Tag Archives: guild wars 2

Changes are not predictable; but to deny them is to be an accomplice to one’s own unnecessary vegetation.

One of the problems I find with a game that has a very imaginative creative team behind it is that I often read articles — such as this one from ArenaNet — detailing one of the NPC races and find myself wanting to be able to play as a member of that race instead of the ones on offer. Don’t get me wrong, I really rather like the choices provided by Guild Wars 2, nothing revolutionary, but compelling nevertheless. The nature of the skritt really sparked my imagination however:

“No one really knows how the skritt hive-like intelligence works. The most likely theory is that the skritt simply communicate so rapidly that, when together, they can vet their ideas and choose the best one within seconds, rather than going with whatever plan each individual first conceived. Certainly, the skritt have exceptionally sharp auditory skills. They can communicate with one another almost instantly if they are within earshot. If you meet one skritt alone, he might not appear particularly intelligent, but if you meet several, they can discuss their surroundings in amazingly swift, almost ultrasonic chirrups and chitters, and are able to process information and make more intelligent decisions. Therefore, the skritt seem less intelligent in small groups and more intelligent when they gather in larger ones”

I read something like that and I can’t help but begin to think of ways of turning this into a playable race. If you’ve seen the gibberlings from Astrum Nival’s Allods Online, it’s easy to picture how much fun such a race could be. Instead of a single character, the player would take control of a pack of creatures, not individually controlled, but moving in unison as a cohesive unit via the standard controls of the MMO. Move forwards and the whole jumbling ramble of skritt would heave, writhe and clamber its way across the landscape, like the proverbial plague of rats.

I think we’ve reached a point in the power of PC technology where developers can start to get a bit more creative with the nature of their games, that the standard rule where ‘you have this single entity that you control, they will have these armour slots, and hold this weapon in this hand’ can be stretched and broken, thus creating new and exciting possibilities in how a player is represented in the game world.

For example, take the quote above about the skritt’s ability to gain in intelligence the greater their number. A fun mechanic in itself, and it could also be a rather fun mechanic if turned around and given to the player. Instead of Allod’s purely cosmetic gibberlings, imagine the player with their ‘swarm of skritt’ character: it’s a powerful entity at the start of the fight, but as the fight continues the player’s character doesn’t lose health, it loses skritt. As the player’s character loses skritt the collective intelligence of the PC begins to decline; my thought for the mechanical representation of this was that certain abilities would become greyed-out on the hotbar as the number of skritt declined. There are plenty of examples of a class starting combat weakly and then building in power as the fight continues, but this would be the inverse, where the skritt swarm would start the fight strongly but gradually decline in power the more damage they took. We could look at it as a DPS role where ‘staying out of the fire’ is an imperative because the DPS class itself would be punished for standing there, they would start to lose their power, rather than the all too usual MMO routine of them continuing regardless and then blaming the healer for not keeping them alive. It’s an example of game-play which encourages the player to play well, rather than use other classes as a crutch.

I suppose this idea of a ‘playable skritt’ is really a race and a class in one, but I can’t see that necessarily being a problem for players, and it would certainly make itemisation (both graphical and numerical) a lot less of a burden on the developer. The abilities of the skritt would include the usual self-heals that ArenaNet have explained are core to the game-play of Guild Wars 2; I picture the self-heal being a calling of reinforcements, where X number of little skritt dig their way up out of the ground and join the swarm, and thus possibly reactivating abilities based on the total number of skritt now in play. Then there all the opportunities for fun: a skritt cannon where the player sacrifices some of their power to launch a powerful ranged offensive at an enemy by packing skritt into a cannon and launching them across the battlefield (which was inspired in no small part by getting a great deal of amusement out of the Mogg Cannon card in a Magic: The Gathering game this past weekend at m’colleague’s house). Other more complicated, and thus less feasible, ideas could include the ability to split your skritt swarm into two smaller and less powerful groups that could, nevertheless, take on multiple objectives at the same time, but at greater risk due to their reduced power level. A skritt player could perhaps take on the ‘buffer’ role, assigning their skritt to other players to boost their abilities, picture two jabbering skritt sitting on the shoulders of an exasperated charr while firing their guns at the enemy (think Chewbacca and the ewoks in the cockpit of the AT-ST at the battle of Endor).

In trying to find new features of game-play with which to entertain players, developers shouldn’t ignore the fact that the player’s race and class are also valid areas to innovate, LotRO’s Warden class being an excellent example. I think my primary disappointment with Rift’s soul system was that although it was brilliantly flexible, it didn’t provide the level of variety that I’d hoped for. When you create a warrior, say, you can choose the soul that lets you tank in the standard fashion, with the standard reactives, or you can pick the soul that lets you DPS in the standard fashion, with the standard finishers. And that probably isn’t an issue with Rift at all, it is probably the fact that I’m slowly tiring of the standard way that MMOs do things; my skritt example above is one example of how I believe things could be mixed up a bit and made fresh. If World of Warcraft’s druid population has shown us anything, it’s that players are quite happy to play as a bear or a cat, often to the exclusion of playing as a biped where possible; so what about a tribe of armoured bears as a playable race? Allow the bipedal races to ride on the back of the armoured bear, and have a symbiotic relationship where, if the two players cooperate, the whole is greater than the sum of its parts; I’ve played plenty of FPS games where someone is happy to drive the vehicle while the other person sits in the turret and shoots, so perhaps it would be a case of making the ‘driving’ more entertaining and challenging within the context of MMOs. It’s one example of a way to encourage the teamwork and camaraderie that we seem so desperate for in our MMOs and yet, if general reports are anything to go by, we rarely achieve outside of static groups and guilds. Instead of making players work together because they have no alternative, invent reasons that players would want to work together, one such example being the provision of interactions between unique and unusual classes which are not only entertaining but often entirely unpredictable.

I think that’s the lesson here. Predictability. Predictability is currently embedded in the nature of MMOs. Players are encouraged to want to know the numbers, the stats, and the details. They provide a framework which is so familiar that players don’t have to discover anything to know most of what the game has to offer, only with a slightly different cosmetic skin to it. Then the players load the spreadsheets, run the simulators, and iron out every peak of individuality, every statistical anomaly, every unexpected occurrence, and every spontaneity.

There’s no joy in predictability, no fantasy in numbers, no enduring epic in certainty; just as there’s no magic or mystery in accounting.

The greatness of a craft consists firstly in how it brings comradeship to men.

So ArenaNet blogged about their crafting system yesterday. Here’s a summary of some of the salient points, with my feelings on them:

I’m Andrew McLeod, one of the Game Designers responsible for creating an in-depth but accessible crafting system for Guild Wars 2.

Well hello, Andrew.

Characters can be proficient in up to two crafting disciplines at a time. We feel that this allows players to have a good variety in the items that they can craft, but still maintains player interaction and exchange. It also gives a stronger focus on the specifics of what you can craft- especially with the depth and size of each of our crafting professions.

Show me the depth and size of your crafting profession, baby.

Although a character can only have two disciplines at a time, they can change their crafting disciplines by visiting the master craftsmen NPC that can be found in all major cities. When you change back to a crafting discipline that you’ve previously learned, you regain your skill level and known recipes from that discipline, but the cost of changing disciplines increases with the skill level in that discipline.

Mmmm, yes.

Characters can gather all types of crafting materials, and gathering nodes in Guild Wars 2 are not exclusive, or used up after a player gathers materials from it.

Ohhhhh, yes.

If you’ve played other MMOs, you may have felt frustrated when trying to gather crafting materials; you’re running around zones trying to find nodes, only to have someone beat you to the node, or take the resources while you’re fighting an enemy that attacked you before you could gather them. In Guild Wars 2, each node can be gathered by every player, so when you see a rare node off in the distance, you don’t need to abandon what you’re doing to try and beat other players to it.

Nnnnn, yesssss!

We decided to make gathering available for all characters for a couple major reasons. First, we wanted gathering nodes to be sought after by every player, so that when players are grouped together they don’t need to feel guilty by making the group wait for them while they run off after an ore vein on the side of the road.

Oh God! Yes! Yesss!

Secondly, gathering professions are often used for economic gain, through selling materials to other players, and we didn’t want crafters to have to sacrifice their economic potential in order to be able to craft gear for themselves and friends.

YEEEAAAAHH Oooooooo!

If you haven’t previously crafted that item, you discover the recipe for that item, allowing you to easily view the correct combination to recreate the item. Some basic recipes are automatically learned by characters, but the recipes for most items must be discovered by the crafter. A few recipes can only be learned from a trainer or from drops in the world.

Ooo, ow. Not like that. That’s awkward, I don’t want it in the wiki, baby.

Leveling up your crafting skill uses an experience system—each item you craft is worth an amount of experience. There are 400 skill points in each discipline, though crafting items will often give multiple points worth of experience.

Mmm, that’s better!

Our intent is that you should never have to make something you consider worthless while leveling a crafting discipline.

Oh yeah, here we go. Here we go. Oh. OH! Yessssssss.

I hope you’ve enjoyed this look at crafting in Guild Wars 2. As you can see, the crafting system we’ve created really reflects our philosophy of cooperative, accessible gameplay.

Well, it was good for me.

/cigarette

The making of a picture ought surely to be a rather fascinating adventure.

From the ArenaNet blog:

To build incredible online worlds, ArenaNet starts by hiring incredible people. You’ve seen some of the breathtaking work our artists have produced, and you’ve undoubtedly heard the groundbreaking ideas our designers have incorporated into Guild Wars 2. Well, even though QA isn’t responsible for making art or designing game systems, ArenaNet ensures that our team members are the best in the industry.

Looks like ArenaNet’s marketing has moved from game promotion into shareholder fellating. It’s the second time in as many posts that their marketing has grated, so for me it’s time to switch off the feed until the game gets released.

Honestly, if you can read through that post without throwing up in your mouth a little, well done you, and do carry on. I’m sure there’s a drinking game in there somewhere though; perhaps, take a drink every time you read a sentence that screams ‘I’m only saying this because my boss wants me to, then I can hopefully get out of QA and become one of the “legendary designers and developers that make up the staff here”‘. Perhaps I shouldn’t picture it being written by some poor sweating sobbing dishevelled individual, as marketing drones in tight black uniforms stand behind spot lamps and bark orders at him. “ACHTUNG! MORE GUSHING! SCHNELL!”

I rather like ArenaNet as a company; Guild Wars is an excellent game, and I’m looking forward to the new iteration of it, but for me the marketing tone has shifted from promoting to pimping, and it’s more likely to drive me away than make me want to play the game.

Maybe this is the way marketing has to be in the industry. Perhaps this is the sort of glossy rose-tinted reality that the ‘true’ fans are after. People within the industry may say that the sort of frothing self-congratulatory adulation that paints a picture-perfect presentation of how remarkable this particular MMO will be – of the sort that helped Mythic to win through so convincingly with the release of Warhammer Online – is a perfectly acceptable part of participating in the carnival of pre-release hype for an MMO. They may be right. But I don’t have to like it — and I don’t.

I’m too sexy for my shirt.

The latest ArenaNet blog post on designing Humans in Guild Wars 2 has an interesting section, especially when cast in the light of our post from yesterday:

“I would like to say a quick word about where we stand when it comes to the “sexiness” of our armors and costumes.”

“Phwoar!”    ?

“This is a controversial subject that I encounter frequently on forums and message boards—not just about Guild Wars, but about a lot of games. I understand that many players feel that armor should be practical, realistic, and shouldn’t leave skin exposed to attack.”

I think you’ll find most people who wear armour think this too. Mainly because, well, y’know…
   Armour
   — n
   1. any defensive covering, esp that of metal, chain mail, etc,
    worn by medieval warriors to prevent injury to the body in battle

not

   Armour
   — n
   1. any defensive covering, esp that of metal, chain mail, etc,
   worn by women to show their perfectly formed voluptuous bodies
   to maximum effect in order to ‘sex up’ the enemy.

“When coming up with ideas for armor, the character and concept department try to balance the practical with the

fact that they’re a bunch of randy marmots?

fantasy.”

Oh.

“We make armor that looks protective and functional, but we also make armor that looks sexy and shows a generous level of strategically placed skin.”

Translating…
   ‘generous level’ = Giant
   ‘strategically placed skin’ = Tits

I’m sure a strategically placed arrow will look very sexy sticking out of those generous levels of strategically placed skin. Puncture Repair Kits can be bought from local NPC vendors, and your generous levels of strategically placed skin can be re-inflated using the pump at the resurrection shrine.

“We recognize the “fantasy” aspect of our game;”

We recognise that most people these days seem to equate “fantasy” with “nymphomaniac bisexual female fleshbots”

“if you are able to rain down balls of fire from the sky, your clothing should”

Really show off your breasts and bikini line?

“not be a factor when it comes to body temperature,”

Oh. I assume that’s because everyone is already STEAMING HOT due to looking like cyborg pornstars.

“whether you are wearing your underwear”

I’m not wearing any underwear while writing this. Welcome to my fantasy, people.

“or a fur coat.”

Great point, here’s mine:
If you are able to run into the middle of a horde of angry centaurs, your armour should not be a factor when it comes to protection, whether you are wearing your underwear or a set of full plate.

“We’ve always intended to create outfits for male and female characters that are appealing and attractive without making our players feel uncomfortable about what their character or other player-characters are wearing.”

Translating…
   Men wear armour. Woman wear as little as possible.
   If you feel uncomfortable, it’s because you’re a prude.

“I think that Guild Wars has been very successful in this regard, and we will continue to make outfits that adhere to this philosophy.”

Well at least the outfits will adhere to something, because it sure as hell isn’t going to be your character’s body.

Chaotic action is preferable to orderly inaction.

Floating foetus-like as I am in my current MMO limbo, I decided to revisit an old game that I have never managed to get on with, an MMO that broke many of the tropes of the genre at a time when World of Warcraft was still defining them, and can probably be considered one of the grey-bearded forefathers of the free-to-play model that is becoming popular today.

I was going to start by saying that I don’t know why I never got on with Guild Wars, but that isn’t true, I do know as to why, it would probably be fairer to say that I just don’t like the reason why. The failing is actually with me, and even though the game has its foibles I’m long past caring about such inconveniences as not being able to jump; I’ve come to terms with the fact that my character, hero of the ages, slayer of dragons and gods, cannot hop over the edge of a small hillock and must instead walk all the way down and around. Very fragile knees these heroes of the ages, clearly they have weak bone structure brought on by a lack of calcium in their diet. I mean, were my hero to jump even a few inches off the ground they would probably drive their shins up through the rest of their legs and then, as they toppled over and hit the ground, they would explode like a bone fragmentation grenade, killing the rest of their party, who couldn’t dive out of the way for fear of hitting the ground too hard and detonating themselves. True story.

How many Guild Wars characters does it take to change a light bulb? No idea, none of them are brave enough to climb up onto a chair because they wouldn’t be able to jump back down again.

It’s easy to pick fault with some of the more quirky decisions that have been made in the game, Guild Wars is quirky in so many respects. I use the term ‘quirky’ not with pejorative connotations in mind, however, but more in terms of innate individualistic idiosyncrasy; it’s clear that the creators set out to be different from the other offerings on the market at the time, and they achieved their goals so wholly that even today the game stands out distinctively among its peers. Let’s not forget that for a five year old game it features stunning graphical vistas and a slick responsive UI that you wouldn’t be ashamed to release in a current generation MMO.

So why do I struggle so much with Guild Wars? Simply put: pace. I would say that the combat in Guild Wars errs on the fast side, and as such it probably gives a closer approximation of the chaotic feeling of battle than most MMOs. We shouldn’t ignore the fact that Guild Wars was designed to be a PvP game, the clue possibly being in the title

“Well, we’ve formed a guild, now what?”

“I dunno. Invite the neighbours over, offer them a nice cup of tea?”

“Splendid idea! Ah look, here comes the Facestabbing Murderswine guild from number 42. Morning! We’ve just moved in, thought we might offer you a nihaaaarrgrgggggggghhhhuuurrrrrrrghhhhhh urk.”

“You killed Kenneth! Why? Why?! What? Guild Wars? Oh! Silly us, we thought it was Guild Make a Nice Home Settle Down Maybe Invite the Neighbours Over for a Cup of Tea. Tsk! Well, seeing as you’re here, can I offer you a nice cup ohhrrrrraaaaaaagrrrrrrrrrrhhhhhhhhh gak.”

The traditional MMO form of standing around a loot piñata and whacking on it with sticks until it bursts, like a troupe of vigilante Morris dancers, except with even sillier outfits, was not going to work in a game that had a strong PvP element. I don’t know if you’ve noticed but, in the general case, people are quite reluctant to stand around and let you smack them about the head with a large stick: they tend to run around screaming at the very least, but just as often they’ll pull out a very big stick of their own, and then try to get behind you so that they can smack you around the back of the head in return. What’s required, then, is acute situational awareness matched with instantaneous decision making in reaction to the field of play. Situational awareness, as we all know, is that quality that prevents players from ‘standing in the fire’, and transforms an adequate tank just about able to hold aggro into a tiny tanking god. In many MMOs situational awareness for most players boils down to a game of musical chairs, while the music is playing you spam your damage rotation or throw out your heals, and when the music stops you run around and find a safe spot to stop in, then the music starts once more and you’re standing still and executing the rotation again. In Guild Wars, situational awareness is musical chairs where the music never stops, and at some random interval they release a hungry tiger into the room.

Essentially I don’t get on with Guild Wars because every time I come to play it it teaches me just how bad I am outside of the basic piñata model of play. Every combat is so fast-paced and frantic that I finish it exhausted while not entirely sure what actually happened, other than I seem to somehow still be alive, which is the joy of having a healer henchman I suppose. In fact I picture the AI henchmen in my party silently mocking me for being an utter noob, and secretly all trying to vote-kick me out of the group so that they can continue on in peace without having to carry me.

It gets worse, however. I’ve often bemoaned the fact that you only have eight skill slots, one of which is usually taken up with some form of resurrection spell (greatly needed in any group that I am part of) and therefore you only get to take seven skills into a mission with you. Seven. You have two classes, a primary and a secondary, each of which has approximately seventy kajillion skills that you can learn and then pick from. Many of those skills will have effects that form a nice synergy with other skills, and indeed the system seems to me like a slightly cut down version of Magic: The Gathering, where you build your ‘deck’ of skills in such a way as to get a greater whole from the sum of the constituent parts. Seven skills, though. You can’t pick skills in the usual candy store way, grabbing everything off the shelf that you like the look of, because before you know it you’ve got ten skills vying for each available slot. What you need to do is pick one skill or theme, and then build a layer of supporting skills around it. Even this is difficult, however, and I find myself sullenly trooping off into a mission mumbling under my breath that I can handle more then seven skills, that it’s ridiculous that I can’t be entrusted with more skills at once, and pointing out that I have forty skill bar slots packed to the brim in World of Warcraft. And then I enter into combat.

Seven skills. Not a lot really. Combat should be child’s play.

Have you ever seen a kitten play with a piece of string being dangled in the air in front of it? It starts slowly, bats away nonchalantly with one paw, feigning only mild interest because this is clearly a fight that is beneath it. Then, as the encounter progresses, it switches to the other paw on occasion, slowly picking up the pace, its eyes growing wide, paws alternating strikes more rapidly. Then all of a sudden the kitten realises that the string is actually quite a persistent foe and that they might be outmatched, and it goes mental. Both paws start flailing in all directions, not just at the piece of string but at anything that remotely comes near it, the sofa, your legs – the carpet usually takes a sound thrashing. The paws are moving so quickly now that they’re both in use at the same time, the kitten stands up on its haunches, its face a mask of half-terror half-frenzy. Slowly the kitten’s neck begins to disappear as it pulls its wild-eyed face back and down and away from the relentless string, until finally its face can retreat no further and it falls over backwards and claws itself half to death in the confusion, before claw-crawling its way along the base of the sofa, flipping upright and dashing behind the cover of a chair in order to collect itself and catch a breath, tail swishing in irritation all the while.

Do you know how frustrating it is to finish every fight in Guild Wars hiding behind my chair? Not to mention the looks I get from Mrs Melmoth.

Honestly, it’s a mere seven skills, but every time I run into combat it’s the same: I finish the fight as a sweaty frantic wreck, having spent the entire time running around screaming and mashing keys with both hands at random, to the constant tune of the ‘Not Enough Energy for this Skill’ alert. I’m getting better with practise, of course, and I’m learning to accept death as part of the experience, which again is something which shouldn’t surprise me in a PvP-centric game. However, it all makes me realise just how few of the skills I actually use on those four packed hot bars in WoW, with many of them being highly situational abilities that barely ever get used, and others being buffs that are cast once every thirty minutes; when you read the rotations or priority systems outlined on sites such as Elitist Jerks, they often only really include four or five abilities, with perhaps four or so ‘boost’ abilities that are to be used every time they come off of their several minute long cool-downs.

I think this is something in which World of Warcraft succeeded, but where it isn’t necessarily a Good Thing: it created the illusion of complexity. A game such as Guild Wars, however, will happily point out that seven or eight abilities are all you can really manage in a truly dynamic combat. To compensate for this, though, it allows you to switch these abilities around as much as you like between missions, and provides a huge pool of complex and interesting abilities to choose from, as well as a compelling miniature deck-building sub game based on the interactions of those abilities. The problem a game such as Guild Wars has is in overcoming the illusion of choice to which players have become accustomed. Guild Wars 2 continues with a minimalist hot bar setup and evolves it, the small set of skill buttons now morph from one ability to another as the player activates a skill chain, and I believe one bar is dedicated to class defining abilities where the other concentrates more on flavour abilities determined by the customisation path the player has taken for their character. As such the UI is kept simple, which I believe to be a Good Thing, but I do feel it means that ArenaNet needs to find another way to present the illusion of choice, especially if they wish to convince players of the current generation of MMOs that there is depth to their game. I think it’s fair to say that Guild Wars has far deeper game-play than World of Warcraft with respect to skills and their mechanics, but because it restricts the player to a (sensible) number of skills at any one time, new players may well come away with the impression that the game lacks depth instead.

I think an important lessons for developers today is that it’s probably impossible to live up to all the expectations of players, and as such, developers need to find creative new ways to convince players that they’re getting the unrealistic expectations they demand, while actually delivering something that exists within the realms of technical and fiscal reality.

Now if you’ll excuse me I’ve got to explain these claw marks in the bottom of the sofa to Mrs Melmoth, especially difficult since we don’t have a kitten on whom I can place the blame.

Thought for the day.

Can I play my original Guild Wars character in Guild Wars 2?

Guild Wars 2 is a whole new game with different professions and races, new technology, and expanded gameplay. It is not possible to directly use an original Guild Wars character.

However, your original Guild Wars character names will be reserved for your use in Guild Wars 2

Interested in Guild Wars 2? Got a copy of Guild Wars lying around and a favourite character name, perhaps something that nicely fits one of the new races you’re thinking of playing? Might be worth quickly poking your nose in to reserve a name, it’s not as if you have to pay a subscription fee to do so.

I think I have a decent Charr name worked out. Now I just need that tall considerable shadow on the far left of the professions page to be a shaman, and I imagine I’ll be all set.

How now, hype?

Good hype is announcing player classes and races, world details, lore and specific game mechanics as they are actually implemented in the game.

Bad hype is making claims and then having to qualify your rhetoric and reel in player’s reasonable expectations based on what you specifically told them.

I’m just using Guild Wars 2 as an example because it’s of the moment. I’m genuinely excited about the game for other reasons, and for me Guild Wars 2 will always have a get-out clause in the fact that they aren’t intending to charge a subscription in the traditional sense, which lends a certain weight to their argument that they’re going about things differently.

Personally I have to balance that excitement against the Mythic example though, where a company with a previously excellent game with a healthy fan-base made big claims about taking MMOs to the next level, about creating a game for the players, with videos and blog posts – from developers and designers understandably passionate about the field of MMOs and their game – that talked about game mechanics and design revolutions that just never saw the light of day or, when they were actually implemented, were illuminated under a very different light to that which the hype had painted them.

It sounds like a familiar story now, and although I think Guild Wars 2 is going to be a good game, I do wonder whether it can live up to the expectations that are being set within the gaming community by ArenaNet’s manifesto. If they can live up to everything they have claimed, Guild Wars 2 will be a great game, but if they don’t, and it turns out merely to be a good game, I worry that the damage done by the negative backlash will be worse for them than if they had simply promoted the game through good hype. Good hype is the less dramatic, less flashy way to promote a game, for certain, but it develops no less a loyalty in the fan-base and general community, and most importantly, is more likely to develop sympathy and support for your game when it runs into the inevitable MMO launch issues, instead of the implosion of vitriol that is often reserved for games that claim greatness and fail to even approach the simple standard of competence that was set so many years ago by World of Warcraft. WoW isn’t greatness, it is simply the standard, the benchmark of entry, if you claim greatness for yourself.

Why do I rail against the bad hype? Because it destroys games and companies. It is bad for me as a player and fan of the genre, it is bad for the genre itself, it is bad for these companies and the people who have poured their heart and soul into their game. I hate it because it is marketing-driven rhetoric of the worst kind, it is the essence of the developer/designer passion filtered through the disingenuous half-truths of advertising, by committees in boardrooms who wouldn’t know an MMO if it was force-fed to them one experience point at a time. Bad hype is trying to generate current World of Warcraft levels of subscriptions at the launch of the game. Not even World of Warcraft did that.

It is big business come to the small rural town, paving over the fields, driving out all the shop owners and pasting up twenty foot tall billboards telling you that your boobs aren’t big enough, your car isn’t fast enough and that your sofa could be doing so much for you than being a comfortable place to sit, and that big business has a solution to all these problems you never knew you had until they arrived.

I’ll tell you why, however, that despite the ghosts in their hype machine I still have hope that Guild Wars 2 will be the great game that the designers and developers are telling us about. Ignore all the marketing pizazz and watch the part where Ree Soesbee delivers the following line

“The most important thing in any game should be the player. We have built a game for them.”

and watch her face. Either she deserves an Oscar for her acting performance, or that is the face of a game designer who believes passionately in what she says as she is saying it, no rhetoric, no grand analogies or sophisms, just a plain statement delivered in a manner that, to me, says “and I vow we will prove this to you”.

I hope so, because the good hype – races, classes, world design – that they’ve delivered so far has me fantastically excited about their game. The bad hype makes me equally as nervous and cynical, however.