design-balance

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  • PAX East 2013: ArenaNet on Guild Wars 2's near and far future

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.24.2013

    This year's PAX East is the first one to take place in a post-launch world for Guild Wars 2. Last year, one of the big rewards for panelgoers was scoring a beta key; this year, anyone can grab a copy right now without a problem (just a fee). Consequently, the game hasn't had quite as much presence this year. But the team at ArenaNet decided to do something different this time around by sending out two of the designers to sit down and just answer questions from media representatives. Before the palaver began in earnest, we were given a brief recap of the game's current state and the overall design focus. At the moment, we know that the game's developers are not looking to release a major expansion, focusing instead on more immediate content releases on a short schedule to make the game as good as it can be. While they don't like to use the term sandbox, they want the game to be a living world where people have a reason to be out in the world instead of stuck in small, instanced areas.

  • The Soapbox: Can we reward fun over persistence?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.22.2013

    MMOs are games of repetition. Advancing past a certain point is always a matter of doing the same thing over and over, whether it's repeating raids in World of Warcraft, playing the market in EVE Online, or taking part in the same event to clear daily achievements in Guild Wars 2. Whether or not you enjoy these repeat performances can make the difference between the grind from hell and a pleasant upward climb, but it's still a game of repetition. It's not exactly the ideal state of being. Nearly every new game seems to recognize this and advertise itself as free from grinding, which at best is true in a very narrow sense. You won't be grinding daily quests, but you'll be grinding events or PvP maps or dungeons. So why don't we have a game out there that rewards fun instead of persistence? Is it possible to create a game that's free of repetition and focused on enjoyable experiences?