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[GW2] Lion’s Arch: The Mnemonic Connection

This morning I had my coffee while doing my daily. As usual, I do my last 1-2 daily achievements in World vs. World. The exit portal from that eternal battle heads in to Lion’s Arch, where I usually log off now. It’s just a nice place to be. A place with history.

When I logged on – in Lion’s Arch – I had an NPC on a broomstick floating by. Other days I see Suriel the Blazing Light jogging through the city to train for her next fight. The city feels alive, but more important than activity, the city feels personable.

I know friends who have bought the gem store broomstick so when Mr. Broomstick goes floating by the pot stirs with a plethora of those memories. I have fought Suriel, and her presence brings up memories of the Queen’s Gauntlet and that whole celebration. There are memories and secrets tucked in to every corner of the city. Bhagpuss covers secrets quite well.

I think ArenaNet hit the perfect MMO city for those two reasons – memories and secrets, that is. Any MMO developer can create a fantastic city of activity and architecture. ArenaNet themselves created five more. Yet, unless there is a connection to be there, all the superficial beauty in the world is wasted. Continue reading [GW2] Lion’s Arch: The Mnemonic Connection

Rollers of the Realm

Pinball-RPG hybrid. You have a standard RPG story: start from humble beginnings, collect a motley crew of allies, realize your initial foe is part of a scheme to take over the world, save the realm. You have RPG character advancement, whereby you can level up, select new party members, and upgrade them with equipment. The twist is that each map is a pinball table. Instead of standard RPG combat, your characters are pinballs that bash your enemies down. Each character has a special ability and different stat mods, so the knight breaks things and has a shield, while the rogue does more damage from behind and has a dog multi-ball, while the ranger shoots arrows as he passes by enemies and has a bigger multiball of animal companions.

The campaign mode is a few hours of content, so not a lot. As pinball, it is as replayable as your enjoyment of pinball. The achievement checklist suggests the “real game” is playing for gold medals on the arena maps. Those seem to be variations on “complete this map quickly” and “get a high score on this map.” I have only briefly sampled that part of the game.

If you like virtual pinball and character advancement mechanics, this certainly seems to be for you. I enjoy it in small doses, so I’ll check out the arenas gradually.

: Zubon

Order of Operations

Minor virtue of Card Hunter: the end of round steps put “check victory squares for points” and “check if someone has won” before “discard excess cards.” It is a small thing, but it saves annoyance. It is a good practice to check “is this necessary” before “has this been done.”

: Zubon

Acronyms

We know that Heroes of the Storm went through multiple names over the course of its development, and those were just the ones mentioned in public. How does a company have both “Heart of the Swarm” and “Heroes of the Storm” in the development pipeline at the same time without someone stopping that? I type at least one thing wrong every time I spell out either name now.

: Zubon

What Is Wrong with MMOs

To return to not making your content fun, I believe MMO content should be designed on a scale. On one end you have rewards, and on the other end you have fun. The more fun said content, the less rewarding it should be, while the less fun something is, the more rewarding it needs to be to stay viable/relevant.
— SynCaine, Fun vs Reward

In terms of designing a subscription-based game that retains players and makes efficient use of content, it makes a kind of sense to design a Skinner Box that rewards your players for spending time on the least fun content. This is where Moloch drives MMOs.

Pay to play a game designed to minimize fun per hour. The main thing we seem to learn from playing MMOs is that you will have more fun not playing MMOs.

: Zubon

Accumulating Dailies

We have previously discussed the differing needs of people who play an hour every day versus one big weekend binge. Heroes of the Storm gives you a semi-random daily quest rather than a first win of the day bonus, and your daily quest sticks around between days if you do not finish it today. You do not even need to log in to refresh this. If you have not played in three days, when you go back, you will have a full quest log.

: Zubon

[GW2] Meaningful “Guild” in to Guild Wars

The end of last week was a huge info dump in Guild Wars 2 with 6 blog posts detailing the guild system that is coming with the Heart of Thorns expansion. I admit with the extent of this information, I have not been able to process the entirety of it, but my gut reaction was that “they are bringing ‘guild’ in to Guild Wars”.

Prehistory

Guilds have been part of the lore since the pre-history of Guild Wars 1, where they were so powerful they started shaping the flow of kingdoms. The kings were not able to control them. They fought against one another. There was no peace across the land. It was in a way ironic to name the game after such a dark time. I wonder what some original concepts of Guild Wars 1 looked like; EVE Online perhaps? Finally, the charr invaded and the human kingdoms crumbled since the guilds, more powerful than any kingdom’s army, were already embroiled in conflicts of their own.

The power of the guilds never reached any similar level in the gameplay of Guild Wars 1. The closest it may have come to this prehistory might was a huge reputation grind in Factions, where a guild could “own” an outpost. The GvG system also helped a little in that a guild was an entity that fought on the leaderboards. It appeared that whatever powerful mechanics guilds would have imagined by early ArenaNet, they really did not culminate.

Guild Wars 2 had this inside joke: “where are the guild wars?” Guilds could claim objectives in World vs. World, which had little meaning to the attackers. Guilds joined teams for competitive PvP, but they felt like a shadow of Guild Wars 1 where people would sell off guilds that had won championships just to be able to have a cape trim. In Guild Wars 2 PvP teams will merge, separate, rename themselves and boot someone out without thought for the brand of that guild. A guild was a pretty bare social construct in early Guild Wars 2.

Finally, ArenaNet is going back to the earliest fiction and game concepts of what it meant to be a guild, and they are implementing those ideals in game. Continue reading [GW2] Meaningful “Guild” in to Guild Wars