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I am just noting:
WoW is an old fantasy MMORPG game that came out shortly before GW did.
Since then the mmorpg market has really exploded. Many new fantasy orpgs come to the market. Few make it. Amongst the most recent releases are: Vanguard (Fantasy), Lord of the Rings (Fantasy), Warhammer (Fantasy), Age of Conan (Fantasy) are probabaly the most famous example.
All these games have in common that a character in a 3-D environment gathers equipment, spells/skills, and experience to advance during real-time battles which often involves repeatedly slashing the same opposing character without seemingly doing any apparent damage apart for damage numbers.
This is of course a gross oversimplification, but my point is this. In most games, the game mechanics seem similar with no real innovations.
Some games go a different route by choosing a different genre (Sci-Fi or something else). Examples: Startrek and Eve. Others stay in the same genre but do a completely different game mechanics such as Dofus and Wakfu and seem to be really successful with it.
Most games seem to run more graphically advanced versions of the same game mechanics. Aion now has introduced the 3rd dimension to fantasy games.
My point is this: What will make GW2 so that it breaks out of the typical mold typical fantasy orpgs. And will GW2 be passed by the technological innovations time brings?
Of course my hope would be no. What are your thoughts?
I just want to say that WoW didn't invent any of those things. But I see your point.
I hope that GW2 will build further on what GW started: great character/role flexibility, skill-rewarding gameplay, some structure to the PvP part of the game, and realistic, intuitive AI in the PvE part. An MMO where you actually play instead of just spending time.
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GW already has breakon out on traditions, by leaving behind many concepts commonly associated with MMORPGs: (1) grinding in XP and gear, (2) single-classing, (3) large array of skills available during play...
Graphics, equipment, and skills are standards that I would not do without. But they don't define the gameplay. This is where GW really shine over and above the competition.
I am sure that ANet will continue to innovate, and I am also sure that they are keeping their work secret so that they can take the MMORPG gaming industry by storm.
== Alaris & clone ==
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You can tell the quality of life of people by what they complain about
Looking at the MMO scene for the past 5 years, and looking ahead for the planned releases till 2011, no, not concerned at all.
Don't forget GW2, as GW will be no-monthly fee. Of course here we are somewhat spoiled and take it for granted. But all those new games you refer to do take 10-15euro to play every month.
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I think guild wars 1 was already unique it self...
The gameplay of both pve and pvp makes it fun...
Heres some facors to why GW good:
1. a lot of customization
2. The building of skill builds reminds me of card games
3. making strategies
4. teamwork
5. accomplishments and rewards
yup im guessing GW2 will be similar to GW which means...
more fun and less choirs ^^
I just got a an interesting idea I wanted to share with you all on this topic.
You know how in most fantasy mmorpgs including GW, a character picks one or more classes, and then gains very specific abilities associated with the classes.
For Elementalists for example, there is a fireball, a meteor, firestorm, a flare etc. Putting points into fire magic merely increases the damage potential.
Almost every other mmorpg I know works like this.
What if instead of specific spells like the one mentioned above, "magic" would consist of various compositions basic abilities associated with each line of magic.
A simple example:
Air magic spells.
To create a simple wind, gather air energy and simply release it in one direction.
To create sharp cutting penetrating wind, gather air energy and apply "release a very sharp, thin blade of wind form".
To create a tornado, gather air energy and then apply "a circular wind pattern form."
To create an explosion gather air energy and then apply "omnidirectional release form".
To create a sharp, cutting tornado, gather air energy and apply both thin blades of wind and circular wind pattern. Obviously, this would be harder to master.
The point is that each spell we know from before could be a composite of more simple actions. This will allow GW game dynamics to do more with less while keeping game mechanics fresh.
Similar logic could be used for other elemental forms of damage. Furthermore, each elemental line of magic could have certain forms associated with them that can only be found in that line of magic.
GW is innovative in itself, as far as the genre is concerned. While WoW/EQ and the like modeled themselves after capturing the RPG element, derived from DnD days; GW is modeled more after M:TG. Even basic deck models can be found in guild wars.
Control, Combo, Aggro, etc.
I figured I need a signature, and why not a fight club quote:
It's only after we've lost everything that we're free to do anything.
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I’m guessing this (and perhaps much more) is what the GW2 team means by 'Emergent Complexity'.
Regarding innovations, GW is still the KING of MMO innovation. Of all the more recent MMOs you have mentioned, they pale by comparison when compared to GW1 innovation. I've not seen much promise for core system (fundamental mechanics) innovation from anyone but ArenaNet, have you? Though, I have not been looking, being satisfied with GW1.
Champions Online seems to want to position itself as the first real Action MMO. If that means they're doing away with levels, they may actually outstrip GW2 in innovation. Then again it would also be an MMOaction game rather than MMORPG which GW2 seems to want to be.