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Guild Wars 2 ?C Surpassing Innovation
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Guild Wars 2 is being brought to us by Arena Net and published by NCSOFT, they've had many games, but none so successful as Guild Wars 1. It's been around for just over 7 years and defied many of the 'traditional' MMORPG traits, very similar to Guild Wars 2, however why do Arena Net continue to defy what makes a MMORPG?
We could argue all day about which game moulded the genre to where it is right now. The answer lies somewhere between World of warcraft and Ever quest. A better way to say it would be that Ever quest introduced these ideas and Wow made them the norm. For over 5 years we have been stuck in this vacuum state of idea's where everyone wanted to be the new Wow but no one wanted to innovate (rightfully so as MMORPG development costs millions and if the new idea flops... )#)
I think it's definitely interesting that we accept that Guild Wars 2 is innovating the game industry when Guild Wars 1 did just that, perhaps it was too early for Guild Wars 1 and we weren't tired of the WoW/EQ series of games that were going to be shoved down our throats...
But what are the differences between Guild Wars 1 and Guild Wars 2?
We'll start with Guild Wars 2, the new comer, the game changer, the innovator. Guild Wars 2 brings so much to the Guild Wars 2 gold MMORPG genre but also removes just as much. Some could argue that it's the things Guild Wars 2 doesn't have in the game that makes it so great, but what exactly does that mean?
GW2 doesn't have a traditional levelling system, each level is the same difficulty to achieve as the last, but the tasks and quests and events will be harder as you try to level up. I think this is a great way to do things as it means quite simply, there is no grind. Play as you have time, be rewarded for your time, the way MMORPG's were meant to be played. Time sinks are great, but only when you feel rewarded for the time you have invested in the game and developers have seem to forgot their perspective as a player and instead concentrated on how much money the game will make them. One again, that is understandable but that doesn't make good games.
What really makes GW2 amazing, though? I'd say it's how every design was built from the ground up, everything was considered before they started and everything feels like it is meant to be in the game and not added as they went a long, so many games suffer from this and it really hurts to have a great game until you can tell that they've just tacked something on and it doesn't feel right at all, The PvP experience (competitive/structured) is completely separate from your PvE experience and has nothing to do with it so everyone has a completely fair experience.
But want to wreck faces with your developed character? You can! World vs. World vs. World, or "W3" is a server, vs a server, vs a server, building community, forming rivalries, all while in a really fun and addicting platform, W3 couldn't be any better than it is and I feel like this is one of GW2's boasting features.
The biggest "game changer" though? What really makes Guild Wars 2 unique? The removal of the 'holy trinity' which in short, is the Tank+healer+DPS system. Guild Wars 2 removes the trinity and adds it's own system which is something more like "Damage+Control+Support" in which every class can do every role so dungeons, events and PvP really comes down to team work, strategy and good play. This really opens up a lot of combinations and idea's you can do with your party so i fully support the downfall of the trinity and in my opinion, only those who dislike competitive play will hug the trinity.
So that's Guild Wars 2 for you, but what makes it so different from its brother, Guild Wars 1? 7 years old and still selling copies albeit thanks to Guild Wars 2 and HoM (don't get me wrong, I bet it'd still be alive, but not nearly as popular as it is right now) Guild Wars 1 is criticized for not being a 'real' MMORPG, for being very unfriendly to new players and for being very challenging compared to games of its time (and even more so now) Before we compare the two, I'll round up Guild Wars 1 for you so you can make an informed decision by the conclusion.
Guild Wars 1 is "strange" because besides towns, outposts and cities; everything is instanced. When you leave to adventure the outside world you go into an instance. You can take party members with you, but a maximum of 8. This too many is a put off, but once you've played the game for a decent amount of time, you can pretty much understand why they had to do it at the time. Guild Wars 1 is probably the most story driven MMORPG I've ever played (besides GW2) it almost feels like a single player RPG (like Dragon Age, or Kingdoms) with multiplayer elements.
GW1 also only features 20 levels and you hit level 20 through maybe half of your chosen campaign, but after 20 you still continue to level up you just don't get attribute points anymore and only receive skill points (which allow you to buy skills) levels don't really mean much in Guild Wars, but at level 20 you can access quite a bit more including dungeons, pvp etc. Interestingly enough, when creating your character you can select where you want an RPG character (to play through the story) or play with a PvP character that starts at level 20 so you can jump right into the many types of PvP Guild Wars has to offer (with or without friends) I think this is pretty nice and Arena Net has definitely taken a lot of inspiration from their older game for Guild Wars 2.
Guild Wars also does not use a holy trinity system, as while there are healers it's really up to each party member to use control abilities such as interrupts, life steal, buffs and hex's to keep themselves alive and the enemy locked down. Guild Wars 1 is very rarely about nuking the other team down first, it's more like locking down the other team so they can't lock you down and letting g your spike dps deal with the rest. There are so many rules and quite a deep meta to Guild Wars 1 PvP which is bound to happen with GW2 in the e-sport scene.
But let's not forget one of the easiest mistakes to make with a sequel that heavily features a story, do the stories go together? I'll avoid telling any major spoilers of the Guild Wars 1 story (if you're a hard core Guild Wars 2 fan, I completely recommend completely Eye of the north and reading the books.
Eye of the north is the only Guild Wars expansion that does not allow you to play it from level 1, you have to have another story to do it, as its hard content that explains how the story of Guild Wars 2 comes about and if we ignore the chunkiness of Guild Wars 1, it does it amazingly. The suspense and the way you KNOW there will be a sequel at the end really adds to my anticipation of Guild Wars 2. The stories are told very similarly and those who loved the story and not the game play will drool over GW2.
In overview, let's take both of them and directly compare them.
Guild Wars 2 is in a lot of ways, not unique. It's ground breaking because they're taking their good ideas and modernising them and building them on a more user-friendly format. Guild Wars 1 was by no means a bad game and still has a dedicated fan base playing it for what it is, not just for the Hall Of Monuments for Guild Wars 2. The player base is very friendly and a lot of GW1's attributes are directly in GW2, many people deny this and they're dead wrong. The games obviously have their differences and that's why Guild Wars 2, in my 'prediction' (note: not opinion) will take over the MMORPG world as the first truly competitive MMORPG and allow both hard core and casual players alike to come together in many wonderful server communities. I think it speaks for its self that taking idea's from the past is never a bad thing and as long as you design to innovate, design to please, you're bound to make a ton of money because people want to play your product and if others follow Arena Net's path, we'll have an abundance of choice.
Source: mmosite
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