http://www.msnbc.msn.com/id/17820122/
Good to see some mainstream coverage!
'Guild Wars': An experiment that worked - MSNBC Article
2 pages • Page 1
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Here's something for all the GW2 nay-sayers:
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| So why are some fans freaked out? Because “Guild Wars 2” adds some features that are typically seen in those other, traditional MMOs. And because fans are used to getting a brand-new campaign every six months or so — not some cheesy expansion pack. Expansions are what other game developers do to milk their hard-up fans between full versions. Could ArenaNet be forgetting its fans |
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| For those fans that like their current “Guild Wars” just fine, Strain asks for their indulgence — and trust. |
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Originally Posted by GloryFox
Yes like Mario Brothers and Legend of Zelda, must we reduce outselves?
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I don't see why everyone thinks jumping is soo bad just 'cause other games have done it before...
Well, I can certainly say it was pretty frustrating in Guild Wars to run into a low wall, and actually have to WALK around it.
As long as jumping, swimming, and whatever else ADDS to the gameplay, it will be fine.
I just hope there's not a jumping skill, like in Morrowind(?), where apparently you just jumped all the time to get your skill up!
As long as jumping, swimming, and whatever else ADDS to the gameplay, it will be fine.
I just hope there's not a jumping skill, like in Morrowind(?), where apparently you just jumped all the time to get your skill up!
I think what people fail to realize that "jumping" isn't some willy nilly silly WoW-knock-off addition to the game.
The current GW engine is basically a 2D map, with no real Z axis. We can't negotiate terrain properly. In fact, GW maps are pretty small and only seem so big because we zig zag across predetermined paths.
Theres no real interaction with the environments we're in.
Adding "Jumping/Climbing/sliding" is a sign of a much more robust and complex game engine and opens up the door to more open ended map designs as well as more possibilities in PvP.
The current GW engine is basically a 2D map, with no real Z axis. We can't negotiate terrain properly. In fact, GW maps are pretty small and only seem so big because we zig zag across predetermined paths.
Theres no real interaction with the environments we're in.
Adding "Jumping/Climbing/sliding" is a sign of a much more robust and complex game engine and opens up the door to more open ended map designs as well as more possibilities in PvP.
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Originally Posted by Knightsaber Sith
Well lots of good games can jump too. SUN, Halo, Tomb Raider, Bloodrayne, Hellgate: London, Legacy of Kain- and of course the list goes on.
I don't see why everyone thinks jumping is soo bad just 'cause other games have done it before... |
I don't want to see jumping in GW because it would bring a different feeling. At the moment GW isn't very "dynamic" movement-wise. The way you move your character isn't much important. What is important is WHERE you character is, not the move.
All the game you listed are good games for sure, but they are ACTION games. That's my point : bringing jumping into GW may (and I said MAY... I don't know how it will implemented) turn the game into action-focused game. That's just an "new feature" I don't want to see in GW, regardless how much good game had it before (why not implement Tanks ? Tanks are fine too !).
The same goes for much of the complain about what we know about GW2 : no level cap, keyboard driven movement, non-instanced area. Most of this are rumors, but still, what is wrong with saying what we DON'T want in the game ? I don't think most of the players are affraid with change (I play a few more MMOs than just GW), they just don't see the need to change something that works into something that may be broken regarding to what they like in GW.
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| Could ArenaNet be forgetting its fans? |
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| For those fans that like their current “Guild Wars” just fine, Strain asks for their indulgence — and trust. |
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| Strain insists that ArenaNet is not messing with success — or their loyal fan base. But “Guild Wars” is now seven years old. And each stand-alone campaign had the tricky proposition of having to appeal to new players — and existing ones. It was becoming complex — even bloated. |
Generally a very positive article, good to see it.
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