Trait TheoryFebruary 28, 2012 at 9:07 pm | Posted in Guild Wars 2, mmorpg | 18 Comments
Tags: Guild Wars 2, MMO, mmorpg
I’m pretty sure one of the traits of a good game is customization. At the beginning of this blog I posted a lot about Runes of Magic. That game had a lot of faults but where it really shined was the customization. Customization in skills and roles, customization in both stat and cosmetic gear, and customization in what you did with your time.
Guild Wars 2 is looking like it will have a lot of customization.
On the surface you might get the impression that isn’t so. If you use a rifle on your engineer you’re always going to get those same five skills. Even when presented with the fact you could swap in engineer kits or use pistol and pistol/shield some people will probably remain a negative nancy.
But pushing past the weapons, there seems to be this whole other layer of customization. Traits seem to add the complexity that a lot of people have been looking for.
Giving you 70 trait points and then giving you 5 trait lines that go up to 30, unlocking major and minor traits along the way adds real and interesting choices to the game.
I can’ explain this better than the actual Arenanet blog post so I’m not going to try.
Here are a few things of note however. The training manual is an obvious gold sink. Being able to respec when you buy one is nice, but being able to respec at will is better.
What traits actually seem to do varies wildly and I love that aspect of them, I can’t wait to see a full list for every profession.
Yeah the only thing really disappointing me about this is that not only will I have to wait for Guild Wars 2 to release, I’ll have to wait until I get to level 15 before I can actually start adding traits.
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