to aspects like lore; to me GW2 has only started to bloom in this regard. When I fought in the Battle of Claw Island today, I felt real excitement and sadness over the course of the story. I don’t remember the last time an MMO questchain has inspired that reaction in me, actually I only recall Skyrim more recently.

      That said, my one-month GW2 recap comes not without concerns. While ANet did deliver on my biggest selling points, there are several more pressing and serious concerns I’m sharing with other GW2 players out there:

      • Bad/random dungeon/chest loot and the token grind; there is a particularly scary calculation on exotic sets currently found over at Hunter’s Insight. If ANet don’t look into this matter fairly soon, they can certainly never again claim that GW2 presents no grind of any sort!
      • Izari from Talk Tyria is majorly disappointed by ANet’s shift of stance concerning endgame gear and prestige armor, away from GW’s old philosophy that gear differences should be cosmetic rather than in stats. I was saddened to read this as I’ve greatly looked forward to GW2 taking some of the stats obsession away that I’ve come to loathe in WoW, due to all its technical and social backlash.
      • Now that I’m playing in more high-level zones, I detect a slight two-fold change about leveling up and questing: there are a lot more bugged events – and – as the Brave Elementalist points out leveling speed in low pop areas decreases significantly. That isn’t necessarily a horrible thing given the overall fast leveling experience in GW2, but bugged events need fixing and some of the less well-paced areas need looking into, especially in regard to heart quests (in absence of people to do events with).
      • Like so many others, I agree the WvW queues need fixing a.s.a.p. on individual and group level. While I fondly think back to a time where Alterac Valley queues took half a day, it should come as no surprise to ANet that this prized feature is a big focus, with many players queuing up already at lower levels. While I’m personally not affected too much by the queues yet, this should be one of their top priorities.

      I’m keeping my fingers crossed that all of these graver issues will be reviewed and addressed swiftly – for everyone out there currently waiting on WvW and also on behalf of GW2’s dungeon appeal and the very significant long-term motivator that is gear/collection in MMOs!

      P.S. I’d still like FP view and market place preview!

      World of Shameless Magic

      Most MMO players would probably agree the best MMOs they ever played during their gaming career had the full “package”; that ominous word all of us understand and nobody can explain (well). MMOs are different from other games not just due to aspects like character identification, development or longterm dedication – they’re also virtual worlds and simulations, which means above all they need a coherent theme and setting, they need a past, present and future which are also realized through narrative. That doesn’t even brush the pandora’s box that is gameplay yet. When Angry Joe claims the most important aspect of any game is gameplay, he is probably right – but for that to even matter MMOs especially need to best so many hurdles first and do so many things right in terms of package, it’s unreal. Frankly, it is a miracle there’s even a handful of MMOs out there right now that people love and keep playing for years!

      I think theme is one of those things that gets overlooked or at least underestimated in some MMO debates. When Tobold talks about how innovation is “not enough”, I fully agree with him – just like I agree with Kemwer that it’s no MMO player’s “duty” to support (= pay for) games he doesn’t actually enjoy, just to make a statement pro innovation. That is a ludicrous (and risky) idea; why would I support something that doesn’t even appeal to me personally? Whenever I refer to the refreshing aspects of GW2 for example and all the ways it’s innovative, I am actually talking about innovations I enjoy. Innovations that to me are worth supporting, to drive the genre forward. First and foremost though, I am looking to play good games – innovation is a bonus and (just) a part of that whole MMO package. Or in other words, as commented in Kemwer’s thread (and edited for typos ahem) –

      “If there’s a thing we know about suc­cess­ful MMOs then it’s that they need to have the full pack­age; pol­ish and a wide appeal. only THEN can we also start talk­ing about inno­va­tion, the way WoW took a con­cept and improved on it — and the way GW2 does too. but for that to even be appre­ci­ated by a wider audi­ence, they need to do an awful lot of things right first. and they actu­ally need to know which things must NOT be inno­vated on in order not to alien­ate your audi­ence entirely! it’s a very tricky line to thread.”

      So…what role does overall theme/setting actually play in package? While Tobold dismissed this aspect rather quickly by making fun of “don’t bother innovating too much or giving us anything other than swords, elves and dragons”, I think that point in particular warrants further thought. Can we really dismiss that TSW serves the more niche horror or “goth” theme in regards to its current playerbase troubles? I say no. At the very least it plays an equal role as other popular concerns, such as the gameplay formula, looks or lack of polish…in fact, I would go further than that.

      The unlimited fantasy formula

      If we turn back the clock to consider all MMOs that there went ever since Ultima Online, the common denominator of almost every game with wide appeal is fantasy setting. A world of classic sword & sorcery – a world of magic. Yes, I know about City of Heroes, Fallen Earth or Eve Online; I would argue that superheroes are awfully close to mages and paladins though and that to some extent fallout and sci-fi themes still share many aspects of fantastic journeys. That said, Eve is the only MMO of the non-fantasy lot that can claim anything resembling “wide appeal”. On the other side stand MMO giant WoW, Rift, Aion and Guild Wars – and a not inconsiderable amount of players invested in anything between LotRO to DDO to the FFs. There is plenty to choose from in fantasy games!

      Why is that though? Are developers just scared to seriously attempt non-fantasy MMOs since y’know, “UO and EQ started it all and let’s not risk it” – or is it the absence of players in games like CoH or Fallen Earth confirming what most of them suspected all along? And if the majority of the MMO playerbase indeed wants fantasy settings – is there any point / need in going for different?

      There are several reasons why I think the classic fantasy formula works so well and why it IS risky to attempt innovation in this particular corner. MMOs are already a niche to begin with, so any developer would need to consider if breaking down that audience further is actually the sensible thing to do. Especially if you cannot also provide a very polished package. But let’s look at some pro fantasy points:

      1. Not just “elves and dragons”
      To state that fantasy is basically limitless is well duuhhh…but the fantasy genre is actually huge and almost all MMOs borrow from a much wider palette than just sword&sorcery tradition. Fantasy encompasses everything from fairytales to folklore, mythology, medieval history (Age of Conan is a fantasy MMO that actually keeps a focus on the world of humans), ghost stories, steampunk….you name it. Strictly speaking everything that isn’t a reality simulation could be included, certainly science fiction and horror do too. However, let’s stay on the more romantic and magical side of things for now and consider that scope alone. It’s vast – and unlike creating a “pirate MMO” or “zombie MMO”, it isn’t nearly as thematically restricted. There is diversity enough to actually create an entire world out of it, a world with a past, present and future that players like to explore and dwell in for longer. Which brings me to point 2.

      2. Where would you rather build your home?
      Whether the game literally allows you to or not, MMOs are about building a second home for yourself / your character – or that’s how it used to be. Despite some doomsaying concerning “casual MMOs” in this context, I believe an awful lot of MMO players are still looking for that immersive experience, that virtual world they consider a home – or at least a cosy and familiar place to return to, to relax and unwind. Developers certainly want to create this appeal in order to keep a longterm playerbase around. So, let’s put this to the test: all MMO players who feel like pitching tent longterm in one of the following sceneries, please raise your hands –

      (Click image to enlarge)

      …No? I thought so.
      Yeah, I’m being intentionally dramatic with these image choices; yet, TSW is certainly no charming, frivolous or particularly relaxing world. In fact there’s a lot of grimdark to be found and just how much of that will you serve yourself with the frequency MMOs are “supposed” to be played? It was really a comment by Bhagpuss that drove this point home for me:

      We cancelled both out TSW accounts yesterday[…] In both “reasons for leaving” forms we included the unremittingly bleak, depressing settings and subject matter. There’s nowhere near enough conspiracy and far too much horror. It was sold as “everything is true” but it turned out to be “everything is much worse than you ever imagined”.

      I love the quality of the writing and the wonderful detail and art direction and I don’t actively dislike the setting, but all horror all the time is just wearing and not much fun in the long run. Needs a lot more light to go with all that shade.”

      Dark and gritty themes work well for single, shorter session gameplay; it’s why zombie shooters are popular or taking in that one hour fright dosage in Amnesia. In fact horror games can be a lot of fun like that. But to dwell in such an atmosphere all the time? No thanks!

      3) Kicking magic ass is awesome
      Not much to explain here; humanity has been obsessed with and certainly entertained by the idea of inexplicable magical forces, abilities and powers since forever. Marvel superhero or fire spec mage – we love to dream of otherworldly powers (rather than just physics and mundane technology), committing heroic deeds and conquering vicious foes with our sword of awesomeness. Or else what’s the goddamn point??

      4) Fantasy Fans, Geeks, Gamers
      There is a very fluent line between people calling themselves geeks, fantasy fans and gamers in that demography I personally familiarize with. I would take all such labels with a pinch of salt but it’s no big revelation than many MMO players are also fantasy fans who read fantasy books, collect artbooks or love fantasy movies. My personal experience proves that many (not all) of them do – and if you ever run a forum poll on “which one of you has seen the entire Lord of the Rings trilogy more than once…extended?”, I predict the outcome would be exponentially higher in an MMO forum than let’s say a FPS or errr…tennis forum. Just sayin’. Players impact on genre and genre impacts on players.

      …All in all rather strong arguments pro fantasy setting in MMOs. Even if it weren’t any of the above though, there still gotta be some very good other reasons why developers think the fantasy formula so safe. “It’s just lazyness” is insufficient an explanation. There’s an obvious, assumed risk so one must ask about its origins. Why do not more developers bother to go all out and create a polished, full package, non-fantasy MMO? Speculations welcome.

      The fantasy in Guild Wars 2

      To end on a GW2 note and live up to my current tune, Spinks recently reported how “it’s been awhile since I played a fantasy game that wasn’t afraid to be magical.” This didn’t occur to me at first, so dazzling and colorful, warm and welcoming are the vistas and general atmosphere of Tyria. The world is so soaked in magic that you take it for granted and while it’s not all srs bzns, it doesn’t compromise and relent on that point.

      Tyria is the kind of world where I can go to be a magical hero. It’s the kind of world where I want to build myself a home under that old yew tree, next to a murmuring river bend. A place to rest this adventurer’s tired old bones for a good while. A place that never gets old.

      Myself  shamelessly magical in GW2

      Reverse Psychology

      http://www.perrinwatchparts.com/images/prod/73.481-300.jpgSome people wonder – how does this B2P or F2P model really work? How can they give away so much stuff? There’s gotta be a catch, I bet the game is just bad!

      …Of course it isn’t. Of course they don’t just give away stuff for free. Well, they do – but not in the way one might think. They’re way more devious than that.

      If there’s something to be said for GW2 by now, then that it’s a master of opposite effect. Scores of players who never knew the word journey before are suddenly confessing to putting on that explorer’s hat every night, looking to climb mountains or swim down the deepest caves, for another vista, a point of interest, a jumping puzzle – or just one more stunning land mark discovered. Because the world is vast and beautiful like that and the next bend of the road is rewarding. To anybody.

      Players proud to be die-hard soloers, sick and tired of stale grouping mechanics, find themselves partying up with strangers on a regular basis, chatting and cooperating more than ever – even crossing half a zone just to get a fallen player back on his feet. Finally, an ally. Not somebody to race to that next node.

      Those sworn off questing permanently still enjoy the more random, dynamic events that spawn around heart areas, following narratives up to the big baddie at the very end. Maybe there’s a chest, maybe not – either way it’s fun and while it’s still questing, it lacks the orchestrated linearity to actually feel like it.

      Then, there’s people like me – done with the holy trinity. Done with setup gripes and inflexibility, to a point where the idea of tanking or healing has become appalling. Lo and behold, GW2 brings back some of the fun about these jobs. Why? Because roles aren’t strict and nobody expects you to stick to one of them.

      “Hear me, I am a fickle creature! I don’t want what I have and I crave what I have not! That which I am forced to do, I loathe – that which I choose freely, I cherish. I am homo sapiens!

      The ultimate move

      So, by that same rule of reverse psychology, how would a smart MMO developer (with the whole package) go about his B2P (or F2P) business model, getting his audience to spend a little more than just what they “have to”?

      ….But of course –

      ColinJohanson.2394:

      “No need to buy them, Gw2 will feature consistent free content updates and in-game events going forward. Our goal is to make it so you get more from Gw2 for free than you get from a game you pay a subscription for.
      On top of a large amount of free bonus content, we will be expanding on offerings in the Black Lion Trading Company going forward, as well as be doing large-scale expansion content down the road.
      We’ll cover a lot of the details on the kind of support and plans we have in place over the next month or so on the Gw2 blog and with our press partners.
      We do appreciate that you’d like to buy lots of new content, but we’d prefer to give a lot of it to you for free, cause that’s what we think a responsible MMO company does!”


      “Thanks for the response and I’d just like to say that the attitude you just described is why you guys are my favourite games company! It’s also why I’ve bought bank space, dye packs and 2 character slots already, even though I normally spend nothing in cash shops & never buy dlc.”

      Of all the comments and articles on GW2 I have come across these past two weeks, this forum conversation is the most remarkable, awe-inspiring and uncanny one of all. Love or hate this MMO, think of ANet whatever else you like – this is free-to-play marketing done to perfection. This is convincing your audience that they’re making such a superior deal, they might as well re-invest those imaginary savings! And all delivered with an air of casual frivolity. My god ArenaNet, you do know what you are doing!

      In that same spirit of effectiveness, I wish you all the most horrible weekend and many awful adventures in Tyria! I know you will have lots of them.

      Underestimating your own product

      With their digital sales “embargo” recently lifted and a somewhat bizarre, misbegotten trailer airing two weeks into official launch, ArenaNet have inspired a great deal of raised eyebrows in the community lately, and many sarcastic comments along the line of Syncaine’s –

      “Since they sold more boxes ‘than expected’, I’m guessing someone lost a bet at Anet and their kid’s art project was made the release trailer, in the hopes of curing some of the overflow issues and reducing WvW queues. I think the trailer will prove most effective in this goal.”

      While you can argue how smart a move a temporary stop of sales is, or guess at all motivations involved, I have to say I am a little puzzled by the way ANet prepared for this launch and their very obvious underestimation and miscalculation when it comes to GW2 sales and the impact of their game in general. Have ANet, used to their own faithful “cult” following for years, been somewhat out of touch with the greater MMO playerbase out there during development? Considering the latest trailer, a cynic might suggest a certain lack of relation might be involved….

      In any case, it’s all a little surprising to me given the high anticipation for GW2 well before its launch. I’m not talking about die-hard GW fans here but a much wider audience that has been intrigued at the very least for about two years now, being vocal on forums and blogs. During that time ANet gave me the impression of following things closely, with a clear focus on target audience and market share: when the development progress of GW2 finally became more public (which was not the case for at least the first half of the development process), they got out there and communicated in no uncertain fashion what (or rather: whom) they were after and where they were going with GW2. In case you’ve never seen the humorous comic strips released on their official site in 2010, I suggest you have a look sometime.

      ANet went for a bigger fish with GW2 and it’s always been clear that this MMO was going to target a much wider, more mainstream MMO audience than GW did. It’s obvious too where ANet expected a good chunk of that target audience to migrate over from. Unlike Bioware or Funcom, they were wise enough to stick to a business model that allows for a more seamless and unproblematic integration of a new player in today’s much-contested MMO market – “Buy-to-Play? Wait….you mean I get to play the rest of the game for free? Sure, why not!”

      Smart move. Mission accomplished. Apparently more than expected.

      Which only leaves me with the initial question of this topic: how come? Did they not actually anticipate this game to break 1 million sales so early on? And what do we do with this information – make happy toasts to over-achievement or brood over all the implications and potential capacity issues yet to come? You tell me.

      [GW2] Gold, Gems and real Money conversion

      Money is not exactly easy to come by while leveling in GW2, that much has gotten clear to most players by now. While no longer being used to “broke noob level” may play its part therein, it cannot be denied that cash flow in GW2 is considerably slower compared to other MMOs and the usual means, such as trying to make profit over the market place or grinding mobs for gold, don’t work out so well either. Azuriel recently posted a great overview on how to “maximize” your coin for the time being and like him, I am slightly worried if the economy can actually recover in any significant way, given that the MP in GW2 is a global one. If 500+ people are selling the same bow as yourself, how are you ever supposed to make a profit?

      As a natural consequence, the idea of just buying gold via ANet’s gem trading system comes to mind as one possible solution to the current money drought. Only, you couldn’t be more wrong there! You don’t want to trade your gems for ingame gold right now or in any foreseeable future – and that too has me skeptical at several fronts.

      Oh my, precious goldz!

      To start at the very beginning, you probably know that ANet has a rather unique way of handling different currency in GW2 and the way ingame and real money can be exchanged via the gem currency. While there is an item shop that requires gems to shop in, GW2 sets itself apart by allowing players to also buy gems with ingame gold; this means, if you’re a good little gold farmer, you never actually have to spend extra real money on vanity items and other shop bonuses. However, this also means the entire market and exchange rates are heavily influenced by both real money shoppers and potential “chinese farmers”. Due to this rather obscure interplay, exchange rates for gold vs. gems vary on a daily basis, as is displayed on the graph in your ingame Trading Company tab.

      While it’s understandable that ANet want to control the impact of real money going into the game to avoid deflation, I find the currency exchange variables incredibly confusing. Reading up further to get into the whole deal takes considerable time and mind twisting, at least for somebody who isn’t too versed in economic theory. Considering also that the entire balance can potentially get very skewed and discourage players to spend real life money in GW2, which surely cannot be intended by ANet(?), I wonder why they chose this path rather than sticking to a more exclusive shop of real-money-only and therefore cosmetic and soulbound items only? Maybe a more economy savvy player has some insights here for me.

      Either way, I decided to have a closer look at exchange rates and the status quo on my server, Desolation EU. How much ingame gold can I currently receive for gems and what is the ratio between that exchange rate and the real money I spend on buying the gems? I ended up with the following results:

      • 800 gems cost a fix 10 Euros; That’s 3.75€ for 300 gems.
      • For 300 gems you can currently exchange 56 ingame silver.
      • However, 78 ingame silver buy 300 gems

      …See what happened there? While a real money buyer pays 3.75€ for 300 gems, which then yield 56s, a player can buy 300 gems with 78s ingame currency. This means there’s about a difference of 25% in buying power between ingame and real currency. Correct me if I’m wrong!

      Compared to other MMOs, I don’t find this exchange rate erm, “particularly attractive” for potential real money spenders! 10€ for 1.5 gold? You gotta be kidding me!

      The demand for gems is only going to go up as the player base advances and the shop adds more and more goods. What will keep the balance from shifting further in favor of gold farmers or “gem hoarders/speculators” (buying cheaper gems now, waiting for demand to raise)? Money income is slow leveling in GW2 while crafting and items are all quite pricey. One can only wonder how things are going to pan out longterm with these particular economical mechanisms in place? Am I supposed to start hoarding gems now too with the gold I don’t have? …

      Eventually many players will want to buy things like more bank space or extra character slots in the gemstore and for a non-sub MMO (that we hopefully get to enjoy for a long time to come), that is a very much needed and good thing. Luckily, at least the gemstore is not affected by the exchange rates for ingame gold: you can buy gems from ANet and pay for their wares without impact from the currency game. For those looking to buy money in GW2 however, I foresee a longer waiting time; I sure wouldn’t spend any real coin on gold right now and I see little change in that department as long as the general player base hasn’t gotten richer – much richer! 

      There is also the concern that the status quo favors illegal gold sales: I’ve gotten my first ingame mail linking to a shady website today and while it’s beyond me how anyone can currently farm considerable money, ANet might want to tackle the issue of gold sellers beating them on exchange rates. If you’re making currency trade available in your game, surely you want to try and make it a better deal, potentially removing competition?

      I might be under a premature impression here (feel free to enlighten me), but for the moment GW2’s economy seems to invite money speculators and gold farmers more than anyone. While I’m nowhere close to max level myself yet, I am already anxious to hear how the average player is supposed to find a way around the current situation and how ANet are judging the state of their global economy!

      New to this World – Musings on MMO Tourism

      When Kleps described a particular type of MMO tourist the other day, something about that label stuck with me even though I couldn’t feel further apart from such tourist mindset. Be it in MMOs or in general, I immensely enjoy new experiences and I’m a sucker for exploring strange lands and cultures which is no doubt partly due to very mixed heritage. I’m a traveler in real life as much as virtual worlds with quite a long list of countries that I’ve visited in my backpack (more to be added!). Had I been bestowed with substantial wealth from birth, I would probably have become a full time gipsy, releasing travel diaries or guides and shit…for free. The road is ever calling to me and those five weeks of annual holidays I get nowadays are sacred. Next summer’s trip is already greatly anticipated!

      I’m a strong believer in that traveling is one of the most beneficial and eye-opening things we can do as human beings, something that will shape and educate your understanding (and hence respect) for other, different places and people more than any theory in a book or well-polished political speech ever could. It is humbling to be a guest in a strange country and be treated as a friend; to break bread with people who have no reason to offer you hospitality but share the little they have; to discover first-hand just how similar we all are despite all hyped cultural differences and outward appearances. To realize how much wealth and beauty is out there that the daily news never talk about. But this we can only learn by actually leaving our own doorsteps – you cannot smell the roses by reading about it in a book.

      Yet, for all my personal inclinations, my love for travel, languages and cultures, I am still feeling a bit like a tourist in GW2 right now. Not the willfully ignorant tourist described further up, but a tourist in the sense that while GW2 is a truly immersive MMO with the most amazing world, there are moments when I feel more like a guest or even intruder, rather than somebody setting up his own home. I happen to know exactly why that is too.

      So close and yet so far

      I never played GW(1). I mentioned briefly once why I didn’t and I’m currently in very good company when it comes to people who skipped GW but are now invested in GW2. It’s not just the timing but the fact that the two MMOs are very different in many essential ways. GW2 is not exactly a “sequel” and yet, ANet have obviously conserved much of the world that was old Tyria for their faithful player base – the lore, characters, setting and atmosphere first and foremost.

      That’s where my misgivings, which are completely self-fabricated (just to clear that up) come in though; it might sound bizarre but a part of me feels like I have no right to be here. I’m the newbie in Tyria and not just that, I am the player who didn’t support the first game, now showing up for its shinier, more mass-market successor. YIKES!

      While the olde GW community is taking a sad goodbye from a game they called home for years, I get to enjoy the moment without any ambivalence felt. It’s great articles like that one or like Jeromai’s that remind me just how little I know about this world; how much there has been before and how I am unable to draw connections the way longtime GW players can. It’s also hearing a new ingame acquaintance (met during anonymous questing zomg!) talk about how she’s waited on GW2 for five years (I waited two to be fair) while being an avid GW player, and how disappointed she is in many respects because “GW2 is not like GW” (and where the fuck did the monk class go…). Which I can actually empathize with when seen from that perspective.

      (She also mentioned that “coming from WoW or Rift, everything must seem really great of course”….I know there is an insult there somewhere!)

      It just bothers me that I am likely missing a lot of details and hidden meaning while playing, even if much will get clearer in time. It bothers me too, that I simply cannot fully connect or give comfort to some players that are now in my own world but still feel strangely apart. They’ve been longer in Tyria than myself and I feel like they have much more right to it. Does that even make sense?? Ah well.

      http://www.theparentreport.com/wp-content/uploads/2012/08/Social-Anxiety-Disorder.jpg
      “Hi, I’m new! Hope it’s alright if I join you guys!”

      Sometimes I wonder how all the new, heightened attention for GW2 must feel to GW veterans right now – other bloggers like Hunter for example who have been dedicated to that game forever. What a bunch of enthusiastic party crashers we must look to them….

      I am probably exaggerating at this point and frankly I wonder if I managed to explain my feelings very well. It’s all extremely silly in many respects, first and foremost because ANet surely want more players to enjoy GW2 than played GW, after having put seven(?) years into its development. I know that, trust me! Also, I’ve no resentment whatsoever towards GW veterans in case there’s any doubts – quite the contrary – and I don’t even know if they truly see the likes of me coming from other MMOs as party crashers or greenhorns or whatever (although I could understand if they did). It’s just….now that I’m immersing myself in Tyria with every intention not to stay a tourist for long, I’m a little sad that I missed its “past” – the history of that world others were there for. I’m clearly not used to not being “there from the start” for MMOs I consider a big deal, even if paradoxically I was there for bloody head-start (of doom).

      There’s an intangible generation gap and a little bit of self-cringe for blundering into a world with such wide-eyed ignorance that other players are already familiar with. Gawd…I hope we are welcome here and don’t make too big fools out of ourselves in zone and party chats! Sigh.

      [GW2] Voices of the Blogosphere

      As expected, Guild Wars 2 has set the blogosphere on fire and I am trying to catch up on all the great articles that have been released these past few days, while I was also frankly playing a ton of GW2. I haven’t played as much of any game since WoW…and boy, did I need coffee this Monday morning! All that said it feels awesome – awesome to feel like an MMO player again, rushing home after work, eating at your desk with your red eyes burning from staring at the screen. Never mind sleep, sleep is for the weak!

      While I take a precious break from playing the game, just a few (far from all) blogger highlights that caught my attention:

      • Bhagpuss is at his usual, delightful posting speed, sharing many interesting GW2 details with a sharp eye and overall impressions. He is also asking the question of how serious that future “events desertion” worry truly is, considering that fun is an individual factor in MMOs and that frankly, this issue is far from new nor unique to GW2. Personally, I call premature hype on the matter. Yeah, it remains to be seen what happens to some of the mass events later in the game. Tadaaa!
      • The ever keen-witted Klepsacovic compares WoW’s hegemonic influence to the stereotypical American tourist, lacking the open-mindedness to accept different cultures as equal. While most MMO players tend to vigorously compare games they play, there must be room for a new game to do its own thing and also time granted to evolve in areas WoW had years to polish. No doubt, there is a fraction of the MMO population approaching GW2 with very WoW-tinted glasses right now – alas, that really is their loss! Or as Syp from Biobreak recently pointed out so beautifully: “I keep thinking, if you can instantly dismiss GW2 and hop on the backlash wagon, there’s just no saving you whatsoever.”
      • Meanwhile, Chris from Game by Night struggles with playing his Asura thief; something just feels wrong with that particular race-class combination! He goes to explain how especially in GW2, the accomplished overall story and setting for the five races impact heavily on players’ class choices. I’d be interested to hear how others feel about this issue!
      • Rohan takes a stand talking about all the ways in which GW2 does not appeal to him, naming lack of story, combat mechanics and character models as main offenders. I think he makes some good points, although I disagree completely where combat and events are concerned. It was interesting to read all the balanced comments to his post – yes, the blogosphere can actually deal with nay-sayers! Whoever expected a flock of trolls to show up for that article got disappointed.
      • KTR, namely Ravious and Zubon, have been busy bees sharing their GW2 launch experiences, covering a lot of ground: Zubon is “full of love” for all the ways in which GW2 let’s you complete heart challenges, while Ravious highlights the not-to-be-missed meta-events (!) and comments on ANet’s unorthodox, yet effective way of dealing with their community. I was impressed with that reddit thread; while ANet could have communicated more here and there in the past, it does feel like they’re much more active and approachable ever since official launch. (Considering there’s still so much to fix in the game, that is a good thing.)
      • And last but not least, Keen turns a critical eye on the speed at which the first GW2 player reached max level, already during head-start weekend. Is this a sign of bad pacing in the game and something developers should/could prevent in MMOs? I agree – leveling in GW2 is rather fast, it seems to happen in spite of you. However, this also steers focus away from the whole leveling process which is quite enjoyable. The fact that the gem store still offers EXP boost items is somewhat baffling in that context!

      Naturally, all these short summaries are meant as teasers and you should absolutely go and read up on all articles! So much for today, with no doubt more to come. Happy Moday everybody, inside and outside of Tyria!

      [GW2] Light Armor Styles and Sets, Levels 1 – 35

      One of the wonderful things about GW2 armor sets is the detail and of course the dye system; even if many items look similar, it never feels as if everyone around me is wearing the same stuff. Gear looks different on a tall Norn than it does on other races and with the endless color variations, you get a way more individual look for players than in most other MMOs, already at a low level.

      Another nice thing to notice is that instead of limiting armor classes to very specific materials, such as cloth, leather or mail, GW2 introduces light, medium and heavy armor. This means in terms of fabrics and material, there’s a lot more variation for every class in what they can wear. My Elementalist is currently adorned in a mixture of cloth, leather, fine metal and bone. Depending on the gear I choose, I can look like a classic caster clad in soft silks or then a tribal warrior princess. Even the dyes will react to different materials: if you use the same color on a soft fabric, it will produce a fuller color than for an obvious leather strapping for example. I love this level of authenticity!

      Naturally, like I did for Skyrim or WoW before, I’ve had a look at what armor sets and generally shiny gear combinations GW2 has to offer for my level range and armor class. My bank is currently stuffed with some of my favorites (seriously wtb more bank slots!) for potential transmutation use later on. For my fellow MMO fashionistas, here’s the four more unique, classy light armor styles I’ve mainly used up and around level 35, including names and some information on where I got them. Many different level items in GW2 share a model and often vendors in the same area sell stat variants of the same item (with prefixes such as “strong”, “mighty”, “honed” etc.). So, checking the market place would be another solution or alternatively Guildhead to find similar item models.

      All styles are mix and match with a focus on chest, leg and shoulder pieces (I personally don’t care as much for gloves or shoes and I usually don’t display the headpiece) and no gemstore items were used. Enjoy!

      (click image to enlarge)


      Information (numbers from left to right):

      1) Items: The entire “Oldgate set” is acquirable from the lvl 15 heart vendor located at Nolan Waypoint, west of Oldgate Clearing, Diessa Plateau. Other heart vendors in the vicinity sell same-model pieces with different stats. The set includes a rather nice hood not shown on the picture.

      2) Shoulder: “Conjurer Mantle of X”, random drop, levels 30+
      Chest: “Magician Coat of X”, frequent random drop
      Skirt: “Magician Legs of X”, frequent random drop

      3) Shoulder: “Johan’s Cloth Mantle”, lvl 26 heart vendor in Snowblind Peaks, NE of Gendarran Fields
      Chest: “(Hearty) Student Coat”, frequent random drop
      Skirt: “Bronson’s Bone Leggings”, lvl 28 heart vendor in The Bloodfields, NW Gendarran Fields
      Note: Same-model items and matching pieces can be obtained by crafting the “Shadow Armor” set with tailoring. The patterns can be bought at the lvl 24 heart vendor in Jormabakke Stead, NW Snowden Drifts.

      4) Shoulder: Norn Cultural Tier 1 armor, lvl 35
      Chest: “(Strong) Country Coat”, frequent random drop
      Skirt: Norn Cultural Tier 1 armor, lvl 35
      Note: All unique Cultural Tier armor 6-piece sets can be acquired in the capital of each race. The first set is lvl 35 and costs approx. 3 gold in total. I skipped the chest piece due to money shortage (and not liking the huge bare midriff very much).

      So, what’s to say that being a noob means you also have to look like one? Level up in style, I say! =D