#i start listening to the adventure zone again and then i just get hyped xP
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thetabbybadger · 1 year ago
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I’m still very interested in this but I haven’t had much time to be able to focus on it. I’ve got two big things I have to decide though:
1. How animal-y everyone is.
Ideally I really like the sapient but still creatures idea. But I do like the Redwall style of still being very people-y and having houses/clothes etc. Also I have never actually read a Redwall book the whole way through….. I know, fake fan 😓
Originally I was kind of imagining more animalistic where clothes are optional, naturally quadrupedal animals still stay on all fours etc. but I think anthro-ing it up a little more will make world-building easier and also the game more enjoyable. Still might go with some animal fantasy rules and say clothes are polite but optional. Mostly cause things like snakes and birds would have harder times wearing clothes so I don’t want them to be left out xD
Plus I want homes and inns and good cooking and art so yeah. Whimsical but full anthro. So woot, one problem solved I guess xD
2. Am I ignoring the food situation?
So like, I don’t want the world-building to take over the whole game but like, any anthro setting has to deal with the carnivore/herbivore situation. I don’t want the setting to have an herbivore vs carnivore theme but I don’t want to just avoid talking about food? Seafood and insects are fair game for easy food. Idk I’ll have to see the more I think on it.
Unofficial third thing is how much I want to lean on D&D/pathfinder for things. I want lots of classes and there are good ones there! “Races” will obviously be animals. I think for player characters though there will be a size limit (at least at first) for ease of the party. Probably nothing bigger than a fox/bobcat. I’m excited to think of special abilities and bonuses for different species! And size will have to be important since it will be varying so much. Do I want the same stat blocks? Hmmm
I do know one thing I want to add! Something I want that will be it’s own mechanic to the game and it will be the importance of:
Crafting!
I think while exploring, when players find loot, they will be more likely to find good supplies and they can craft that into items they want. This started as a nitpicky worldbuilding thing like, what if a rabbit player finds really good armor… for a mouse. Etc. And like I guess a DM could just tailor loot to their group but isn’t it more fun to make the world work for you?!
Obviously magic will still be a big part in the game so enchanting etc. will play a role in crafting as well.
Anyway, this is me just rambling about a potential game that I hope to keep working on, even if it’s low key. :3
Kinda wanna homebrew my own anthropomorphic animal fantasy ttrpg 🤔 (Redwall/Bloomburrow etc.)
Dunno if I just wanna re-skin D&D or just use it as a starting base or look at other ttrpgs or what yet. But I would want/need to homebrew the world and that is both an exciting idea and a heavily daunting one :O
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deck16 · 5 years ago
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Guild Wars 2 Retrospective
I've played a number of MMOs over the years. Guild Wars 2 is my favourite, and it occupies a place in my memories like a favourite book or movie. And so, I want to write down my thoughts about it.
I don't think I'm finished with the game yet. As I write, the Icebrood Saga is soon to be launched. Even ignoring future content there's so much current content I want to do.
That said, now's a good time to write down my thoughts. I finished Living World Season 4 not too long ago and it had a certain finality that made me want to pause and reflect.
This is going to be long. And it's going to be a lot of opinion. There's going to be a lot of praise, but if I praise Guild Wars 2 for something don't take that to imply that only GW2 does that thing, or that GW2 does it best.
Soundtrack
Have a listen while you read this.
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The earlier stuff by Jeremy Soule is different to what came later, in expansions and such, but not incongruous. It's all good.
Music is one of those strange and strong memory triggers, like smell. There are some refrains from the soundtrack that bring back memories. I remember listening to the soundtrack when the game was released to help get through a particularly un-fun and short-lived job. Some tracks bring back memories of playing with friends. Or just exploring Tyria on my own.
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Money
Ars Gratia Artis
How does one make money off a product, like a game?
Make it worth buying.
(Other.)
Option 2 includes things like psychological tricks, and planned obsolescence with yearly releases.
I can't say GW2 never indulges in Option 2. But I feel it mostly goes for Option 1.
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Pictured: ArenaNet offices after releasing the black wings cosmetic.
Subscription Model
Guild Wars 2, like its predecessor, never demanded a subscription.
This earns a massive amount of respect from me. Many MMOs charge subscriptions while they're new, raking in some easy money while they've got hype. I think GW2 could've done that. That ArenaNet chose not to is laudable.
Money Store
GW2 does, I'm sure, rake in extra money from expansion packs and cosmetics. The former is very understandable. The latter can be dangerous in greedy hands.
You can buy a lot of tat with real money in GW2, it's true. It's even had a version of loot boxes from day one.
Thankfully the real-money stuff is largely cosmetic or convenience. I have bought a few items, but I do not feel a second-class citizen for not buying more. Indeed, I roll my eyes at the bizarre characters decked out in effulgent tat. If they want to support the game I enjoy to look like rejects from a bad anime, more power to them. I rather more a normal appearance, and there's plenty of options to get that by playing, not paying.
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Exhibits A through D: Effulgent Tat
Maybe I'm a sentimental idiot, but GW2's soft-sell approach has made me sympathetic. When GW2 developers were laid off due to a "financial squeeze" I went and bought some gems. I feel they deserve it. Not like other companies who lay off staff when money abounds, just so they can cut costs.
You will see adverts for money-store items here and there, such as the login screen. But, crucially, it never interrupts your game with teasing messages along the lines of "if you buy XYZ, you can skip this".
There's also the daily log-in rewards and the character birthday rewards. These give a nice mix of the cheaper money-store conveniences and also grant access to things you can't even buy.
Explorable
Something that struck me very early about GW2 was the extent you can just wander around to level.
Progress by Wanderlust
See an interesting land-mark? Go wander over, you'll probably run into some quests. Cross paths with an event? Join right on in and help out. Harvest resources as you go. Kill monsters off the beaten track for extra experience.
There are other things to find to reward exploration. Mini-dungeons, mini-bosses, chests of loot, and even just really pretty locations. It feels really good when you say "what's over there?" and you actually discover something that's totally supplemental but also totally interesting.
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One of the earlier off-the-beaten-track finds I made. A bandit's cabbage farm. Handy if you're into cooking.
Early on, I loved wandering to level. It made the grind of levelling feel more like exploration, like I was playing Morrowind or Skyrim, rather than an MMO.
Even now, years on, there are zones I haven't explored. I took the direct path through Living World Season 4's zones, and now I'm contently going back and exploring them top to tail. Nowadays I don't wander quite so randomly. I use the map markers to guide me, but I still have plenty of "what's that?" or "what's over there?" moments. I'm still finding stuff.
NPC Chatter
NPCs across Tyria talk to each other. A lot. It's all fully voice-acted and often interesting or funny as well.
I am still surprised when I stop somewhere quite isolated to clean out my inventory or fiddle with my traits and some NPCs strike up a conversation. It must be very tempting to cut costs by not having the random Inquest NPC in corridor A chat about his research with the other Inquest NPC.
A small thing, but it does make exploring that little bit more rewarding.
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Not a great example for funny-factor, but a good example for isolation. To see these two hostile Inquest NPCs you'd first have to opt to do the Living World chapter their zone is in, then decide to explore beyond the story there, then happen down this particular corridor, and finally not kill them before they had a chance to talk.
Events and Meta Events
Events and meta events impressed me greatly as I discovered GW2.
Little Adventures
Early on, I was exploring Harathi Hinterlands, and I come across an event where Seraph NPCs (good guys) are defending against Centaur NPCs (bad guys). I help, the Seraph win. And then one of them announces they're moving on to their next objective.
I follow. Things escalate. About an hour later, we (NPCs, other players, and myself) have pushed into the Centaur base and are taking down their leader.
It made the world feel alive. Here was this war that was happening whether I was there or not. If I chose to pitch in rather than walk by, I would be treated to a little adventure: combat, loot, and a little story.
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A limited-time event had players pursuing and then killing ley-energy people. I felt bad for the poor bastards, being chased by dozens of loot-crazed players. Not bad enough to not join in, though...
Putting the First M in MMO
Events are a reason for players to work together, in scales big and small.
On the small scale, it's always a relief to see some new players jump in and help you with a Champion when you're tackling it alone or in a small party. The shoe feels good on the other foot: it's fun to play the hero and jump in to help some scrappy players beat a champion they were struggling with.
On the big scale, maps like The Silverwastes and Dragon's Stand are dedicated to meta events. Groups of players must spontaneously split down multiple paths to achieve objectives in limited time. I've seen these fail often enough to know success isn't guaranteed.
Play with Friends
Despite the acronym, it's not easy to play with friends in every MMO. Here's a hypothetical exchange:
"Hey, you want to play that MMO?"
"Sure! It's more fun to play with friends."
"Okay! I'm on the Black Mountains server."
"Oh. I'm on the Dusty Gorge server."
"That's alright. I'll make a character on Dusty Gorge."
"Great! Where shall we meet?"
"Well I'm only level 1 on this server, so it will have to be a starter zone."
"Oh. The lowest character I have is level 20. So... I'll just one-shot everything, and I'll get no XP and useless loot."
"Ah. Well... I guess I'll get to level 20 and let you know? So, we can probably play in a week or so?"
"...Okay."
These problems do not happen in GW2 with the megaserver system and dynamic level adjustment.
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When the game came out a group of friends and I quested through several zones together. This is us in the charr starting area.
(I don't want to pretend dynamic level adjustment is perfect. Because if you take your Ascended-item max-level elite-specialised hero to a starter PvE zone you are going to be more powerful than a new level 1 character. Not quite to the point of absurdness, but not far from it either.)
Any barrier that makes it hard to play with friends in an MMO is idiotic. I am very glad GW2 started with low barriers, and only made them lower over time.
A Better Grind
There's grinding in GW2. How could there not be, in a modern MMO?
I have seen people in GW2 doing what I consider painful, repetitive grinding. Armies running laps in the Edge of the Mists. Heroes repeatedly doing Fractals. Massive groups teleporting from one world boss to another on a clockwork schedule.
If people want to do that, more power to them. None of that is necessary, though. It's for bragging rights or as a faster alternative to levelling.
Look at the relative stats for item rarity. For a fresh level 80 character Rare equipment is trivial to get, and Exotic is very doable. This equipment is not that far behind the very best. Certainly the gap is much, much less than most other MMOs. And it doesn't go obsolete over time as new content is added... mostly.
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Mounts are more than just a "go faster" convenience in GW2. They complement the exploration side of the game, with each able to run, jump, or glide differently. They have weight and inertia and are fun to drive. The optional, later-game mounts require some grinding to get; thankfully they are account-wide unlocks.
Is there any grinding required to just experience the game? The answer is "yes", but I think GW2 has taken the harsh edges off it.
If you enjoy grinding, is it really grinding? GW2 lets you enjoy grinding in two ways:
No Repetition
Get something once, and you don't have to do it again. That's good, because something only becomes repetitive if you have to do it more than once!
Very many things are account-bound. Progress can be made on any character. And once you unlock it, you have it on all characters.
Even something like levelling, which is not account-bound, doesn't have to be repeated. Level-boosting items are handed out as you play or as birthday gifts. All free; not paid-for. And handed out generously: I have enough to get about a half-dozen characters to maximum level. Even if you don't have quite as many as I do they will still speed up the levelling process.
Grinding by Playing
Many things you grind for can be earned doing a variety of things in a variety of places. This has the happy side-effect of making grinding goals come with just playing.
Suppose a friend newly joins GW2, and I'm tempted to join them in the low-level non-expansion zone. I won't be "wasting time" as I'll be earning masteries, gold and other currencies and crafting materials.
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Photo-bombed by a hunter pet. Look at that smug expression on its face...
Combat Mechanics
GW2 combat feels pretty satisfying and fluid to me. I don't want to hold GW2's combat up as exemplary, because it isn't. Other MMOs do similar things; in many cases better.
But I like GW2 combat well enough. Here's why:
Movement. Many attacks can be avoided by moving away. In any half-way hectic combat you're constantly on the move, either to avoid enemy attacks or to better position your own. Having a dedicated dodge move adds to the experience.
Action Camera. Not everyone likes the action camera, but I love it. I can control the game like a shooter, not like some modded real-time strategy game.
Elegant Rules. Over time, MMO rules systems often turn into incomprehensible messses that no-one understands. Or they start out that way. GW2's rules are pretty complicated but it keeps things mostly comprehensible with a kind-of status-effect middleware that relies on common effects like boons and conditions. The programmer in me finds it quite genius and, frankly, elegant.
Weak Holy Trinity
In GW2 the healer, DPS, tank divide is de-emphasised. Every class does a little of each.
Yes, you can emphasise one over another, and if you're doing difficult content you probably should. But no class is defined by their trinity-role. You want to be a tanky thief? Do it!
Healing is especially unique. In old-school MMOs, healing is just "reverse damage". You hit me for 20 damage? I'll heal me for 20 damage. In GW2 it's a bit more nuanced, usually revolving around regeneration or other slower effects. Someone chucking out healing skills is a life-saver (literally) not because they're un-doing chunks of damage but because they're increasing survivability.
Amateur Theorycrafting
When I was levelling up my thief I found she struggled with survivability. I paused to re-consider my tactics. I decided on a condition damage approach, and picked weapons and skills that would make my enemies bleed. Caltrops, shrapnel bombs, and double daggers!
It worked! The thief was still fragile, but she could stack enough bleeds to kill most things, even many things at once. The caltrops helped: tougher bad-guys would limp in pursuit, bleeding to death.
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My post-hoc re-enactment of that bleed build.
Apparently it wasn't an optimal choice: theorycrafters would pick other configurations. That's unavoidable. There is always a meta in any game made by mortals.
Yet I was pleased I had "figured it out" on my own, just by playing and experimenting. I didn't need an internet guide to survive. And even if it wasn't the best choice, it still worked well enough.
Having done the same on a few classes since then I feel GW2 is a game where you can tinker and customise and come up with things that work.
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My current warrior setup tries to be tanky in a few ways; one of which is by combining For Great Justice with Might Makes Right. I doubt it's a "top meta" build but it seems to work well enough.
Rotationless
I hate rotations in MMOs. I get they're inevitable to some extent, but I loathe MMOs that embrace and build upon it as if it's a positive thing.
Well, let me back away from that a mote. I hate it when they do that and it's not opt-in. If people want to do it for some unique style or to get a few extra percentage points of damage, I don't mind.
I don't want to think about internal timers and priorities when I play. Those things are artificial. I want to think about the actual goings-on in combat. I want use Hundred Blades because I've moved into a position where I can strike mulitiple foes; not because a I've randomly proced a buff that enables or enhances it.
This is why Berserker Warrior is my favourite class in GW2. I can play it in a brain-dead way. The "auto attack" skill, plus one or two others, is all I need in a stand-up slugfest. Everything else is to respond to a situation: to move, to heal, to break, to push.
There are classes and specialisations in GW2 that do require something of a rotation. That's fine. I won't play 'em but I've no problem if others want to!
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PvP and End-Game
I've not done much PvP stuff or fractals or raids. So I can't talk much about that. I wish I had tried these things, but such are the laments of a casual player with limited time.
I really love GW2's approach to remove gear and level restrictions in all PvP. It's great you can buy the game, log in, and play PvP or WvW on a mostly level playing field.
I also love the concept of World vs World. Both as a mode of competition and the way it allows for a variety of activities like soldiering, skirmishing, scouting, siege-engining and supply-hauling. You can even just potter around the WvW zone doing vistas or harvesting resources if you want to.
Some people will complain GW2 doesn't have enough end-game. They're probably right, in a sense: there are better MMOs out there for their needs. As a casual player, I'm largely happy with the balance GW2 had decided to strike.
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A World to Escape To
Tyria is a welcoming fantasy world. Like a digital Narnia or Neverland it is a place to escape to. It's comforting to be there.
Of course escapism is part of many works of fiction. On the other hand, it's not something every work of fiction ought do.
If you're going to do escapism, do it well. GW2, I think, does it well.
Scenic
Tyria is a beautiful place. It was in Guild Wars 1. It still is.
The designers have a real knack for displaying awesome, yet realistic, environments. There are stunning settings in all manner of environments. Just look at the screenshots I’ve peppered about.
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They especially do nature well. Some of the forests, with dappled lighting and weather effects, are gorgeous.
This isn't just a matter of graphics, or even art. It's a sense of moderation: it's knowing that if everything is epic, nothing is.
They know they rock the scenery. Why else would they make pretty views a big part of the game?
Race Realism
MMOs often have a problem where non-human races are... well... quite human. Sometimes in very silly ways.
Not so GW2. I love the charr. A "cat people" race that aren't humans with cat-ears and a tail. The charr are inhuman yet have animal traits that are familiar, from the loping all-fours run to the always-sniffing nose. They're well designed.
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Charr posture though... All that weight bearing down on feet that don't have the benefit of heels? An awkwardly forward centre of gravity? They've got to be sore by the end of the day.
Pretty much all the races are done well, including monster bad-guy ones. There's a lot of detail put into GW2 creatures and it's a shame in a way that the nature of the game means we rarely get to see them up close and detailed.
Arguably GW2's weakest race, aesthetically, may be the humans, who all look like stock photography models.
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After doing so well with the charr, I don't know what possessed them to give Rox ridiculously huge kitty-cat eyes.
Empowering
Thinking logically, Tyria really isn't a nice place. There are all sorts of problems, from local bandits to world-ending dragons.
Throw that logic out the window. What matters more than how many problems there are is how empowered you, I, or anyone is to solve these problems.
There's no problem in GW2 that can't be fixed. Bandits can be beaten up. Dragons can be defeated. Even racism can be fixed. (Yes, often violence is the only option, but that's action RPGs for you.)
There's a spirit of co-operation and capability that runs through GW2. You are not so much the mighty hero coming to save the helpless peasants. Rather you're mucking in with people already hard at work trying to fix things, be they grub-squashing farmers or dragon-killing soldiers. You just happen to be the tipping point they needed. Even in the story, when you're promoted to grand poobah, you're a pretty collaborative boss, tending to work with your comrades.
In GW2 hope trumps hopelessness. It's escapism. It's nice.
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Story
GW2 has a number of stories you can embark on.
I have mixed feelings about GW2's story. Like most MMO stories, it isn't that great. I wouldn't suggest you get a bag of popcorn and watch all the cutscenes on YouTube.
But as far as MMO stories go, it's probably better than most. It certainly has its ups and downs. Yet in those better moments it can be quite enthralling. Living World Season 4 -- the most recent story section at the time of writing -- kept me interested and even tugged a little at my heart-strings.
Like a soap opera, the GW2 story makes up in quantity what it lacks in quality. Over time -- years and years, remember -- you get to know and love the world and the characters. And it's doubly engaging because you are one of the characters.
Characters
The best thing about GW2's story are the characters, especially in later content. Characters who are essentially RPG tropes are given personality by competent writing and voice acting. Canach's dry sense of humour always amused me, as did Taimi's energetic voice acting.
This is a well-calculated expenditure of effort. Good characters can make talking heads engaging. Bad characters can't be saved even by multi-million dollar effects budgets.
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A cool little scene at the end of the Personal Story has your character striding alongside the members of Destiny's Edge.
War and Isolation
Many people don't like Orr, the final zone in the base game. I do.
As per the story, it's a warzone. And you can see it. It's like the D-Day landings over there. Scouts, transports, war machines; everywhere you go the Pact are battling the undead. There are no heart quests there, just dynamic events; and I think that reflects the epic goings-on quite well.
Likewise, a zone like Mount Maelstrom is meant to be a wild place far from civilisation. And it feels like it. There are people (someone's got to give quests) but they're either explorers, exiles, or strange native creatures.
These may seem like rather pedestrian observations. I bring them up because many MMOs get this stuff wrong. Epic war zones have maybe a few dozen NPCs battling but otherwise seem unaffected. Far-flung regions have just as many towns as the heart of civilisation.
Getting this stuff right provides a sense of place, and of progress (level-wise and story-wise).
Living World
I enjoy GW2's Living World episodic content. From a story and setting perspective it gives the world a sense of history and progression.
From a gameplay perspective it adds new content... and often a lot of content. Whole new zones are added. I have especially enjoyed Season 4's zones, which feel as richly developed as the normal zones.
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Style and Polish
People often talk about Blizzard games in terms of polish (even Blizzard do). I feel GW2 has a certain level of similar polish. (Whether that's still true for Blizzard games is another matter.)
The art style is gorgeous and consistently applied from the grand stuff like character creation screens and loading art, right down to little touches on the UI. This consistency isn't exactly a key selling point but it does speak to a certain craftsmanship.
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When you jump in the water, the lower part of your HUD gets "splashed" with drops in GW2's signature "inkbrush style". It's part of the transition animation from land to water skills. A tiny touch that is illustrative of GW2's attention to detail and consistency in style.
Wiki
Similar quality can be seen in the official GW2 Wiki which is informative, tidy and (as far as I've seen) complete. It's good to be able to look with confidence at a definitive source rather than look over a handful of fan MMOs trying to sort fact from speculation.
Conclusion
So... I like Guild Wars 2.
It's been the perfect MMO for a casual player like me. It respects my wallet. It respects my time. It offers variety, solid gameplay, and a comforting world to visit. It seems to have been made with real love.
Thank you to the people who made it. You should take pride in the countless hours of entertainment and joy you've given to me and so many other players across the world.
If you've stumbled across this and are thinking of playing, know that GW2 can be played for free. Why not give it a go?
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