Guild Wars 2: I don’t want your freedom, I don’t want to play around … well, I do, but …

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I keep forgetting to take screenshots in GW2, which is a shame, as one of my favourite things about the game is how pretty it is.   My very favourite thing about the game is that it’s free to play, of course.   There are no difficult decisions to be made about subscriptions.   I can log in, check my mail, do a bit of crafting and a bit of exploration, safe in the knowledge that I haven’t paid to do so.

One thing that’s nice about that, is that I don’t feel a duty to play, just to justify my sub.  I’d particularly started to feel that with SW:TOR before I left.  On the other hand, I’m finding I have a more leisurely approach to the game, just because I’m not paying a sub.    It doesn’t matter if I don’t log in today or tomorrow, because I can log in any day I like. 

Unfortunately, that has a downside.  Because I’m not in game day to day, it feels as if I lose track of what I’m doing.  I’ll log in, usually to find myself next to a crafting station.   I might have a look at my map for unfilled “hearts”, particularly trying to pick those which involve killing humanoid mobs, because I’m a tailor and need the cloth.  I might then notice that the travel costs are a bit steep and try to work out whether I’ve got the time and the bag space to make the most out of the journey.  Sometimes, I’ll log in and find myself out in the world, and from there I might travel on to the next hub, or go back and do some crafting.

This is where the lack of formal quests isn’t working so well for me.  With no clear sense of direction and purpose when I log in, I tend to focus on crafting and gathering, and every day feels much the same.   There is the personal story, of course, but I’ve left that on hold because I can’t decide which faction to join and so can’t progress the story. 

I’ve ended up being a very slow leveler.  Even more slow than usual.  I still only qualify for the first dungeon, and there hasn’t been a guild run there since I got to that level.  I’m hoping to get into PVP in GW2 instead (can you level through PVP?  I haven’t checked), as it’s possibly more easy to dip in and out of it, but I imagine gear is going to be a problem.   At the moment, I feel the levels stretching ahead of me, and I feel I haven’t done enough “homework” on my class to be effective in dungeons or PVP.   One thing that I would have loved for GW2 was a low level dungeon so that we could all get stuck in, in the first week or so, and perhaps some short dungeons.  I think that’s particularly important because it’s free to play and “casual”.  As it is, I’ve now been playing the game for several weeks, but am still pretty clueless. 

Guild Wars 2: I don’t want your freedom, I don’t want to play around … well, I do, but …

Quests, a sense of purpose, grinding and replay value in GW2

It has been interesting in Guild Wars 2 to only have one quest in my quest “log”.  Rather than collecting yellow exclamation marks, you are approached by NPCs in the areas you pass through, asking for help, and are informed when an “event” is happening near you.  It’s a pleasant change in that it feels more organic and free.

I haven’t been a big fan of World of Warcraft’s revamped questing in Cataclysm.  There is so little choice, little chance to find group quests (almost everything is solo now), and you’re forced down a certain route.  My son and I found this when we levelled characters together. I’d been keen to show him some of my favourite zones, and flew him to Feralas, only to find that we were unable to pick up quests because we were below the level for the zone.   The only way to level through questing in WoW now is to do easy quests, solo.

Although I haven’t grouped officially since beta in GW2 (the guild still seems bugged, and I can’t join it, so have been solo-ing while waiting), the “quests” seem ideal for groups of two or more.   Just turn up and join in.  If my son’s laptop was up to it, this might have been quite a nice game to play together.  I believe that levels are adjusted when you enter different zones, so a high level player can group with a low level player.
World of Warcraft’s system works very well now in the sense of telling a story.  Because you’re led down a defined path, you have no choice but to follow the story of the area.  I wondered if GW2s quests would lack story and a sense of purpose?  But so far, I think there’s a sense of purpose with the  quests.  A village is in danger, for instance, and you’re trying to protect it by fighting off invaders.  Or you’re trying to escort somebody (I do sometimes miss the point of the escort quests, often joining in late).  There is the opportunity to feel that you’ve achieved something.   The personal story involves more, well, story.

However …. there’s something not quite right about the system at the moment.  The actual meat of the quests is usually pretty banal, consisting of killing things, talking to things and picking things up and either using them or handing them in.  To be fair, that’s probably not much different from most MMOs.  The main problem was that I seemed to run out of “hearts” long before I’d outleveled the starter zone.  I realise that you’re not supposed to run from quest to quest, completing them, as you might do while leveling in other games.  But I was spending quite a bit of time on exploration, gathering and crafting, and some of my leveling had come through those activities.   Not wanting to have to grind, I went to the human starter area.  I picked up the heart quests, went for some vistas and skill points, got a couple of levels and returned to the asura area.

Two problems with that.

One, I’d been planning on making umpteen alts.  GW2 may be free to play, but I’d always allowed for buying extra character slots, as I did in GW1.   I was going to have at least one character of each race.  But now I don’t feel quite so inspired to create a human as I’ve already played through the starter area.

Two, it started to dawn on me that visiting the other areas is mandatory.  I’m going to need those skill points for every character.  Some of the heart NPCs sell cooking ingredients that I need, so presumably I’ll have to go to all the starter areas if I want to “unlock” all the ingredients.  Maybe I’ve missed something and I’m wrong on these points (perhaps there are so many skill points that you don’t need to go looking for them, and perhaps what unlocks at the heart vendors adjusts to your character to make sure you get everything you need in your area – I don’t know).   But at the moment, it looks as if every character is going to have to “do” every zone, even picking up skill points and unlocking particular heart vendors.

Quests, a sense of purpose, grinding and replay value in GW2

Guild Wars 2 launches … with a few hiccups.

As some might have noticed, Guild Wars 2 launched yesterday.  I finally had to a decide on a character, any character.  I had tried most of the classes in beta and liked them all, but eventually settled for an Asura necromancer.   I’m actually enjoying this class more than I did in the beta.  The starting area is nice and busy, the main city of Rata Sum is fairly easy to navigate (although I managed to fall off it), I’ve been dabbling in crafting and enjoying that, I like the system with the small toolbar/limited spells that can be changed by switching weapons.   It’s all good.

However, I’m annoyed that we were unable to play for some of the day despite spending a significant amount more for these two days of early access (i.e. the digital edition).   All the other bugs, such as not being able to be in my guild, or using the trading post, are irritating, but not being able to play at all is the worst.   I took advantage of the time the game was down to go to the gym and do some shopping, but it’s not the point.  I’d paid, and I wanted my access!   Funnily enough, I wouldn’t be so bothered after the start, because the game is free to play (after purchase) anyway.  It’s the two days that we bought at £7.50 a day that bother me!

Guild Wars 2 launches … with a few hiccups.