How Guild Wars 2 Lost Me, Perhaps Forever

I don’t like doing purely negative posts, as a rule. I tend to be a believer in the principle that if you can’t say anything nice, you shouldn’t say anything at all. Even my endless rants about World of Warcraft are born from a deep love for the game and the desire to not see it squander its potential.

The revamped Lion's Arch by night in Guild Wars 2Yet I think the topic of why I am not currently playing Guild Wars 2’s first expansion, Heart of Thorns, and why I may never play it is an interesting story to tell. It is a tale of how a studio can burn through its entire supply of good will and turn away a former fan.

I want to be clear that I’m not seeking to bash GW2, and I still think it’s a solid game in a lot of ways. I merely wish to chart the course that took me from enthusiastic fanboy to indifferent ex-player. There is no venom behind this post; only morbid interest.

The backstory:

I want to start by detailing my history with GW2. Longtime readers of this blog will already know all of this and can safely skip to the next section of the post, but for anyone just joining us, I’d like to lay out the context.

GW2 was a rare case of my being swept up in pre-launch hype. The latest in a long line of supposedly messianic saviours of the MMORPG genre, I actually believed that GW2 could be the revolution it hoped to be.

I got into a late beta weekend, and was blown away. I bought the game shortly after launch, and I played it heavily for several weeks, reaching max level on my Norn thief main. I had many good things to say about the game on this blog, and I had some really good times.

My Charr engineer in Guild Wars 2What I most appreciated about GW2 was how laid back and casual (for lack of a better term) it felt. Log in, go wherever you want, and find tons of cool stuff to do. It was a beautiful world full of endless exploration, and I never felt pressured into any particular style of play as I so often do in WoW.

However, by the time the Karka invasion rolled around, the luster had started to fade fast. Several irritants had begun to get under my skin, such as an excess of crowd control in high level zones and the extremely punishing mechanic of contested waypoints. Around this time, I also became heavily distracted by other games, such as The Secret World (which, as we all know, has stolen my heart now and forever).

However, the biggest factor that made me drift away from GW2 was its story. To be invested in a game long term, I need to care about its plot and setting, and to be blunt, the story in Guild Wars 2 is every kind of suck imaginable. I give them points for a diverse cast with some LGBT characters, but that’s only kind thing I can say about the story and lore of GW2.

Thus, I drifted away, but with plans to return. Let us now chronicle how that return never came to pass.

The Living Story:

The Living Story seemed like a cool idea at first, and I can’t entirely fault ArenaNet for embarking on this noble yet flawed experiment. I do respect their willingness to try new things.

Battling Scarlet's forces in Lion's Arch in Guild Wars 2The idea of a living, evolving world is, at a visceral level, very appealing. The idea that content comes and goes over the weeks, reflecting an evolving virtual reality, feels like a very welcome concession to verisimilitude. It offers an alternative to the stale and static design of most themepark MMOs.

However, it quickly became clear that the Living Story concept did not fit at all in a game like GW2.

Guild Wars 2 was designed to the casual player’s dream. You didn’t need to pay a subscription, and it didn’t have the traditional gear treadmill, so you could come and go as you please without worrying about falling behind.

The Living Story ran exactly counter to that. With nearly all new content being time-limited, anyone who wanted to keep up with the story faced arguably an even greater pressure to log in regularly than provided by subscription games.

It also put the focus squarely on the one thing ArenaNet can’t do well: story.

I tried returning to the game once or twice during the Living Story, but I felt utterly lost as to what was going on, furthering heightening my disconnect from the game’s story and sending my motivation to keep playing even lower.

The revamped Lion's Arch in Guild Wars 2These visits to Tyria also showed me that GW2 was drifting away from its original design vision in terms of gameplay. Ascended gear provided a disturbingly swift reversal of the promise of “no gear grind,” and the public events were becoming increasingly long, difficult, and mechanically complex. This seemed an attempt to silence all those critics who (not entirely without reason) called the gameplay of GW2 mindless, but neither the critics nor the developers seem to understand that such simplicity was a core part of the game’s appeal.

I came away declaring that GW2 was “a great game that is totally ignorant of its own strengths,” and that seems increasingly true all the time.

Heart of Thorns:

When Guild Wars 2 announced it was finally getting an expansion, I thought the time for my long-awaited return to Tyria had at last come. An expansion offered an opportunity to change direction for the better, and at the least, I figured having a lot of new land to explore would keep me interested for a few weeks, even if I ultimately wandered off again.

As the weeks went by, my hype level slowly rose, and I gave serious thought to pre-ordering. The concept of elite specializations interested me greatly — more playstyle options within a class is always good — and the new revenant class sounded (still sounds) very cool. I also quite liked the idea of masteries — horizontal progression is always good.

I even logged in for the first time in months and played for a couple hours. I initially wanted to check out the new (new) Lion’s Arch, but that somehow turned into doing an event chain in the Shiverpeaks, and on the whole I had a pretty good time.

My thief battling the Sons of Svanir in Guild Wars 2Then they dropped the R word.

I might as well be a cartoon insect for how well I react to the word “raid,” especially where Guild Wars 2 is concerned.

Did anyone — anywhere, ever — want raids in Guild Wars 2? I never heard anyone express a desire for such. Everyone seems to agree that GW2’s organized group content is a trainwreck, and I really don’t understand why ArenaNet thinks adding more players to the formula will fix that.

Still, I could have lived it if raids were an optional side feature you could ignore, but they revealed raids would be a crucial part of the story going forward. This has always been what I resent most about the traditional raiding model — locking crucial story behind the MMO genre’s most exclusive content — and it pretty much kills the last hope of my ever becoming invested in GW2’s story.

Perhaps more importantly, it signals a further shift away from the “do what you feel like” philosophy that was once the core selling feature of GW2. Suddenly it’s just another themepark forcing everyone down a single, narrow path.

It doesn’t end with raids. I had been under the impression that elite specializations would be akin to new talent choices or classes as implemented in other MMO expansions. That is, they’re available immediately after logging or at most after a minimal amount of leveling-like content.

A screenshot from Guild Wars 2: Heart of ThornsBut reading various comments and blog posts on the expansion, I learned that elite specializations actually require a fairly lengthy and not at all solo-friendly grind. This would be a baffling decision in any game, but it seems especially out of place in GW2. Though to be fair ArenaNet is already planning changes on this front.

Masteries, also, are being reported to be less a new form of horizontal progression and more a way of gating content beyond a series of lengthy grinds.

Stepping back, Guild Wars 2 now seems almost unrecognizable as the game that once captured my attention. The poster child for casual MMO gaming has done a near total 180 and now seems to be just another rigid, grind-focused themepark.

And that’s how they lost me.

* * *

Now, I can’t guarantee I’ll never come back to Guild Wars 2. We live in a world where I’m seriously considering getting into Star Wars: The Old Republic once I have a bit less on my gaming plate, so clearly miracles do happen.

My thief taking a rest in the tropics in Guild Wars 2But right now my motivation around GW2 is at an all-time low, and I see almost nothing left of the open-ended philosophy I once loved in the current incarnation of the game.

The game has had an amazing journey. Unfortunately, for me, it’s been a journey in entirely the wrong direction.

Review: The Park + Halloween in The Secret World

I’m not normally very keen on horror games, or horror in general, really. But as anyone who reads this blog knows, I adore The Secret World, so I absolutely had to buy its spin-off, The Park, as soon as pre-orders went live, and I played through it within hours of its release on Steam.

The entrance to the Atlantic Island Park in The ParkI have a lot of love for the Secret World setting, and for the bits of written by Joel Bylos (who helmed The Park) in particular, so I went in with very high expectations.

The Park is far better than I expected.

The Park is another narrative focused game, meaning it has little to no “gameplay” in the traditional sense. It’s another game to be derogatorily referred to as a walking simulator, but while that isn’t necessarily my normal cup of tea in gaming, it works well here.

It could be considered a prequel to The Secret World, but only in the very loose sense that it takes place in the same setting, uses a familiar location (the Atlantic Island Park), and takes place before the events of TSW. There are many references to TSW in The Park, but they’re subtle, and you do not need any knowledge of TSW to enjoy The Park. They are very much separate entities — they simply exist in the same universe.

In The Park, you play as Lorraine, a troubled widow whose son Callum becomes lost in the theme park after dark. As she delves deeper into the park’s twisted underbelly, nightmare and reality intertwine, and the story of Lorraine’s life and her struggles as a parent unfolds.

As in TSW, the ambiance in The Park is stellar. The music is subtle, just noticeable enough to help communicate the rising tension and dread of the game. The graphics are excellent, hauntingly beautiful and chillingly eerie.

Riding the Octotron in The ParkMost impressive of all are the ambient sound effects. There were moments when the wind blowing through the foliage sounded so real I actually felt the chill even sitting in my computer chair.

What’s most interesting to me about The Park is that it really isn’t what I’d expect from a horror game. There are few jump scares (that are good enough to seriously threaten your sleep), but honestly, it’s not a terribly frightening game. Creepy, yes, but not exceptionally scary. It’s not even possible to die or lose.

What The Park excels at is character and emotion. The park is ultimately just a backdrop for a story of tragedy, depression, and the dark side of parenthood. In a game set in a haunted theme park designed to harvest the lives of the innocent, the true horror comes from struggles all too mundane, and the demons that can lurk in a person’s heart.

The Park may not be frightening in the traditional sense, but it can be profoundly disturbing.

At no point along the way does The Park’s storytelling falter, either. Its pacing is impeccable. The voice acting is top notch. The slow slide from ordinary life to surreal horror is masterfully executed.

It’s amazing to me that Funcom never even intended to release this game to the public up until about two or three months ago. It’s just something they threw together to learn the Unreal engine. And it’s absolutely brilliant.

Approaching the ferris wheel in The ParkThe only thing that could be considered a negative about The Park is that it is extremely short. A full completionist play-through will take two hours at most.

Yet even there, I struggle to fault it. It’s short, but it’s an incredible ride while it lasts, and it doesn’t feel at all rushed or incomplete. It’s exactly as long as it needs to be.

If you’re a fan of The Secret World, you’ll love The Park — think Tyler Freeborn with a better emotional hook. If you’re not a fan of The Secret World, you’ll love The Park — it’s a beautifully twisted piece of interactive fiction.

Overall rating: 9.6/10 A brief but masterful experience.

While I’m on the subject, I will also mention that The Park features some swag for TSW players. Specifically, a killer chipmunk costume (which I hate, and you will too once you play The Park) and some very high level neck talismans. The jury seems to be out on how good these talismans are — half the people are saying their unusual procs make them useless, while the rest are claiming the talismans are overpowered to the point of being game-breaking.

For those who don’t currently play TSW, The Park also gives you the option of a seven day free trial. Which you should take, because TSW is awesome, and don’t you want to learn more about the Atlantic Island Park after all that?

Samhain 2015: The Seven Silences and more

A nightmare dreamscape in The Secret World's 2015 Halloween missionOn the same day as The Park’s released, The Secret World released its latest Halloween event.

This year’s new mission is The Seven Silences. It’s a good mission, though not quite on the same level as the last two events.

A bee has died. The story is that they managed to commit suicide, and it’s up to the player to travel across the world and through the world of nightmares to discover how an immortal can die.

The mystery of how exactly you can kill one of Gaia’s immortal chosen — which we always knew to be possible but supremely difficult — has been around for a long time, so it’s an interesting plot with a lot of significance to TSW’s greater mythos, though it does ultimately raise as many questions as it answers.

The ambiance is also once again absolutely top notch. I never cease to be amazed by Funcom’s ability to create the most surreal and unnerving environments — places as awe-inspiring as they are dreadful.

However, the mission is a lot longer than it needs to be, and the travel time in particular is a real drag. There are also several stages that can become quite frustrating if you fail at any point — and you probably will — due to the need to repeat the entire stage and, again, long travel time.

Running the Cat God dungeon in The Secret WorldSo it’s a decent story-arc, but it’s not on the same level as The Broadcast by any stretch of the imagination.

It’s also worth noting that you require access to Kaidan to complete the mission, so this is the first holiday mission to be completely inaccessible to new players, even if they get high level help.

However, I’m still loving Halloween in TSW. Between the new mission and the return of all the past events, there’s an almost overwhelming amount of stuff to do, and the whole event is just a joy. There’s nothing else quite like it in gaming.

Oh, sure, lots of MMOs have events, but none of them can match the quality of content or the sheer festival air that permeates TSW in Halloween. Even an antisocial curmudgeon like myself cannot help but be caught up in the wonderful sense of community and celebration it cultivates.

I’ve even put aside being a spiteful hermit for the moment, sharing my loot bags with lowbies in Kingsmouth and offering to carry lower level players through the content from time to time.

I guess my point is: Halloween in The Secret World is awesome.