Success Or FailureJuly 5, 2011 at 12:57 am | Posted in Guild Wars 2, mmorpg | 17 Comments
Tags: Guild Wars 2, MMO, mmorpg
Success in Rift is hard to avoid. It means solid rewards, a hectic pace, and a bit of excitement. I’ve failed few rifts over my time in Rift, but in all honesty there was only one way to do so. Take it on by yourself, and let the clock run out while you try to kill everything.
Even then it isn’t really a defeat. Out of time, you kill off the remaining wave you’re working on and the rift disappears. The rewards are disappointing and you find yourself wishing you had never bothered to do it at all.
Don’t get me wrong, the rifts of Rift are the best part of the game. Their variations, randomness, rewards, and ability to send out invasion parties are all fun and even exciting. It’s just given the right conditions they weren’t very… challenging. I think their attraction lies more in zerging content with a large mix of people. A sort of mob mentality and race to make sure you get good rewards.
Once you’ve gotten used to rifts however, you’ll run right by them all the time. You’ll see invasion parties coming towards you, stand aside to let them pass, and continue on your way.
Which brings me to Guild Wars 2.
Success or failure in Guild Wars 2 will be slightly different but I am worried it might suffer from similar problems. Or even new ones.
For instance, what is the difficulty going to be like? In Rift even if you fail, you will likely close the rift, or it will close on it’s own.
Will you want to run by dynamic events as soon as you get used to them?
Is failure going to be as uninteresting as in Rift?
In Guild Wars 2 dynamic events are different from rifts in that they are chained to further events upon success and failure. That certainly fixes some problems. Instead of a boring result and lackluster loot, you get a whole new activity to try to defeat.
Guild Wars 2 counters people just running by dynamic events by making dynamic events the majority of the content, there are no quests.
Unfortunately Arenanet themselves have mentioned that at times people familiar with more traditional MMOs tend to just run by things, looking for exclamation marks.
I think they have one of the best possible solutions beyond those tweaks however. A stronger and better motivation to not just sidestep dynamic events. You are rewarded with new content. Maybe even a stage of the event you’ve never seen before.
This would make success fun not because you’re zerging with a mixed group, or because of the rewards, but because you get to experience something new. In addition failure wouldn’t mean an anti-climactic finish, but a continuation of the struggle.
What is better than going into an MMO and seeing something you’ve never seen? Content you’ve never played?
I think people will always run by things they’re used to. There is no changing that, but it might take people longer in Guild Wars 2.
The difficulty is probably going to be the most challenging thing in the game to balance. I don’t envy anyone with this job.
Finally, I think success or failure in GW2 will be more interesting than in any other MMO including Rift. You can’t top content as a reward.
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