Tag Archives: Guild Wars

Avoiding Guild Wars for a Decade

Guild Wars occupies a strange spot in my gaming history.

To start with, I am never sure if there is a space between the two words...

To start with, I am never sure if there is a space between the two words…

It came along ten years ago this week… something I only noticed when another bloggers mentioned the anniversary… at a point in time when the future of MMOs seemed golden.

EverQuest had brought a lot of players into the genre in a way that no MMO or proto-MMO before it had.  It confirmed that there was a bigger audience out there than was suspected, and that audience would pay to play.  Other games came on the scene like Dark Age of Camelot and Star Wars Galaxies that were clearly differentiated for EQ.  It seemed like we would have all sorts of unique choices when it came to MMOs going forward.

Meanwhile, EverQuest II and World of Warcraft had both launched the previous November (we hit my 10 year anniversary with WoW last month and I totally forgot) but, while WoW was clearly taking off, we were not yet at a point where “must make a WoW clone!!!” was the dominating developer thoughts.

The market was also small, at least when it came to the number of titles.  It felt like you could realistically know something about all the major titles on the market as well as those under development.  The whole VirginWorlds podcast era was predicated on the idea that you could talk about the MMO market segment in detail in a weekly one hour or less session and pretty much cover all they key players.

At the time I was just back into the MMO thing, having quit EQ and the genre back before Planes of Power launched.  As noted in the relevant anniversary post, Gaff got me to play EverQuest II at launch.

By the time Guild Wars launched in 2005 I had given WoW a try and wasn’t really thrilled, something I mentioned to a co-worker who had played EverQuest over lunch.  A surprising (to me) number of my co-workers ended up playing EverQuest.  This particular one had also burned out on EQ and was somewhat reluctant to get in on the subscription MMO level grind again.  It wasn’t that he hadn’t enjoyed some, or even most of his time in Norrath.  It was just that feeling you get when you’re too busy to use something you’re paying for.

He told me the game he had his eye on was Guild Wars.

He was keen on the MMO, or MMO-like, multi-player experience without the whole monthly fee.  Buy the box and you’re done, like a REAL video game.  That is what made it stand out among the so-called third generation MMOs. (And this ignores the whole Guild Wars isn’t an MMO thing, which I can’t even begin to address.  As with H1Z1, the company simply saying it isn’t an MMO doesn’t make it so.  The definition is both complex and situational in my mind, but there is also a certain amount of “quacks like a duck” in there as well.)

He was kind of our scout into this game.  He picked it up at launch and I would go by and ask him about it now and again.  He talked about the character models and the way cities were shared but that zones or content was all instanced and the skill system where you were limited to the number of active skills you had.

And the graphics.  He was effusive about the environment.  Most people with whom I have spoken to about the game over the years have praised that aspect.

At the time though I was fully committed to EQII, a game that had been changing and evolving… and breaking now and again… since launch.  Too much to keep up with there to start a new MMO-like game.

Then we all defected to WoW and the focus was on Azeroth.  Then I started EVE Online for a bit, then the blog started, then there was the instance group and so forth.  Somewhere in there I entered the VirginWorlds sphere of influence and would listen to Brent and sometimes co-host Brenden talk about other MMOs, which got me both more interested and more aware of the wider genre which, as noted above, seemed like a thing a single person could know about.

And Guild Wars was a common topic.  Brent and Brendan would talk about it, Van Hemlock was big on it, there were other former bloggers keen on the game, so it was always part of the mix.  Eventually I bought a copy.  I know this because the box is still sitting in my bookshelf.

MMO Boxes on my shelf

MMO Boxes on my shelf

At some point in the past I dumped a bunch of boxes but, for whatever reasons, I chose to keep these particular ones.  The EverQuest and the EverQuest: Ruins of Kunark CD jewel cases are on the far left, while the original EverQuest manual is next to A Theory of Fun on the right.

And you can see there isn’t just one, there are TWO Guild Wars boxes.

Yet I cannot recall ever really playing the game.

I remember taking a couple of runs at it.  I found exactly FOUR screen shots from Guild Wars after sifting though my hard drives that indicated that I made at least two characters, one male and one female, at some point.  I think that might have been after a podcast discussion where somebody was effusive about the female character models in the game.

Sexy or Sexualized?

Sexy or Sexualized?

I also recall at one point trying to get a group together in Guild Wars with Potshot and Ula during one of the hiatus periods of the WoW group.  I have a distinct memory of us in a small town with very pretty and detailed flowers… and being unable to jump over an ankle-high obstacle… but little else.  Something didn’t click because we clearly did not stick with it.  I did not even make a blog post about it.  I have literally written more about games I never played myself, like LEGO Universe, or games that never launched in the US, like KartRider, or games that never even existed, like Planet Michael, than about Guild Wars.  I have certainly written more about games the instance group has tried and dropped.  Runes of Magic has gotten many more words than Guild Wars, for example.

This might be my first Guild Wars post in more than eight and a half years.  And despite having been aware of the game since before launch, I have very little to say about it.

Meanwhile the landscape of the MMO market has changed.  The golden age ended, for me at least, with the crash of Warhammer Online, which killed the idea of being both popular and different from WoW. After that the tomb was sealed when the idea of another mass market subscription MMO, the now cringe-inducing idea of a WoW-beater, was laid to rest when Star Wars: The Old Republic went free to play.  Now we talk about niche games and funding and variations on business models and funding and fanciful ideas about developer independence and funding and cash shops and what went wrong back in the day and how it is all Blizzard’s fault.

And yet Guild Wars is still there, which is kind of amazing given the propensity NCsoft has for shutting down games that simply are not making enough money.  It has been overshadowed by Guild Wars 2 (which I can actually remember playing still!) and is never going to see any further expansions or content updates, yet it still abides.

Anyway, it has been ten years.  Happy anniversary!

Other places writing about Guild Wars at age ten:

 

Private Servers for PvP… That Totally Makes Sense… To Somebody

Guild Wars 2, one of my potential 2011 games, now *seems* slated for some time in 2012.

No big deal.

These things happen.  The same goes for TERA as I understand it.

So with that release still somewhere over the horizon for me, I haven’t been paying too much attention to news and updates about the game.

space bar... space bar!

Still love this logo…

I did, however, see a ripple last week on Twitter about something somebody somewhere said about Guild Wars 2 offering private servers of some sort.

This, of course, caused a small stir, filled with both hate and warm fuzzies.  My own though was perhaps this would be something of an “our world” option for you and your buddies.  Guild Wars is mostly instanced, so maybe this might make sense in the context of Guild Wars 2.

Eventually, ArenaNet offered up  a clarification on the subject:

In the interview he mentioned that we are considering allowing players to “create” their own PvP servers, it is not for certain. And we never mentioned anything about “private PvE server” – that is something we will definitely not do.

This made my brain do a rapid left turn.  And not just because “create” is in quotes.  What does “that” mean?

Isn’t PvP the most social (or anti-social, if you look at it from the other end) aspect of a game?  Isn’t that the part that lives and dies on your getting as many players as possible involved?  Wouldn’t that be the worst aspect of the game to split off into individual servers?

Okay, yes, I do not know thing one about Guild Wars 2 PvP… or even Guild Wars PvP for that matter… so maybe it totally makes sense.  Maybe that is the completely logical position, a step in the right direction.

But when I read tidbits like this…

Guild Wars 2 will feature “World PvP”, large scale combat taking place in a persistent world, with players able to drop in and out “on the fly”. Players will be able to join this worldwide PvP battle in a variety of roles, with rewards commensurate with their success.

it makes me go “hmmm?”

Meanwhile, the PvE aspect of the game… and my impressions are from Guild Wars, with which I am mildly familiar, owning three of the four game boxes… seems like it might be a candidate for private servers.

Or maybe not.

If it is anything like Guild Wars, the game will be heavily instanced and players will already have private instances, so who would ever need a private server.

Anyway, the depth of my ignorance on the subject is as yet unplumbed.  I am sure somebody out there can explain why ArenaNet would even bring up the topic of private servers.

Unless they are going to offer a “run your own” server kit, thus taking load off of their data center, I cannot see any real benefit in the idea.   #notwinning

Cryptic Calls My Forgotten Realms Bluff

If you didn’t like the IP idea in my last post, why not just go with Forgotten Realms?

Is Forgotten Realms good for everybody?

(Quiet you Dragonlance weenies!)

As noted over at Massively, Cryptic announced their next project, Neverwinter.

Neverwinter

This is what Cryptic has to say about the game so far:

About Neverwinter

100 years have passed since the Spellplague consumed the world of Faerûn. Neverwinter, a once majestic city of magic and adventure upon the mighty Sea of Swords, is still being rebuilt from near total ruination. Even as new wonders of stone and iron rivaling ancient works are being raised by the hands of man, dwarf and elf, dark powers beyond reckoning vie for control of the land…

This is a world that promises death for the meek, glory for the bold and danger for all. This is the world of Neverwinter.

Neverwinter Nights Reborn

Continue the critically acclaimed adventure! The #1 best-selling Neverwinter Nights series of PC RPGs returns with an epic Dungeons & Dragons storyline, next-generation graphics, a persistent world, and accessible content creation tools.

Immersive, Imaginative

Enter a world ravaged by the Spellplague. Wrest victory from the claws of darkness and battle the greatest of civilization’s enemies in and around Neverwinter, a storied and ancient city upon Faerûn’s Sea of Swords.

Challenging, Complex, Classic

Epic gameplay and action rooted firmly in the best traditions of the RPG genre await those heroes courageous enough to brave the Spellplague and all that it has ravaged.

Build a Fantasy

Easy-to-grasp adventure creation tools empower users. Bring compelling quests to life and build challenging levels! Share creations with the entire world in-game. Become a part of the existing Dungeons & Dragons universe… Then build a new one.

Play Together or Die Alone

Encounter dangerous foes and perilous environments. Work with others, strategically, to overcome nightmares, demons, monsters, and beasts of legend.

World Without End

Neverwinter features co-operative multiplayer in an ever-evolving, persistent world where Dungeons & Dragons adventurers quest alongside thousands of other warriors, rogues, wizards and faithful avengers.

New D&D, Beloved D&D

Neverwinter is a true Dungeons & Dragons experience based on the acclaimed 4th Edition rules — a first of its kind!

A Legend Arises

Unprecedented character customization as only Cryptic can deliver. Imagine a hero, make a hero, become a hero.

Neverwinter is based on the 4th Edition Dungeons & Dragons rule set and set around the Forgotten Realms location of  Neverwinter.

This is pretty much what I have been asking for.

I was just commenting on a post the other day regarding DDO and how Eberron doesn’t thrill me, but Forgotten Realms… now there is an IP!

We’ll see how the D&D 4th edition rule set gets translated… that is always a leap of faith… but it couldn’t end up that bad, right?

And now, here we are.

Certainly, there are aspects to this concept that interest me.

  • Forgotten Realms

My favorite D&D campaign setting ever!

He’s the man for Forgotten Realms fiction… but doesn’t he work with Curt Schilling?  How do you explain that one to the head man?

  • Cryptic Studios

If nothing else, I want to see the fantasy RPG version of their character creator.  That should practically be a stand alone game in and of itself.  And if they’ve learned other lessons, so much the better.

  • Content Creation Tools

Yes, there is the 90% crap rule, but if they can figure out how to promote the good stuff so we can find it, this could be worthwhile.

  • Did I say Forgotten Realms already?

Oh yeah, still excited about that!

  • Not an MMORPG

Interesting.

Jack saysI wouldn’t say MMORPG at all — Neverwinter is a cooperative RPG.”

So where will Neverwinter stand then in the grand scheme of things?  And how does “not an MMORPG” fit in with their statement under “World Without End” I quoted above?

Is this just positioning, a “Neverwinter is not WoW” message?

Will it be “not an MMO” the way Guild Wars and Dungeons & Dragons Online are “not” MMOs, lacking as they do the shared, persistent world?

Will it be a step closer to the Dragon Age segment of the fantasy gaming world?

Or will it fall closer to Diablo III and Torchlight II?

And how will we be paying for this game, whatever it ends up being?

I will certainly want to keep an eye on this new game.  We’ll see if my calls for a real Forgotten Realms MMO were a bluff or not.  And, if nothing else, I always like to see how the game that ships lines up with the first press release.

Meanwhile, the last time I was in Neverwinter, it looked like this:

Neverwinter Map – TorilMUD

Not exactly impressive, but that was the way things were back in the day when I played TorilMUD regularly, and I enjoyed it immensely at the time.

TTH Picks the Top Ten PvP MMOs

Lists, especially ranked lists, are always good for some attention.

In that vein, Ten Ton Hammer decided to stir the pot a bit by ranking what they consider to be the Top Ten PvP MMOs.

I’ll spoil the surprise and give you their list ranked top to bottom.  You’ll have to go read the article to get the justifications.

  1. Dark Age of Camelot
  2. Eve Online
  3. Darkfall
  4. Planetside
  5. Warhammer Online
  6. Aion
  7. Lineage 2
  8. Guild Wars
  9. Age of Conan
  10. Lord of the Rings Online

They used the phrase “out there” to describe their selections, by which I assume they mean they are measuring the PvP-ness you can get today from these games, as opposed to when they were at their peak.  So no Shadowbane.

That also might explain the lack of Ultima Online on the list.

But if you’re going to exclude UO for its current state of affairs, how do you justify keeping Planetside on the list?

Because We All Love Lists!

CCP Manifest noted in the EVE News that CHIP Online.de, the web arm of CHIP Magazine, put up a list of what they consider to be the Ten Most Important MMORPGs.

CHIP is a German language publication, so the reasons behind the ranking of these games (Online-Rollenspiele) are mostly beyond my rusty high school German.  But we all understand a top ten list, and their list is:

  1. Ultima Online
  2. World of Warcraft
  3. EverQuest
  4. Guild Wars
  5. EVE Online
  6. Warhammer Online
  7. Lord of the Rings Online
  8. Lineage II
  9. Vanguard: Saga of Heroes
  10. Final Fantasy XI

Very little in the way of radical thought I’d say.

The first three are obvious picks, at least in my view.  The most popular game in the genre and the two previous holders of that title, each of which introduced, in their time, many players to the genre.

Guild Wars: Not to knock the game, but if I read the text right, it got that high on the list primarily because it represents the a deviation from the monthly subscription model.   I have only played the game for a few hours myself, so I am not the best judge of its strengths, but it seems like it has more going for it than that.

EVE Online:  Because it is EVE, the game most unlike anything else on the list.  The only science fiction game on the list as well.  Where are those science fiction MMORPGs?

Warhammer Online:  the current standard bearer for RvR.  If we are talking about importance to the genre it might be argued that Dark Age of Camelot ought to be on the list as opposed to Warhammer Online, not as a slight to WAR, but acknowledging that when it comes to RvR, DAoC begat WAR.

Lord of the Rings Online:  Makes the list no doubt for being a successful translation of a popular and beloved IP into a successful massive game, a difficult thing to manage. (And before you start, yes, Warhammer is a popular IP, but an order of magnitude less popular than LotR I would wager.)

Lineage II: hugely popular and one of the most recognized Asian PvP MMORPGs in the West.

We’ll skip to the end and Final Fantasy XI, which has popularity, its own look and feel in the genre, and the console aspect to set it apart.

And we’re left with Vanguard.

Vanguard?  Really?

My German is bad, but it is enough to get “Lots of promise, disappointing execution” out of the write up.

So what makes Vanguard important enough to make the list?  As a lesson to others?  Wouldn’t Age of Conan be a better lesson to study, or at least a more popular one?  Or could it be the whole wide open RMT stance that SOE has taken now that they have let Live Gamer onto all of the Vanguard servers?  That is a bit recent, and not mentioned in the write-up, but it will make Vanguard interesting to watch going forward.

Anyway, that is the list.  Nine monthly subscription games.  Nine fantasy settings.  Nine PC-only titles.  Nine different publishers.  Nine picks that were hardly surprises at all.

Who else belongs on the list?  Or who does not?