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Massively Speaking Podcast
Massively Speaking Episode 185: Bree-to-play
Latest episode: Tuesday, February 7th, 2012



Reader Comments (5)
Posted: Dec 7th 2008 2:36PM Minofan said
The 3rd ( of 3 ) major content update - the one that doesn't add/restore careers - has been announced as much bigger than the 1st & 2nd, so that sure sounds like a lot of work to be going on with.
On the negative side though... the end-game is pretty shallow to hold people until ( or even deep into ) 2010, barring some mind-blowing free content introductions.
Posted: Dec 7th 2008 4:09PM Abriael said
Posted: Dec 7th 2008 8:05PM Minofan said
Having played WAR for 2 months, I have seen the end-game.
Heck : one of their bragging points is that you experiencing 'end-game' from T2 onwards !
A handful of sequential visually-indistuinguishable ( currently badly statted ) armor sets to aim for plus 80 Renown Ranks with astronomically escalating requirements - and similarly scaling RR purchase requirements - is not great depth.
Your character has all the abilities they will ever - and 99% of the power they will ever have - have when you hit rank 40 ( even by 30 you can acquire the highest Mastery abilities )... with zero fluff content, after that player satisfaction is entirely dependant on individual propensity for 'realm pride' spirit.
It is VERY cool the first time you are in a 100-player open RvR army / mob, but once you have been through both sides of a T4 siege there aren't really many variations to be had - door, fight, door, fight > win or lose.
I was also among those unhappy few to battle in the capitals during beta, and they just ain't the greatest PQs - even overlooking that capital rank has negligible impact on anyone but city dungeon farming guilds.
There is a whole lot of traffic through T1-3 that says people ( like me ) are reaching 'the end' and finding the most appealing option is simply to start again... Mythic are playing to these fans well by adding / restoring careers as major updates, but this cannot go on forever ( both the adding of careers and enthusiasm for replaying ).
End-game needs SOMETHING more tangible to hook people for the long haul, and Mythic have fenced themselves in to a corner in this regard by eliminating power, visuals, property ownership and crafting progression.
Posted: Dec 8th 2008 4:18AM Arashikou said
At one point, you mention "zero fluff content" as a negative. That's not an opinion one often hears espoused - usually people complain about there BEING fluff content. Could you elaborate on why you feel this is a problem?
Posted: Dec 8th 2008 5:40AM Minofan said
Guild Wars is an MMO - with a heavy emphasis on fluff content - that I love, while WAR is an MMO is a fluffless MMO with an IP that interests me.
Both games have a number of key traits in common, specifically strong PvP aspects, low character plateaus and causal-friendly mechanics.
Guild Wars guild halls are huge, visually spectacular, varied, serve as PvP arenas, are available to individuals and can be augmented with a range of super-expensive recruitable NPCs.
WAR guild halls are tiny, static, irrelevant to general gameplay and available only to groups of 6 or more with a little effort.
=
The fluffy hall is my individual pride & joy, and I visit it every play session without fail ( it is the most convenient hub of NPC services in all the game ) - if new NPCs or cosmetic features became available, then even now I would dash back to GW and grind my way to any pricetag they care to set.
The fluffless hall is simply a place to be trekked to in order to pick up any unlocked teleport scrolls of note - I don't have access to the hall as my new Knight, and I have no cause to even notice its absence.
Hmm ; have to pick up the pace or this will be an epic post !
GW weapons : massively diverse, very characterful, a rare Unique on every boss, zero functional impact = stylish fun & collector obssession.
WAR weapons : minimal diversity, escalating power, already limited choice negated by 'epic' weapons that grant procs which render all other weapons irrelevant = done and dusted when you complete your epic weapon quest chain of choice.
GW armor : very diverse, very characterful, VERY expensive, zero functional impact = visually defining & big money motivator.
WAR armor : minimal diversity, escalating power, already limited choice negated by Ward sets that are required to participate in highest content = nothing distinguishes individual pieces but stats eventually & you have to wear certain items anyway.
GW monuments : everyone has them, displayed in an individual instanced hall, commemorate titles / sidekicks / possessions / toy critters, will eventually impart exclusive game content = lends tangibility to accomplishments & provides further collector motivation.
WAR monuments : soon to be added for the prestige of the top 0.001% PvP population who clock up the most gaming hours = wholly irrelevant to me.
Etc.
It's a little frustrating how two games can have so many core similarities, yet diverge so wildly on the matter of fluff that one game I could only quit by exhausting all content and the other I have to make a concertive effort to get in to.
What's even more frustrating is that - with their IP and casual-friendly mechanics - WAR could have had my eternal loyalty if they had only said "take this plot of land for your character ; here's a list of 50 NPCs & 50 upgrades to work on - see you at the expansion in 2010."