EventHorizon
Member
I was a huge fan of Guild Wars 2 from launch, but quit playing for a few reasons. First, to be blunt, I was wrongfully banned without recourse. I had a second account at the time but was so pissed that I just gave up on the whole game and never looked back.
Second, I was coincidentally weeks away from quiting anyway. Leveling up was fun, but once I hit max level things got stale pretty quick. The game never delivered on its promise of letting you continue to play as you had once you hit the cap. Your character was supposed to be leveled to the area so you could still meaningfully explore the whole map, but I quickly found that I was overpowered which made combat boring. The reality was that I was still stuck experiencing the same few high level zones over and over again.
Third, while GW2's dynamic quest system was much better than the traditional static quests, it never lived up to its hype. Most quests never scaled well to the number of players. They also reset too quickly to feel like you made a change to the world, and were too linear to want to replay often.
Finally, Guild Wars 2 seemed to be turning into the type of MMORPG that I wanted to avoid. I like dynamic improvised play, and at the time I left, the game was moving towards more typically structured boss battles where players had to perform a specific set of actions to win. I simply don't like gameplay that makes me feel like I'm following a script.
So to sum up, GW2 started off saying all the things I wanted to hear about MMORPGs, but only half implemented the changes they proposed. Then at some point they started to shift back to more traditional MMOPRG tropes that I wanted to avoid.
====== Memory lane of other MMORPGs I loved but with fatal self inflicted wounds ======
City of Heroes:
Anarchy Online:
Second, I was coincidentally weeks away from quiting anyway. Leveling up was fun, but once I hit max level things got stale pretty quick. The game never delivered on its promise of letting you continue to play as you had once you hit the cap. Your character was supposed to be leveled to the area so you could still meaningfully explore the whole map, but I quickly found that I was overpowered which made combat boring. The reality was that I was still stuck experiencing the same few high level zones over and over again.
Third, while GW2's dynamic quest system was much better than the traditional static quests, it never lived up to its hype. Most quests never scaled well to the number of players. They also reset too quickly to feel like you made a change to the world, and were too linear to want to replay often.
Finally, Guild Wars 2 seemed to be turning into the type of MMORPG that I wanted to avoid. I like dynamic improvised play, and at the time I left, the game was moving towards more typically structured boss battles where players had to perform a specific set of actions to win. I simply don't like gameplay that makes me feel like I'm following a script.
So to sum up, GW2 started off saying all the things I wanted to hear about MMORPGs, but only half implemented the changes they proposed. Then at some point they started to shift back to more traditional MMOPRG tropes that I wanted to avoid.
====== Memory lane of other MMORPGs I loved but with fatal self inflicted wounds ======
City of Heroes:
First MMORPG that I really cared to role play due to its great character creator. I loved making and playing multiple heros. The game was ruined by following the typical increasingly slowed level progression system. Leveling simply became too slow to continue to play multiple characters. That turned the game from being one that I played to role play many different characters into the same old typical single character experience point grind fest.
Anarchy Online:
Getting a plane and being able to fly over all danger to any point in the world made that world seem incredibly small. The game also made the horrible design decision that their random instanced quest dungeons had to be fully explored and grew in size as you leveled. That meant that at some point, if I didn't have hours to play it was useless to try. Also requiring the dungeons to be fully explored removed the benefits of a random dungeon. There was no sense of exploration. You simply had to do a grid search pattern as much as possible to make sure you covered all areas.