Every Living World episode since Gates of Maguma has involved at least some expansion to the open world. New zones like Draconis Mons craft huge cavernous interiors and recent additions like Thunderhead Keep dragged us back to old frontiers. This constant expansion has proved great for Commanders at the forefront of the fight against the Edler Dragons, and I’m not immune to the rush of excitement as everyone bursts into new lands. However, as the dust settles on each new entry what is left? The White Mantle may continue to pick away at Bloodstone indefinitely but there certainly aren’t nearly as many players ready to stop them and Tequatil rises a little too often these days. Is Guild Wars 2’s ongoing expansion starting to act against the play together ethos it inspired? … [Read more...] about Guild Wars 2: Playing Together or Getting Further Apart?
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This decision to set out on a consistent content model is set against a backdrop of an increasing cutthroat financial market. Revenue expectations from shareholders continue to rise across every economy, with successful games like Tomb Raider missing ludicrous sales expectations of 14.9 million units across EU and NA, the market has become a meme of itself in some respects. Taken against the ever increasing expectations of the tech bubble, a stable game with a sustainable plan to hold on players and generate consistent revenue might as well be a failure. This without even taking into account the financial pressure of ArenaNet's two unannounced projects, one of which was apparently in permanent suspension for some time and the other in a long term development arc. … [Read more...] about Guild Wars 2: More Than Just a Damage Number
It got me thinking about how the episodic content had become part of the life cycle of Guild Wars 2. The original Living World run had a ‘blink and you’ll miss it’ mentality to it, that each piece of that first evolving world is now, for the most part, unavailable to players. Some moments have returned in the form of Mai Trin and the Molten Bosses in Fractals, Guild Wars 2’s piecemeal endgame content. But some of the big set pieces like Battle For The Breach Maker or the Marionette fight are still stated by large swatches of the community as fact that it’s the best content and needs to be back in the game. If such a departure from the day to day of Guild Wars 2, something like Super Adventure Box, has lost its veneer then how will content that was inserted as part of an experimental narrative run have aged? … [Read more...] about Guild Wars 2: Super Box Adventures of How I Learned to Love Content Updates
They’ve asked that we not go too into detail on exactly what goes on with these battles, but I will say this: As hard as I’ve been on previous updates, with the tedium of their storylines and lackluster zones, War Eternal does a much better job of things. The story battles, along with what happens after the conflict, are climactic and enthralling without seeming tediously overwrought, and the new zone is exactly what I’ve been wanting from the game for years, ever since Heart of Thorns launched. … [Read more...] about Guild Wars 2 Offers Epic End To The Season In War Eternal
First and foremost, the rebranding of the Living World must mean something. When talking about the map structure at the Moore Theatre just before PAX West, a map system very similar to how Dry Top and Silverwastes were revealed was described. I don’t have any inherent thoughts against that; to be honest at the time it was received well. But we were sold that Icebrood Saga would be different and more epic. Hence the 48 hour countdown, the month long social media campaign and the live announcement in a theatre in front of 500 fans. … [Read more...] about Guild Wars 2: A New (Frozen) Hope