Eating Crow with Guild Wars

I’ve been bad-mouthing Guild Wars ever since it released in 2005 and I’m here now to apologize. This is almost a classic example of how an early version of a game can be a turn off. I didn’t enjoy it at all during the 2004 beta and the first general experience of the original game (specifically the early areas of Guild Wars Prophecies) still leaves a bad taste in my mouth.

Trying it again now, taken as a whole with all of the campaigns, I’m having a lot more fun.

I expect some of the people reading this may be nodding their heads, one direction or another. In re-reviewing a game like this I’m retreading some old territory.

Guild Wars in 2009

Sakkara spotted a one-day sale on Steam for the Guild Wars Trilogy and scooped it up for both of us. Nelg jumped in as well. The single-purchase format was a big attraction and made the purchase an easier choice: No subscription fees and none of that icky F2P bait-and-switch feeling either.

After some initial confusion about how the three games blend together, all three of us realized we like the content. Like it a lot really. This has been a gem I’ve ignored for some of the most pointless reasons.

Between then and now:

Whenever someone asked me what I thought of Guild Wars, I gave the clichéd negative responses:

  • Guild Wars is not an MMO: In hindsight, this was an idiotic and pointless jab. In all of the areas that count, Guild Wars is just as qualified as a multiplayer RPG. There are millions of players and you can group up with any of them just like any MMO.
  • It’s too Instanced: I used to think an open world was the only way to go, but then I realized a lot of the content I prefer works better when instanced (WoW’s dungeon instances are a great example). It’s about grouping up and questing together and socializing back in town. Again, just like any MMO.
  • It’s full of Invisible Walls: Oh geez yeah the first few areas in Prophecies really have a lot of nonsensical invisible barriers. I’m discovering it gets better as it goes along. Factions and Nightfall rarely suffer from this and even later areas in Prophecies are designed better. ArenaNet should have axed or revamped Ascalon and its surrounding areas, that early content is still a turn off for me. The rest is fine, although I still get an urge now and then to jump over large objects or off the sides of stairs (characters in Guild Wars do not jump).

So what’s good or great about Guild Wars now? I’ll elaborate in more articles, but here are the quick bullet points:

  • The world is more fluid and complete than most MMOs: There’s a serious amount of content and despite the loading screens, it flows clearly and consistently from zone to zone.
  • It feels like a classic RPG, only with better multiplayer options: I can group together with friends or I can control a party of my choosing (with Heroes and / or Henchmen). Or I can do a bit of both at the same time.
  • The gameplay is tight and often tactical: Aggro is more about positioning and AI opportunity than DPS and threat calculations. Melee mobs will sometimes try to outflank. It’s a great group experience if you can get into the groove and react dynamically.
  • We get to clear mobs: I’d forgotten what a big deal this is to me. I consider respawns a necessary evil for open worlds and I’m guessing the designers for Guild Wars feel the same way. Talk about working with your strengths. It’s satisfying to kill a mob and have it stay dead until you reset the instance.
  • Levels max out at 20 quickly (I’m already 20) and gear tops out too. It’s compelling to collect gear sets, but it’s not a gear or DPS ruled game. Teamplay, teamplay, teamplay. If you can coordinate and work well together in groups, that’s far more valuable than your gear. That’s true for both PvE and PvP.

The number one reason I’m enjoying Guild Wars so much is that it knows what kind of game it is. It works well within its own limitations and doesn’t feel like someone just took another game’s model and mashed in a few new features. It’s not different just for the sake of difference, there’s a coherent and cohesive design to every aspect of this game. Most MMORPGs feel like the same bastardization of the Diku / EQ / WoW model. Guild Wars shines on its own set of lights.

That’s probably enough for me to gush about right now. I’ll expand and post as I progress.


5 Responses to “Eating Crow with Guild Wars”

Glad you came back to the game, as I do think GW is fun and fairly unique in the MMO landscape. The only point I disagree with you about is the instancing. I really wish that they had made more of an open/shared instancing so that I could have the experience of running into people while outside of the cities. Sounds like you were running with a static group though, and I’m sure if I’d had friends in the game it would’ve made a big difference.

      

Playing with friends definitely makes it easier and it changes my perspective for open worlds.

If open worlds were done better, there would probably be no comparison, but so far open areas just seem to instigate a lot of petty competition in supposedly PVE areas. Spawn camping, kill-stealing, griefing, etc. are still commonplace in every MMORPG where players mix it up in the same place. To me it feels like they just keep taking EQ and trying to wedge in fixes to the problems that model creates.

It doesn’t mean I’d like to see every game totally instanced, but it’s sure refreshing right now to play one that is. It’s one solution to the problem. I’d love to see other games designed from the ground up for their content like this, rather than patched on features / fixes on the usual faire.

Guild Wars 2 looks like it’ll have the compromise to fulfil both possibilities.

      

Even if everyone else thinks so, I will never accept GW as a MMO. But at some point I wouldn’t mind trying the game out again, I haven’t played it in years.

      

I really liked the amount of content as well.
Not to mention the lore behind it seemed deep and interesting.

      

@xXJayeDuBXx:

Did you play through Factions and Nightfall? So far, I’m enjoying the content in those campaigns more than Prophecies.

As for whether or not it’s an MMO, I guess what I’m saying is does it really matter? More and more I’m feeling that the first M doesn’t mean as much as it should. With every MMO making compromises, the gap isn’t much between MMO and other multiplayer games.

Now if we were talking virtual worlds, that’d be a different story, but MMO doesn’t equal virtual world, even if many of us expected it would.

      

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