Guild Wars 2's Design Manifesto Details Anti-Social Social Enhancements

Guild Wars developer ArenaNet launches its new blog in grand fashion today, with a design manifesto detailing all the ways that they're raising the MMO bar for Guild Wars 2, from exciting combat to a novel solution to kill stealing.

The more I read about ArenaNet's goals in developing the follow-up to Guild Wars, the more excited I get, and the design manifesto posted by studio head Mike O'Brien on the newly launched blog is no different. O'Brien talks about the importance of story and actual role-playing in the game, visual combat cues and environmental weapons, and a very intriguing way to lessen the need for parties while strengthening the game community as a whole.

Of course GW2 has great support for parties, but they just don't feel as necessary as they do in other MMOs, because your interests are always aligned with all other nearby players anyway. When someone kills a monster, not just that player's party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill. When an event is happening in the world – when the bandits are terrorizing a village – everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.

Perhaps not that interesting to folks who aren't into the massively multiplayer scene, but for those who've played their fair share, that's a pretty groundbreaking development. If you're fighting a large creature in most games, and someone comes up and starts whaling on it, that means you could either lose the kill entirely, or lose some experience points for it. That, or the other player walks away with nothing.

This system encourages cooperation without having to do the whole awkwardly meeting new people thing. It's social and anti-social at the same time! I love it.

Check out the full article below, and be sure to add ArenaNet's blog to your feed reader. If the rest of the posts are half as interesting as this one, it'll be worth your while.

Guild Wars 2 Design Manifesto [ArenaNet]


Comments

    Looking forward to it.

    Might even be worth dragging the MMO genre out of the pit of damnation I have condemned them to.

    I agree this is a good idea, but I don't see it as really a groundbreaking one. I mean why haven't more games always done this? I remember when I first heard monster hunter tri was going to have multiplayer my first question was does everyone get the loot from a kill or only one person?

    I think MMO's really need to try and move further away from the grinding and questing system and open the game up a bit more. Some more game mechanics that create attachment in the player would be good too. Generally storyline is one of the primary ways to get a player to feel a form of attachment to the world, I think they should focus more on ownership, like some MMO's that allow you to own pets, houses, ships etc.

    I love the sounds of this!

    If you’re fighting a large creature in most games, and someone comes up and starts whaling on it, that means you could either lose the kill entirely, or lose some experience points for it. That, or the other player walks away with nothing.
    ---
    That's not what I took it to mean. I thought it mean that if you did actual damage to the guy, you'll still get 100% experience. And the likelihood is, if you are attacking a monster alone, you can do actual damage.

    They've solved on problem, sure, but they just created another one.

    Now you'll have players who just run around and stab every enemy on the battle field once. Whenever any of those creatures dies, that play will get full XP and loot. Once all the creatures are dead, they'll get the same XP and loot as killing every enemy by themselves.

      Well in the original GW, monsters that were left alone for long enough regenerated health at an exponential rate, so maybe such efforts ( 1 hit and run tactics) are negated. So it really depends on how populated the area is with players that are already engaging the enemy.

      Running in solo was always suicide in GW, unless you geared your skills properly.

      But I think there is definitely a chance of exploitation. I hope they think this through.

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