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  • Flameseeker Chronicles: My Guild Wars 2 wishlist

    by 
    Elisabeth
    Elisabeth
    10.02.2012

    Having hit level 80 on one character, finished the personal storyline, delved into dungeons, been handed my backside in PvP, conquered keeps in WvW, and run around like a chipmunk on crack with multiple alts, I feel that I am totally in a position to pass absolute judgment on Guild Wars 2. Well, I've at least had enough time to draw some firm opinions about the game. There are a lot of things I like, but there are also things I wish were different. This is by no means a conclusive list of those things. What are they? You'll never know unless you skip below the jump. Go on. You know you want to.

  • Flameseeker Chronicles: Waiting for Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    08.14.2012

    There are two weeks left until the official launch of Guild Wars 2. That's a little nutso because a significant portion of my (and a great deal many other folks') energy in last few years has been dedicated to anticipating the game. Seeing it live will be something of an adjustment. I keep wanting to talk about memories of development and standing in lines at PAX and meeting devs and other fans as a way of describing my involvement with this game up 'til this point. I sometimes feel that that's odd, saying that the most exciting part of following Guild Wars 2's development has been the people I've met rather than the game that we're all congregating around. ArenaNet seems to agree with my take on things, though, if global brand manager Chris Lye can be trusted. He says of ArenaNet, "We're not a video game company; we're a community building company. We just happen to have one of the coolest ways to build a community, which is through a video game." Be it trite or not, I find that that kind of statement aligns nicely with the reason I, someone who plays MMOs largely for the sense of shared experience, have enjoyed Guild Wars 2 and its community so much.

  • Flameseeker Chronicles: Dynomatic

    by 
    Elisabeth
    Elisabeth
    05.15.2012

    After the first mostly-open beta weekend event, reaction to the dynamic event system of Guild Wars 2 is mixed. Some people see it as the revolution of gameplay that was promised, others think it's a refreshing and solid system, and others feel that it falls short. All of those are fair, although it mightn't be hard to guess that I don't share all of those opinions. Some people expecting the dynamic event system to be the trumpet that would herald the arrival of the salvation of the MMO world were rather let down. There've been a couple of bits of confusion about the nature and scope of dynamic events, so let's look into them.

  • Flameseeker Chronicles: Setting up for success

    by 
    Elisabeth
    Elisabeth
    03.20.2012

    Community Team Lead Martin Kerstein updated the ArenaNet blog a few days ago with some information about his team's plans for the Guild Wars 2 community. The two big bits of news were that there will be official forums (to the evident skepticism of the Guild Wars 2 Guru mods) and there will not be a typical fan site program. The most interesting bit, to me, is this: "Our goal is to use a scalable, inclusive ecosystem instead of a rigid fan site program that doesn't scale well and excludes large parts of the fan base." What I'm hoping this means is that the team members are opening themselves up to a lot more flexibility in which fan sites they support. This is great if it means that small blogs and niche communities can be more easily promoted; we already see this happening, as the Guild Wars 2 twitter feed is usually full of retweets pointing out various fan creations and posts. The flip side of this is equally true. In his article, Kerstein talks about wanting to promote a mature and helpful community, so hopefully the lack of a rigid structure in fan site support means the team members don't feel pressured to include and support toxic communities just because they've hit standardized milestones. I have high hopes for this scalable community engagement style, and I hope to see it pay off for a lot of smaller fan sites and projects. If the folks at ArenaNet want to demand more of the quality of their community, more power to 'em.

  • Flameseeker Chronicles: Quest education

    by 
    Elisabeth
    Elisabeth
    03.13.2012

    Looking around the Guild Warsy corners of the internet, I've found some confusion about quests and dynamic events. Having this handy platform to stand on, I thought I'd try to clarify things for those who aren't really sure what standard XP-gain looks like in Guild Wars 2. If this is old news to some of you, I apologize, but please remember that not everybody's been leaping on news scraps like a ravenous puppy for the last two or three years. With the pretty aggressive abandonment of traditional questing in Guild Wars 2's PvE, there seems to be some misinformation about what directed content will look like. It's relatively accurate to say that there are three main types: personal story quests, renown hearts, and dynamic events. Dungeons, another type of PvE content, are kind of a world unto themselves; they're approached by way of the personal storyline but evidently aren't actually necessary for progress along that line (in an effort to not force people to team up in an MMO unless they jolly well feel like it). They contain events but also static objectives. However, since they're cordoned off by way of instances, it seems pretty safe to leave them out of this conversation. Let's dig in, shall we?

  • Flameseeker Chronicles: How do trinities work?

    by 
    Elisabeth
    Elisabeth
    03.06.2012

    People have had varying reactions to Jon Peters' post on ArenaNet's blog last week, which explained the newest system of traits and attributes for Guild Wars 2. There've been all sorts of thoughts about it: that it's awesome, that it's unnecessary, that it's a whole lot of words to keep track of (I'm saying that, in fact, and I'm firmly in the camp of folks who think it's all pretty great). Specifically, the inclusion of the compassion attribute, which improves a character's healing output, has raised a glaring red flag for some players who are afraid this is the first step toward holy trinities and dedicated healers. I respectfully disagree.