I jumped into Guild Wars 2 on Saturday afternoon, re-creating for myself the Human thief I'd been missing since the first beta weekend back in May. But then I remembered my earlier promise to myself: I needed to step outside of my comfort zone. That's where the Asura engineer came from.
Engineers aren't too far apart from a certain kind of rogue, though, and I've played gnomes, which the Asura strongly resemble, in other games before. I needed to step even farther out of my safe boundaries; that's where the Sylvari mesmer came in.
By the time I'd created the third character, I'd already realized that what hooked me most about Guild Wars 2 was seeking vista points, exploring as much of the world as possible, and looking at the view. I wanted to see all the cities. The Norn warrior and Charr guardian were therefore not far behind. As far as Guild Wars 2 is concerned, I have a serious case of alt-itis.
Five characters, five stories, and five cities. And for all that all five characters are on the same server and in the same guild, in some ways it may as well be five different worlds.
Character creation, with its careful selection of traits and history, tells the player a great deal about the culture from which that character has come. The opening cut-scene, too, with the character narrating what brought him or her and his/her people to the point where the player comes in, also fills in the back-story. But where Guild Wars 2 is excelling and drawing my attention is in how the art of every region truly shows the story at hand, rather than just telling it.
Each of the five starter areas has the player arrive, then fight something low-level on the way to a massive boss fight. After these huge-scale level one enemies, players are booted into their first overland area, full of vistas to admire and hearts to collect. Those first ten minutes of the game, though, and those bosses, give a tremendous visual summary of every culture in Tyria.
The Charr live closer to nature than the petite Asura do. (Actually, every other race lives closer to nature than the Asura do.) They are a large, predator race—in appearance, they clearly draw resemblance from canine and feline species.
The world of the Charr is clearly the story of a society in transition. The natural world around their industrial one sits in autumn tones, and with the jagged black rough industrial lines of the Citadel sitting in it, calls images of rust to mind. The Asura look comfortable with industry and have moved on to electronics, but the Charr exist in a world of bold strokes and enormous machines, evoking the early 20th century.
But they have to be bold: their enemy is the undead. Ghosts and monsters show in vivid, bright blue, nebulously-edged tones, striking against the rust-covered reality of this proud and ferocious people.
Tyria's Human population exists at an interesting nexus of pastoral and industrial. The monster a low-level human faces is made of both earth and human tools, mingling the two.
So, too, does humanity's largest city, Divinity's Reach, mingle influences. From a castle straight out of Walt Disney World to neighborhoods wealthy and poor, inspired by everything from Morocco to Germany, humanity gets to be an interesting mix. A dam that makes the Hoover Dam look tiny, placed next to an apple orchard complete with half-timbered farmhouse? That's a humanity drawn from every corner of history, fighting both the natural world and also the power of their own creations.
But early on, they're mostly fighting centaurs. Somehow, that makes the Disneyesque nature of the castle at the heart of their bustling city make even more sense.
The threat to a newbie Norn is an Ice Wurm. The Norn proves his or her mettle to join the hunt and bring down the great beast, and earns the right to brag of their glory in conquering the monster. After the battle, ale and song are meant to follow.
The Norn build to last, and to survive the harsh winters of their home. Everything about them speaks of tradition and a heavy sense of permanence. Their city is made of wood, but feels as permanent as the stone it's nestled neatly into. They are an enormous people, standing head and shoulders above a human (to say nothing of the Asura) and yet their home dwarfs them. The walls are open to the elements, which they face without fear, and yet Hoelbrak feels like a fortress, safe for those who seek shelter within.
Everything about the Sylvari speaks of their nature as plant people. Every hill, every building, every stair-step and fence and piece of decoration feels drawn up from the natural world. There is no Faerie in Tyria, but if there were, it would be here. Every color a flower can blossom in has a representation somewhere in the Grove.
I had been impressed by the art in Guild Wars 2 from the first moment I tried the game. I love it more now that I see it used to tell so many different stories. I might not focus on every piece of dialogue or every cut-scene, but the world I move in shows me the stories of the cultures in it. And I want to see more.
According to a report at MMO Culture, a French gamer named Surfeuze has already hit the Guild Wars 2 level cap of 80. (See the lower-left of the screenshot above.) Yep: Someone has maxed out a character before the game has even been officially released.
Surfeuze pulled off this feat largely through crafting, using guild-provided materials to quickly fly through the ranks. Man. I am currently level 11. In other news, some people play MMOs differently than other people.
Guild Wars 2 – First level 80 player spotted [MMO Culture via Massively]
Guild Wars 2 went live this weekend for the kajillionty people that managed to wrangle their way into the early start. I am among these people, and I've learned some important things about the game, its players, and my own technological shortcomings over the past 48 hours.
Let's learn together, shall we?
During the Guild Wars 2 beta events I complained that the game was suffering from low frames-per-second. As it turns out, it wasn't the game; it was my three-year-old gaming PC. Even with the injection of a Nvidia GeForce GTX 690, the most powerful video card on the market, the system really doesn't want to make this game sing. Maybe it's the early Intel Core i7 processor. Maybe it's the fact that the overclocking option in the BIOS that used to make things lovely now make my Maingear system not boot up.
(Edit: Many folks have told me my PC should run the game fine. I know it should run the game fine, and it's not doing a horrible job — it's just crap compared to a year-old gaming laptop. It's probably settings, I am tired of tweaking them. So, so tired.)
The fact of the matter is I need a new desktop. This runs 10 times better on my gaming laptop, and I cannot allow that to stand. I'll just have to sell one of my children.
This morning marks the first time since early Saturday morning that I haven't logged in to a message telling me that I was in the overflow version of whatever region I was in, and was in a queue to enter the region proper.
Overflow regions in Guild Wars 2 are essentially instanced copies of the main areas, only with slightly limited functionality — certain data, like World Vs. World PVP status, is not available in overflow zones. Why? I don't know, they might-as-well have just called them instances and run with that.
What's really annoying about overflow zones is that you'll get a pop up telling you you're ready to enter the proper zone, you'll port in, hop into a personal story instanced mission, hop out, and you're back in overflow. Hooray!
I expect that will be the normal operating procedure during peak hours for the duration. Oh well.
Stop asking. It'll be ready when it's ready.
Over at Guild Wars 2 Guru (since the official forums are down) there's a massive thread regarding people being banned for 72 hours because their names violate the game's official naming policy. Folks like Durk Terrorist (his real first name is Durk!) and Lonely Milf have effectively lost their early start privileges due to ArenaNet's no-warning policy. People are concerned about their freedoms. Folks are reaching out to websites like Kotaku, requesting we point out this injustice.
I really wish I could give succor in this trying time, but a) the name Succor would probably get me banned and b) the rules were laid out by ArenaNet prior to the game launching.
Here's what constitutes a non-permitted name, from the official naming policy. Names that:
I know it's tough coming up with something even vaguely original or thematically sound. I personally went through 75 percent of a Celtic baby names database without finding one boy label that wasn't already taken, but violence and profanity are not the answer.
And, as a role-player, I'd rather not have to fight side-by-side with Titz McGee. That's just me.
An entire hour's worth of chat yesterday was dedicated to figuring out why the plant-based Sylvari required a breathing apparatus while swimming underwater. There was talk of free-floating carbon dioxide and photosynthesis. Some postulated that the race was simply flesh and blood with plant-based skin and hair.
It was glorious. I wanted to hug all of them.
The Asura are the cutest things possible.
Despite issues with angry banned people, my computer's own hardware failings and general overcrowding, I had no problem logging into Guild Wars 2 and getting my game on at any given time. I've run into a couple of bugged quests, but nothing earth-shattering.
As far as massively multiplayer online games go, Guild Wars 2 is off to a grand start. Unless your name was Boobles Nipplington.
If you'd like to play in the same general area as me, I'll be hanging out on the Yaks Bend server, trying to figure out if they do. If you're already playihng, how's it going? Tell us how 48 hours of Guild Wars 2 has changed your life forever.
Guild Wars 2 doesn't launch until next week, but the exchanging of currency for goods and services heeds no human schedule. ArenaNet's resident economist has been analyzing beta data, twisting it with his arcane magics into an infographic that any self-respecting Charr would sooner set aflame than read.
An economist is a person that takes all of the fun out of money, for instead of just happily accepting that he has some and there's more on the way, he has to analyze where it came from, what it's buying, what kind of people are buying it, and look for future trends based on all of that. He can't just run up to the ice cream man and buy a Bomb Pop. He has slowly walk towards it with a determined grimace, brain filled with numbers and statistics. I imagine it's like being a telepath — you have to learn control.
ArenaNet's new guy is a particularly powerful money diviner. So powerful that he cannot even give us his real name.
Hello, all! I'm John Smith, and I've recently had the unbelievable opportunity to join the ArenaNet team and work on Guild Wars 2 as the resident economist. Guild Wars 2 has an incredible virtual economy-one of the largest ever created.
Oh course it does, Mr. Smith. That's what every economist says about their particular area of study. There's an economist in Uganda right now telling someone, "Oh it may not be Europe or the U.S., but Uganda has the most fascinating economy I've ever come across". And then they'll pull out the infographic.
It's actually a rather interesting chart. Seeing what professions in the game sparked interest in beta players is a great way for players that prefer the profession less traveled to plan ahead. And letting me know I can make a ton of money just by being rewarded money is... rewarding?
And look, the Guild Wars 2 economy is more equally distributed than the U.S.'s was in 2007! We kicked 2007's economic ass. If John Smith were here and using his real name I'd give him a high five.
Click on the image below for the full infographic.
I'm sure his name really is John Smith. Otherwise he'd be a Timelord, and that's a whole other profession.
John Smith on the Guild Wars 2 Virtual Economy [Guild Wars 2]
I know everyone is disappointed that they don't get to see my crappy red tablecloth and hear my children babbling in the background, but trust me, this is for the best, if only for the myriad opportunities to dust off "that's what she said". It's Felicia Day! And Guild Wars 2!
For years massively-multiplayer online role-playing game server communities have competed against each other, waging war with world first achievements and statistics. Guild Wars 2's World Vs. World battles allow the population of three different servers to bring the fighting to one gigantic persistent battlefield.
World Vs. World combat is one of the four pillars of Guild Wars 2's design, so ArenaNet thought it best to release a video to clear up any confusion potential players might have had over the feature.
So what is it? World Vs. World is a massive, sprawling battlefield that any Guild Wars 2 player can join at any given time. Once a player takes the field their level is adjusted to 80 and they are ready to capture resources and kill other players for the sake of their particular server.
It's almost like being inside a real-time strategy game. The player is a minion, tasked with capturing objects and harvesting resources so more powerful units can take the field.
It's a little insane, very chaotic and extremely addictive. I've hopped in on two separate occasions with every intention of just poking around for a few minutes, and next thing I knew hours had passed. That's either a very good thing or a very bad thing. We'll know for sure come August 28.
Yesterday's Q&A with Guild Wars 2 content designer Mike Zadorojny painted the development of next month's blockbuster MMO in broad strokes. Today ArenaNet releases a series of videos that break the game's design down to four core components: dynamic events, player versus player, personal story and combat.
A massively multiplayer online role-playing game is much more than players hitting monsters until they are dead, though that certainly plays an important part. If the combat was dull and lifeless it wouldn't matter how compelling the rest of Guild Wars 2 was. Of the four pillars it's probably the most traditionally important to existing MMO players.
PVP combat is important as well, especially in a game where war between player-made guilds is right there in the title. Guild Wars 2 helps lure in the less competitive players by leveling the playing field. When you go into PVP, you're the same level as everyone else. You've got access to the same skills and equipment. It all boils down to how you play.
Dynamic events is something that's new-ish to Guild Wars 2. Other games have had world events and local quests, but Guild Wars 2 does it a little differently. It helps that the game doesn't penalize one player for hitting on another player's enemies. Since there is no kill-stealing, everyone is free to pile into these dynamic events without fear of ticking anyone off.
And finally there's the personal story each individual player will experience What ArenaNet has done is forged a more intimate bond between player and world through a series of story-driven quests filled with memorable characters and dramatic events. It's like a single player game laced throughout the massively multiplayer one.
How do these four pillars come together? We'll find out next month, when Guild Wars 2 goes live.
Video: The Pillars of Guild Wars 2 Gameplay [ArenaNet]
Guild Wars 2 is almost here. Surely you've got some questions.
Mike Zadorojny, a content designer at ArenaNet and expert on all things Guild Wars 2, is here to answer your questions live for the next hour. Wondering about class balance? Curious about the game's story? Want to know more about how leveling and co-operative play will work? Want to know what they've learned from the beta? Ask away.
Zadorojny will begin answering questions at 3PM eastern.
This past weekend's final Guild Wars 2 beta event gave players access to the plant-based Sylvari and the Muppet-based Asura for the first time. Thousands of new characters were made, and it looked something like this.
As expected, the Asura are now officially the cutest thing ever. Those big eyes, the floppy ears, the air of racial superiority; they are the most adorably insufferable characters you'll ever meet. They make me want to role-play kicking them. That's powerful mojo right there.
The Sylvari are Guild Wars 2's youngest race, having sprung forth fully-formed from a tree relatively recently. They are curious, innocent, and delicious with a little ranch dressing. ArenaNet needs to make a Hidden Valley raid dungeon. It's where the flavor is.
Mind the Asura video, which repeats. I'm re-rendering the video as we speak, so expect this sentence to disappear later today.
Guild Wars 2 launches next month.
In whatever he chose to play, Roger Rall was a keystone member of his guild, the consummate teammate. As much as reveled in PvP in Warhammer Online, Dark Age of Camelot or Rift, his voice was unmistakably calm, clear and authoritative above the din of the battle. He went by "Oldroar," and, at 65, he was unquestionably a mentor of the Gaiscioch MMO community.
Last fall, when he stopped appearing online, with no notice or reason, his guildmates went looking for him. Knowing his age, they probably expected the worst. Reaching his wife, they found it. Oldroar died suddenly but peacefully in his Colorado home on Sept. 27, 2011. The news rippled through Gaiscioch's community, many of whom felt a profound loss at the death of a man they had never met in person.
Rall was most excited for the coming release of Guild Wars 2, and was influential in convincing Gaiscioch to open a branch within the game. "More than anything, he was looking forward to playing Guild Wars 2 and to seeing our super-diverse family grow and thrive there," wrote Gaiscioch member Moxie, in this tribute.
Oldroar's guildmates offered many tributes and then began a drive to memorialize him in Guild Wars 2. A letter-writing campaign on his behalf succeeded, and ArenaNet, the game's maker, has named one of the game's North American servers "The Sanctum of Rall."
"I admit that I cried tears of happiness over this," Moxie said.
The game launches on Aug. 28. Gaiscioch will be hosting a memorial to Oldroar, on the server named for him, on Aug. 29. "We will do our best to make Sanctum of Rall an amazing home for all playstyles and all players that roll there," Moxie wrote, "just as Oldroar would have wanted."
My GW2 Home: Sanctum of Rall [Wild Boar Inn. With thanks to CallistoEx]