Quote:
Originally Posted by Gaile Gray
I'm going to share my thoughts on this not as any sort of official position, but just as a personal opinion as a gamer. When I played Diablo II, I did not have a portal to magically carry over my Diablo characters. When I played Half-Life 2, I didn't get to carry over my chars or weapons from HL. Sim City 3000? Nothing moved from the earlier Sim Cities. Civilization 2 didn't have a tie to Civ. MoO 2 wasn't MoO with the same guys. I didn't keep my 10-wheeler from Railroad Tycoon when I started Railroads.
You catch my drift?
Yes, some of you have played a long time. Dwayna knows I have played Guild Wars a long while, too, and I put time in all those other games, as well. But as the article says, GW 2 offers a whole new world, it's not even the same century, and goodness, I feel that it's ok to start fresh! Yes, I'll miss my characters. But I know that the ones I make in GW2 will be even better.
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Of all the arguments pro and con made regarding this issue, this is really the outstanding point in my mind. This seems to be a case of comparing "apples to oranges" so to speak.
I think I speak for a significant portion of the Guild Wars community when I say that many of us have invested not only a great deal of time, but also emotional energy into the characters we play as in the game. This is certainly not news to an MMORPG, but I feel like the focus of many of the arguments made surrounding GW2 have perhaps missed the heart of the issue.
It seems a bit difficult to compare Guild Wars to games such as Diablo II, Half-Life 2, Railroads, and other such games. There is a vast difference in the gaming community's expectations of a tradtional computer game and an MMOG. Diablo II made no claims of being an updating, perpetuating, pervasive online environment, dependant upon a company to steer its direction and ultimate lifespan. It was a game in a box - a finished product, (save patches), and noone expected it to evolve or to grow when it was purchased. Railroads wasn't predicated on having an ever-changing social component that drove its gameplay experience. Half-Life had no sense of inventory, no choices as to the protagonist's color, style, or creed, no long hours spent to finally gain the elusive machine gun.
It really boils down to two simple things:
investment and
expectations.
I have never, and I'd venture to say many other gamers have never invested 1000+ hours in any ONE non-MMO style game before. The time spent playing Guild Wars isn't simply time spent playing a game, it's time spent building characters that the player
believes in. There is an unspoken expectation among many gamers, (myself included), that by relinquishing control of the gaming environment to the company in an MMO style game, we are gaining in return some degree of assurance that the gaming world as we know it will continue. [Note: Yes I realize GW will continue to operate, I'll clarify what I mean shortly.] What I expect out of an MMOG such as Guild Wars is quite different than what I expect out of a game like Diablo II. The investment of time in games such as were listed above is done knowing that they are a static environment - and the gamers' eyes are open to the fact that it simply "is what it is."
MMOG's age, and the do eventually end. What I really think is unfortunate is that the Guild Wars community will be split - forced to make a choice between inhabiting the old Guild Wars world where many gamers still wish to play, and moving on to a new (I'm sure very well executed and exciting) Guild Wars world that is disconnected from the old. It would be like Burning Crusade (WoW expansion) forcing gamers to choose between playing the original WoW and the new BC, but not allowing the two to be connected.
I guess the feeling I'm left with is that of a fork in the road. The GW community will have to choose between GW and GW2 (though a few will play both, I'm sure), however it seems as though there is an unnecessary internal rift being created in the community. The time and imagination invested in character creation is not something to be left behind lightly, even if the remnants are passed on through an upcoming mechanism.
Isn't it supposed to be "the competition's" job to split the game community, drawing off part of them into another gaming environment?
One final thought: Guild Wars isn't a game to be played, beaten, and ended. That's not what the community expected when buying it, it's not what we expected while playing it, and what's disappointing is not that it will gracefully age, it's that it seems it will be depopulated ahead of its time. Noone said it would go away, but what fun is there in an MMOG where the towns are empty, the parties are all NPC, and noone is around to trade, emote, appreciate armor upgrades, and enjoy celebrations with?