There's a reason I'm highlighting this quote from ArenaNet co-founder and president Mike O'Brien: you just don't see it anymore at the top end of the video game business.
Pre-order money and first-month sales are everything for most publishers, and while Guild Wars 2 has had a big week - there were 400,000 people playing before it was even technically out - there's a limit as to how much money ArenaNet would bring in at the expense of breaking their servers.
The key here is that it's a long-term view. People having a bad experience with an MMO in their first week may never return, but many companies don't look past the initial sale or first month's subscription.Those enjoying their first experience will be back, and maybe back again, and again, until they're fans, who can then spread the word.
It's patient, and it's smart.
Guild Wars 2 Producer: We'd Turn Off Sales to Preserve the Game Experience [Time]
Those five days, beginning with Saturday's head start access, have seen me create one character after another. It's not because I'm dissatisfied with any of them. Quite the contrary, in fact. While the mage-types still lie outside of my comfort zone, playing my human thief and asura engineer feels like slipping easily into a second skin. Every one of those characters, though, has found herself standing in a part of the world fundamentally different from the others. Each one is in a different city, showing a different culture, a different history, and different priorities.
Five days, five alts, five stories to tell. It appears I will see every low-level area Guild Wars 2 has to offer, even if I despair of ever letting myself get to what comes later.
To understand what Guild Wars 2 has done to me, there is one crucial fact about my general play preferences you must know, and it has nothing to do with my strange history with the MMORPG genre. No, the most important thing to know about me as a player is that I put 100+ hours each into Fallout 3 and Fallout: New Vegas, explicitly because I could see on my compass and map that there were areas of the world I hadn't explored yet, and I was compelled to explore them all. I can't help it.
Guild Wars 2 has a very thorough map. On it, you can see not only the local points of interest, but also where quests lie, where skill points sit, and where quick-travel waypoints can take you. And on top of all that, there's the little red icon that has doomed me.
The little red icon signifies something called a vista point. As you walk around the world, you encounter little flapping banners, usually on the highest point in any given area. Get yourself to the top of the building, or the mountain, or the room, and you can trigger a panoramic cut-scene highlighting the area you're in. (It's very similar to the feeling of sending Ezio to the top of the nearest tower for a panoramic view of Rome in an Assassin's Creed game.)
I have developed a bit of a vista view problem, and I don't mean my tendency to forget that GW2 doesn't have Safe Fall. (Yes, I have splatted all five of my characters.) The map tells you exactly how many of these there are not only in each zone, but in the whole world. There's one just around the corner. Who cares if that area is level 15 and I'm still level 6? Surely, I can climb just one more mountain...
It's become a new variant Civ "just one more turn" sickness. Guild Wars 2 tracks and quantifies everything I do, so I know just how far I have to go and where the end goals are. 301 heart quests, 507 waypoints, 716 points of interest, 202 skill points, and 266 vistas. Surely the vistas can't be that challenging to collect. 200 and change, I must be able to manage it, right?
I have as yet completed fewer than 20 of them. And given how particularly tricky the ones in Asura areas are to get to, I think I have a very long road ahead.
Apparently if you build it, I will come.
While insatiably exploring the world, I've also come to love how different the stories and the environments for each character race feel. The art and architecture, from level one onward, convey the weight of Tyria's history. And the scale is extraordinary. Norn are half again as big as humans, and Asura barely knee-height, and yet the cities dwarf everyone.
Sure, walking through Divinity's Reach, it can feel a bit silly being surrounded by doors and ceilings that a giant wouldn't graze the edge of, when the tallest human around might be six feet on a good day and in heels. But the views are so lovely that I find myself generally not caring. It's one of many conceits a player learns to accept for the sake of making the game itself work better. Like location-based events: sure, a pack ox may be walking back and forth between a trading post and a town with some regularity, so protecting it makes sense. But must the giant wasp queen always be spawning right when I happen to be running through the forest near it?
The spirit of cooperation that I first noticed in an early beta weekend event still endures, and is what makes participating in overland events worth it. When twenty souls are hacking away at a massive boss, or valiantly surrounding an escort target to defend it from waves of attackers, it feels almost cowardly not to lend a hand. They may not need your help, but surely working together for a common goal, and participating in the world around you, is better than ignoring your fellow man. After all, you may need the help of a stranger yourself sometime soon.
I dive into MMORPGs without doing any research first. I prefer it that way; I like to learn by doing and to gain understanding through exploration. There comes a moment, when taking that approach to a game, where after an awkward beginning you think you have things sorted out and you understand what's going on. You start feeling confident, maybe like the world is actually a little to confining for your boundless ambition, talent, and skill.
Then you discover the next area, and the one after it, and zoom out and look at the full world map, and you realize how small you and your understanding really are.
The last time I was as eager to step off the proscribed path as I am now was back in 2005, when I was a wee newbie EverQuest II scout and realized that I could, with some difficulty, walk from the Commonlands (Freeport's 10-20 zone) to Antonica (Qeynos's 10-20 zone) if I wanted to. It meant going through both level 20-30 zones on the way. On foot. Surrounded by creatures that vastly out-leveled both my stealth and my stabbing. I was level eleven, and it took me about two hours of real-time to do.
That was the day I got hooked on a game that I kept playing for close to six years.
Guild Wars 2 isn't punishing me for stepping off the path and seeing just how much danger I can put myself into. On the contrary: the system of icons and achievements explicitly encourages me to explore the world. And if I'm impatient enough to be doing it while under-leveled, well, that's on my own head. And I love it.
Eventually (as in, before next week, because I have to share my experiences with Kotaku) I will actually advance in my story, get beyond the starting woods and villages, and get to the serious business of vanquishing my enemies. But for now, I am content to explore the world, from every vantage point it has.
Guild Wars 2 has only just officially launched today, but ever since the head start began on Saturday, ArenaNet has been busily suspending users whose names or behavior violate policy. Many users who have been suspended have taken exception to their punishment. So ArenaNet has taken to Reddit, to answer users' innocent and not-so-innocent questions.
Several players with innocuous names questioned why they were suspended, only to be told that while their names were all right, their behavior was not. The ArenaNet representatives then shared some of the more choice racist, homophobic, and abusive language with the world, to prove the point:
Name: OK Chat — Not Ok: "This isn't Africa, you don't adopt black kids."
Name: OK Chat: Not ok — Neurologic: "the worm IS fucking hard if you're a fucking mentalpatient no we fucking dont you can take a keep with 5 people if you're not a fucking dickhead"
The name's fine. The chat? No so much: Bixx: Get out of here you gag faggot.
Name: OK Chat: Not ok — "i AM A DOG YOU NIGGER"
There were some so bad that ArenaNet would not publicly repost the content: "Name: Ok Chat: Not ok. (The Holocaust "jokes" were just ugly.)"
Players who had rolled the characters "Adolf Critler" and "verybigballsackk" accepted their suspensions with good grace, and full knowledge that they deserved it.
On the other hand, some players did indeed find that the fault was not their own. ArenaNet's response to several was to reply, "Your account was hacked. Please contact Support so they can help you out." Gold sellers, it appears, are already out in full force.
ArenaNet has deliberately focused on creating an inclusive, welcoming game community, and a big part of doing that is keeping the worst behavior out of public chat channels. But they do have a sense of humor. The official ArenaNet response to a query about the acceptibility of "Winston Charrchill?" "I am SO sad I did not think of that." And now I kind of am, too. If you're planning to dive into Guild Wars 2 this week, it's worth having a look at the official naming policy first. And don't be a jerk in chat.
Suspensions for Offensive Names and Inappropriate Behavior [Reddit]
Come tomorrow, everybody that wants to play Guild Wars 2 can, as the game officially launches for the people drawn in by everyone else talking about the damn game all weekend. You know what this calls for? You read the headline, fool. DJ Person, give us a beat!
I know what you're thinking. That other MMO — the one they pay for — that one's got separate dances for the males and females of every race. Why does Guild Wars 2 have to make the male and female dances the same?
It's so I can dance with you, baby. Now get those feet movin'.
Characters in Guild Wars 2 are good at lots of things: Fighting, spellcasting, animal-summoning. But they're also really good at standing still. No, seriously!
(Disclaimer: That groaner of a headline is the work of one Mr. S. Totilo. I wash my hands of it. Just kidding, I laughed.)
The great standing animations are something that all three Kotaku Guild Wars 2 players noticed while playing this past weekend, and the folks over at Reddit noticed as well—in a nice, small touch, the characters in Guild Wars 2 are really good at standing still, even on hills.
What do I mean by that? Here, watch this video of my Elementalist Mallia Blaylock moving about on a hillside in the game. Look at her feet, at the way they shift and redistribute her weight depending on how she's standing. Not bad! Sort of a little thing to focus on, but it's those kinds of small details that make this such a visually appealing game.
(Good job, Mallia. Excellent video debut. No go barbecue some bandits or something.)
The humans may work well, but the game hasn't nailed every race—for example, here's an image Mike sent of Calipurnicus, his cute little Asura guardian:
…Not so much on the mountain clipping, there. Here's hoping we get "Proper Asura Feet" in an update.
Guild Wars 2 has been a long time coming. Years of previews, discussions, developer diaries, demos, betas and a head-start weekend have led to this point: Guild Wars 2 finally unlocks for everyone tonight.
You're all set to play the game. You have some energy drinks/green tea/yerba mate/coffe/other caffinated drink ready. You've called in sick to work. It's time to head into Tyria and see what's what.
Mike, Kate and I have been playing the game all weekend, and I personally have been enjoying the heck out of it. It's my first MMO, you guys! I'm in a guild and everything! You can see my Elementalist, Mallia Blaylock, up top. She's pausing for a moment to get a good look at Divinity's Reach, a.k.a. seriously the most impressive video game city I have ever seen.
You can expect to read a lot more about the game here on Kotaku over the weeks to come, up to and including our full review. But until then, here's a round up of everything we've posted about Guild Wars 2 in recent months.
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: 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: More »
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. More »
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... More »
For years massively-multiplayer online role-playing game server communities have competed against each other, waging war with world first achievements and statistics. More »
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: More »
We've featured the concept art of Guild Wars 2 here twice before, showcasing the talents of concept artists Levi Hopkins and Kekai Kotaki. Today, then, let's do it a third and final time. More »
Last weekend's Guild Wars 2 beta just concluded, and the folks at ArenaNet are getting the game touched up for its August 28 launch. You've seen the game at cons, you've read our coverage, and if you're lucky, you've even played for yourself. More »
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. More »
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. More »
It's testament to just how damn pretty Guild Wars 2 is that, despite me being someone who'd normally rather set my face on fire than play an MMO, I'm quietly excited about sitting down the game.
Until that time comes, though, I'm going to have to content myself with watching these intro videos... More »
While pouring over Starfleet Dental's comprehensive guide to the races of Guild Wars 2, it helps to keep in mind that Humans were the only race available to play in the original game. More »
Every day millions of gamers log into online role-playing games and embark on continent-spanning adventure. Inspired by these virtual adventures, Guild Wars player Kelly Wells gathered her canine companion Anna and traveled across America, from Maine to California. More »
We all have our personal gaming quirks. I, for example, have a habit of leaping into any new game as a thief, rogue, or assassin type whenever possible. More »
With the first Guild Wars 2 beta weekend kicking off today and the seventh anniversary of the original game in full swing, The Game Station crew attempt to condense the lore of the first into an easy-to-digest one minute video. More »
Last month I shared what I learned during the first Guild Wars 2 press beta weekend. Now the student becomes the master as I tackle the questions Kotaku posed had about the eagerly anticipated massively-multiplayer game after spending another beta weekend adventuring in the world of Tyria. More »
After spending the weekend playing Guild Wars 2 with select members of the press, I felt I had gather enough knowledge to create a video guide to the game's standard player-versus-player combat. More »
The answer to the question posed in the headline is a simple one: the Guild Wars 2 sound team. It's how they do it that's a little tricky.
I'm not going to say that creating the sounds for a regular game isn't a daunting task. More »
Of the more than a dozen hours I spent playing in the Guild Wars 2 press beta event this past weekend, seven involved actively battling enemies, three and a half were spent exploring, and a half hour was dedicated to creating my four different characters. More »
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]