Style Vs Trinity And The Solving Of ProblemsFebruary 2, 2011 at 2:55 am | Posted in Guild Wars 2, mmorpg | 10 Comments
Tags: Guild Wars 2, MMO, mmorpg
Ravious had a pretty good post a while back where he essentially went through all the features that Guild Wars 2 is putting together. He outlined what was new, innovative, old, different, and familiar. In the end it was a clean and effective summary of just what makes Guild Wars 2 so special to the people anticipating its release.
Fast forward to tonight when Arenanet posted their latest blog by Designer Jon Peters. “What’s Your Style? Jon Peters Talks About Combat” In many ways it reminded me of what Ravious was trying to do. He talks about all the things in MMOs that Guild Wars 2 wants to change. Starting with the Trinity.
For a long time now information has trickled out of Arenanet, but when the information first started to flow there was another post by Jon Peters called Healing & Death. It was our first inkling that maybe they really were going to do away with the MMO holy trinity of Heal, Tank, and DPS. In it we were told that every profession must bring a healing skill and that everyone had the ability to resurrect dead allies.
Since then we’ve had little to go on. The odd profession reveal would show support skills from the ranger or elementalist, who otherwise we would have thought concentrated on damage or otherwise. We could see skills in the demo for each profession that were clearly support. Yet there were still people moaning about the Trinity.
Well this post and the guardian profession reveal ought to put the last nail in that coffin. We found out that the guardians focus is on controlling the battlefield and protecting people from damage, rather than healing. We found out, once and for all, there is no more monk.
We found out that there is no targeting allies.
Think about that for a second. Goodbye Whack-A-Mole.
Guild Wars 2 will allow people to play whatever style they want to play as whichever profession they want to play. You want to play support as an elementalist? Fine. You want to control your enemies as a necromancer? Okay. You want to play long range damage as warrior? No problem.
And how many of the following problems have you experienced when you played an MMO?
* Group LF Healer/Tank…
* Party wipes when you lose the wrong person.
* Watching the interface instead of the world.
* Playing with people because you have to, not because you want to.
* Being stuck in the same combat patterns over and over again.
If they could even solve just one of these age old hindrances, how much better off would we all be?
It’s as though Arenanet’s real goal isn’t to design games, but to kick ass and solve problems.
Dynamic Events mean that when you play through one of the five starting areas a second time, it could honestly end up being completely different. Dynamic Events that weren’t around the first time could have moved along in their event chain to something you haven’t seen before. Same old content? Problem solved.
Their grouping system means you never have to join a group, but still reap the rewards of participating in Dynamic Events. If you always reap the reward by participating, there is no kill stealing. No territorial behaviour. It encourages working and playing together. Mobs being camped? Problem solved.
Their Marketplace, while acting as a normal auction house, could also end up being twice as useful as other MMO auction houses, because you can post want ads too. Can’t find what you want to buy? Problem solved.
Completing a dungeon means you get a guaranteed token, which you’ll need a number of to gain the loot you’re after. No grind, no raiding culture, no ninja looting, no petty jealousy. Sick of the endless dungeon routine? Problem Solved, son.
In the close of the post Jon Peters talks about the features he thinks will solve the quoted problems above.
– Healing Skill Slot
– Downed, Defeated, and Revival
– Shared Boon System
– No Allied Targeting
There is plenty to discuss in those features, and I know I’ll touch upon them again, but as I’m sure many have said, there are multiple game changers here.
No allied targeting. It could change MMOs depending on how well it works.
Diversity. Being able to change your skills and traits between fights is great. Changing weapons and therefore half your bar during a fight is down right awesome. But that’s not even what he’s talking about when he mentions diversity. He’s talking about using the same skills to do different things.
Mobility. You can run while casting. Some games do this, some don’t, but in Guild Wars 2, you have to do this. I’ve talked often with others about just how aware you are going to have to be of your surroundings. You will have to dodge, you will have to move, you will have to watch the tail swipe.
And yeah, I think some of these things will solve problems. Everyone healing themselves means you don’t need to wait for a healer. Being able to switch roles means you won’t wipe when you lose a person. Every profession being able to play multiple roles means you won’t have to put up with someone just because they play an integral role. Not being able to target others means you don’t have to stare at a health bar and can actually enjoy the beauty of the world you’re in.
I could go on and on about every single facet of this, but damn it, just go read it yourself.
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