Edit2: A poll is up to gauge how much interest people have in participating in a Guild Wars guild with other members of the legit community. If you think you might be even slightly interested in joining the wonderful guild we're building, please head over here and sign up! No obligation!
Just thought I'd share a few thoughts I have on this upcoming game. B)
NOTE: All of the quotes in this post come from this thread.
After three days of playing ravenously during the E3 event a while back, I have to say that this game is going to rock. As much as I love Diablo 2, Guild Wars is definately the future of the action/rpg genre. Many have said it can't be considered a true MMORPG because of the instanced areas, single player areas (basically online solo areas, also instanced), and mainly the lack of a gameworld. Meaning: there is no giant continent where all areas are accessable via conventional (on foot/swimming) means, a'la Morrowind. Instead, Guild Wars has a world map, and you just click on the area you want to go to and you are there. In fact, I just realized it is similar in some small ways to D2's waypoints. This does detract from the overall immersion, but I have a feeling that realism is not what ArenaNet is going for. Blizzard isn't trying to make an immersive high-fantasy experience, and neither is ArenaNet. I can't say whether or not it qualifies as an MMORPG, but does it really matter? What matters is that is is an experience.
I really hope so. I'm pestering a few of my old DSF pals about the game and trying to raise interest. A Lurkers Guild would be unfathomably awesome, and I would gladly do whatever is needed to make it a reality. I'm a little too dorky and fallable to be any kind of a leader, but I would be happy administering some sort of a website and keeping track of members and records and whatnot.
The E3 for Everyone event is long over, but as mentioned in a previous thread, there is an open beta event available to everyone from October 29-31. For any of you interested in preordering, there are a load of incentives, such as this jewel: you will be allowed to play for the first weekend of every month from Oct 29 until release. Your characters will be saved B) . For a full list of the preorder bonuses (and there are some whiz-bang ones too), check the official preorder FAQ here.
A real concern, but is there any way to avoid this problem? The good thing about the "less-than-pleasants" are that they contribute money to the game. The only way to avoid them would be to so severely restrict the game's audience that it would be impossible for their business model to succeed. Besides, check out any traditional MMORPG. They are flooded with similar creatures. Not the same species, perhaps, but definately all related to Ignorantus Interneticus.
Any online game is going to have many, many annoying people. It's just a fact of life. This is one of the primary reasons why I am so bent on forming a Lurkers guild; to have an intelligent, reliable, friendly group to kick back with and laugh at the less-than-pleasants. :D
Fortunately, ArenaNet has been very good at promoting the game. Somewhere around 200,000 people played in the E3 event, and high profile sites like GameSpy and IGN have had several promo articles. In my mind (as twisted as it may be) at least, Guild Wars IS one of the high-profile games. No monthly fees, no spawn camping, and awesome graphics will attract hordes, I suspect.
There are many other things I could talk about, but I'll cease my blathering and let someone more coherent take the stage. :)
Edit: typo
Just thought I'd share a few thoughts I have on this upcoming game. B)
NOTE: All of the quotes in this post come from this thread.
After three days of playing ravenously during the E3 event a while back, I have to say that this game is going to rock. As much as I love Diablo 2, Guild Wars is definately the future of the action/rpg genre. Many have said it can't be considered a true MMORPG because of the instanced areas, single player areas (basically online solo areas, also instanced), and mainly the lack of a gameworld. Meaning: there is no giant continent where all areas are accessable via conventional (on foot/swimming) means, a'la Morrowind. Instead, Guild Wars has a world map, and you just click on the area you want to go to and you are there. In fact, I just realized it is similar in some small ways to D2's waypoints. This does detract from the overall immersion, but I have a feeling that realism is not what ArenaNet is going for. Blizzard isn't trying to make an immersive high-fantasy experience, and neither is ArenaNet. I can't say whether or not it qualifies as an MMORPG, but does it really matter? What matters is that is is an experience.
Quote:When's the beta start for this again? Just wondering, since I know the Lurker crowd will have significant interest in this game.
I really hope so. I'm pestering a few of my old DSF pals about the game and trying to raise interest. A Lurkers Guild would be unfathomably awesome, and I would gladly do whatever is needed to make it a reality. I'm a little too dorky and fallable to be any kind of a leader, but I would be happy administering some sort of a website and keeping track of members and records and whatnot.
The E3 for Everyone event is long over, but as mentioned in a previous thread, there is an open beta event available to everyone from October 29-31. For any of you interested in preordering, there are a load of incentives, such as this jewel: you will be allowed to play for the first weekend of every month from Oct 29 until release. Your characters will be saved B) . For a full list of the preorder bonuses (and there are some whiz-bang ones too), check the official preorder FAQ here.
Quote:If it's going to be completely free outside upgrades, that's going to create a D2-like atmosphere, aka a ratio of people you can actually play with to people who can only be described as less-than-pleasant of 1:10,000, I'm not going to have much hope for it.
A real concern, but is there any way to avoid this problem? The good thing about the "less-than-pleasants" are that they contribute money to the game. The only way to avoid them would be to so severely restrict the game's audience that it would be impossible for their business model to succeed. Besides, check out any traditional MMORPG. They are flooded with similar creatures. Not the same species, perhaps, but definately all related to Ignorantus Interneticus.
Any online game is going to have many, many annoying people. It's just a fact of life. This is one of the primary reasons why I am so bent on forming a Lurkers guild; to have an intelligent, reliable, friendly group to kick back with and laugh at the less-than-pleasants. :D
Quote: It could possibly be a gem that no one plays because of other higher profile games...
Fortunately, ArenaNet has been very good at promoting the game. Somewhere around 200,000 people played in the E3 event, and high profile sites like GameSpy and IGN have had several promo articles. In my mind (as twisted as it may be) at least, Guild Wars IS one of the high-profile games. No monthly fees, no spawn camping, and awesome graphics will attract hordes, I suspect.
There are many other things I could talk about, but I'll cease my blathering and let someone more coherent take the stage. :)
Edit: typo
The error occurred on line -1.