Monday, August 27, 2012

VGCulture - If only Dynasty Warriors had something like World vs World

Official Site: https://www.guildwars2.com/en/
Source: Youtube Channel ZybakTV
WARNING: Contains profanity

Guild Wars 2 is officially released tonight at midnight, but those who pre-purchased the game got to start on Friday night last week.  I was able to play the entire weekend and try out the many aspects of the game (though I barely scratched the surface in terms of content).  I love how Player vs. Environment (PvE) felt a lot like The Elder Scrolls series where the player was free to roam where they wanted and curiosity takes over to keep the player interested enough to keep exploring.  Player vs Player (PvP) is fast-paced, short, and gratifying with a lot of aspects that remind me of Call of Duty (it might sound odd, but it makes sense in context).  What really blew my mind was World Vs. World (WvW).

In most MMOs, there are guilds vs. guilds and such which require players to be part of an organized group.  In order to stay on top of the list, guilds would have to stay active and take over points within a persistent world that is ever changing whether a player is logged on or not.  In Guild Wars 2, WvW is the new GvG where players join in war without having to be part of a Guild.  This allows a whole wave of players who generally aren't active guild players to join in a part of a larger battle without having to stay dedicated to a group.  It also gives a sense of pride to be fighting for the world the player has chosen.  So in WvW, players are pitted against players from 2 other worlds (servers, essentially).  Player can capture points, keeps, castles, and pivotal resources from the enemy in a huge map.  The experience is unlike anything other when fighting 50-100 players all in one area, raiding a keep, or doing small scale sabotage such as intercepting enemy supplies.  I think I like WvW even more than PvP because of how spontaneous and involving the mode feels.  You never know what is going to happen or what to expect when going out into the field.  It's the ultimate sandbox experience where you run around to kill other players, capture points for your "army" (World), explore around.

To go off on a tangent, I have always wished for a similar experience in Dynasty Warriors where it felt a bit more RPG-ish or involving.  Dynasty Warriors Online (DWO) captured a bit of that feel with allowing players to create their own character and train with various weapons as well as take on missions they want.  DWO allows players to choose a faction of their choice and fight for that leader.  What it lacks is a true persistent, on-going, large-scale battles where the player can freely roam and take on objectives with a whole army.  DWO does have a persistent world where areas are taken by having a battle won there, but players are focused on that one battle and one objective.  Not only Dynasty Warriors, but many other games would have an awesome persistent world battle between groups.  Global Agenda was able to fuse together elements of Action, third-person shooter, and MMORPGs into one game with a similar mode called AvA (Agency vs Agency).  Unfortunately, players of Globabl Agenda were not very dedicated and so the AvA idea fell through after a while (it is completely dead now).  Guild Wars 2 has created one of the most interesting and involving GvG mode I've played in the longest time, and I really hope more developers follow suit to continue to innovate and improve GvG in whatever games they make.

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