remember back in the day when we played a game, and there was a hard phase we made giant effort to go through and when we finally made it through we felt simply awesome? not because of some loot or trophie or anything, it was just because we made it. the actual gamerbase spits on this old good sense, most people have been playing the game for some other reason, other than playing the game.
damn, i love when i feel that my skills have grow a little bit and i can now go further than i could before, i love to feel that above all else, above all levels and exp bars, i " The Player " have grow a bit, me myself " leveled up ". i dont think the base nowdays can see it or feel it.
Forgot to quote this last night since Hawkian read it aloud to us in Mumble during our AC Story run, but you are a poster after my own heart. This is a good post and you should feel good, and some shortened, preferably poetic variation of it should be nailed above the offices of every game developer. Maybe "
ludus ludum quoniam propter ludum": Play the game for the game (thanks Google!)
Don't know if I should hug you for taking me down memory lane or stab you for making me feel old!
You can do both at the same time, it's probably easier and more efficient to go in for the hug and then shiv me in the back.
This is currently what terrifies me about the Horizontal Progression CDI. There are people that want these kinds of systems in the game.
I read through the first 13 pages (back when it was only 13 pages) and the tone was much improved over previous CDIs (nobody on the first page slipped in a "lazy / inept devs" comment, which was a
fucking miracle). But a lot of the ideas flat out aren't horizontal progression, or if they are, they're just, as you say, busywork that achieves nothing. To me, vertical progression is always just a series of bigger hammers (and the entire point is lost when the game is built to just keep increasing the size of the nails to match), but horizontal progression is about expanding the player's toolbox. Each new tool isn't necessarily an entirely new way to play (it can just be a personal choice that affects preference, appearance, etc.), but if they're going to put in the work they probably
should.
Of course, to incorporate additional tools, you need more than just nails to hit. That's where almost every single post I read failed to address the concerns; it only added a new way to do the same task, like giving you a fancy new tool but having you still hitting nails with it. The 'progression' aspect means the game has to change holistically; you can't just slap new skills or traits on (the most common suggestion), because the context (hitting nails) is still the same. Enemies need to change. Environments need to change. Hitting nails with different tools is neat for a while, but it's a short-term, shallow return on a lot of imbalancing investments (which was GW1's issue; more skills = harder balance). That's one of the reasons why the "
To clear the air about Berzerker" post that's been making the rounds lately is so refreshing;
he understands that a game is a huge series of systems built upon systems where changing one thing changes countless others, often in unforeseen ways (especially when you throw in human behavior, which is impossible to predict and harder to quantify). He understands you can't solve the "Berserker problem" without changing things that lead to it being a problem in the first place. Not many people in the CDI thread seemed to put much thought beyond 'it would be cool if..." For example, one of my few posts in the thread pointed out that if one player's suggestion (unlock racial skills for all races, allowing them to be improved since they're no longer restricted) were implemented, it would address another player's suggestion ("Engineers need more skills", yes, I know, he was just begging for buffs in the wrong fucking thread, but that's not a surprise); doing so would give Engineers not only 12 new racials, but would have added 12 new Toolbelt skills as well. I was tying a third suggestion (Unlock all of the personal stories) in as well, thinking that the personal story chapters could be used as the unlocking mechanism, but I decided against it.
I had a nice big post ready for the CDI thread, but about 3/4ths of the way through I realized it would A.) derail the thread, B.) prove impossible to implement in the existing frame and C.) if implemented, would make the game unrecognizable. There were also parts of it that I know are in development already and I just need to be patient for, but were essential to the overall concept. I ended up deleting it and, wouldn't you know, as soon as I did and refreshed the page, a whole slew of very bad idea posts loaded which was sort of defeating on their own.
And from that point of view I can't help but think "what's the point of housing other than to give you more busywork and things to do?" You can have all your related in-game accomplishments presented on the log in screen and achievement tab (which I'm sure will improve over time much like they have in the past year). People aren't going to care to jump into your home instance much of the time so most of the stuff is going to be shared via screenshots in both cases.
Housing, if done right, is a gateway to larger gameplay elements. My post-that-never-was touched on that; housing teaches the basic tools for interaction that are used on a grander scale later on. Some people would only get so far as building a cool house, but the goal would be to have the majority of players out there changing the world (and no, I'm not talking about implementing EQN-style sandbox features in GW2, but something more akin to Dynamic Events taken to a physical conclusion). Housing would be the equivalent to decorating a treehouse where the bigger picture would be equivalent to an Amish barn-raising
that builds the tree.
Beyond that, I'm a bit of a collector and a housing space is a good place to keep that sort of thing. A list of achievements or whatever
works, but it doesn't feel as grand as, say, walking into your house's library and seeing all the little flavor text books you've discovered on display (in the same way that I love my e-reader and it's six gazillion books in the palm of my hand, but would love a proper library and still buy physical copies of some books).
There's a lot of reasons why housing can be more than just "LOL teh Simz" (and I'm not saying you implied that, it's just the usual community response), but a lot of them won't work in GW2 without changing things. Storage is already done with a bank via monetized tabs, and that works perfectly fine. For housing, I would prefer players buy, build or loot chests to expand their storage space, but there's no way to retroactively implement that approach. And so it goes with mail and the trading post, crafting stations and resource nodes, food buffs and economics.GW2 basically streamlines higher purposes for housing right out of the picture and the only thing left is convenience of having all of that in one place (and surprise; the Royal Terrace already does that). Of course, housing also muddies the waters and adds layers of additional complexity, and all that streamlining saves time and lets us get back to playing the game instead of an ancillary not-a-game, so there's something to be said for that too.
/shrug