Guild Wars 2 Dev Dishes On How To Do Fun Right

Written by: (Twitter @winterinformal - ) | June 19, 2012 4:01 pm

90 Comments

The latest ArenaNet blog post from Colin Johanson on “fun” in Guild Wars 2 goes off on a few tangents, discussing everything from internal and external playtests to the content-development process.

Here’s my two-bit take on the long-winded missive:

  • Subscription games are designed to make you play a long time because that’s how they make their money
  • Non-subscription games — and this includes single-player, offline games — are designed to give you an enriching, “fun” experience, since the developers don’t care (as much) how long you play

When we did a hit a while back on DC Universe Online — which is a free-to-play MMO — allowing players to pay to reset instance locks, I thought, “Why not?” Why do most MMOs have daily or weekly instance locks on content?

The answer: to slow you down and keep you paying your sub fee, which is something that a game with a monthly subscription requires to keep you feeding it your money. Games without monthly subscriptions, and offline games, don’t need to hold to this tenet, and so rarely do.

There could be some merit to the notion that these measures keep players “together” — i.e., making it so players don’t feel even more of a need to “keep up” by raiding every day, or even multiple times a day, to secure the best loot.

But then how does one explain PvP in most MMOs? You can run instanced or open PvP as much as you like, whenever you like, and obtain the best gear in a game at your own, potentially rapid, pace. And having superior gear — at least when compared to other players — should matter exponentially more in PvP than it does in PvE.

Of course, in eliminating these barriers, Guild Wars 2 also takes out the “power grind,” making it even less necessary to have artificial barriers to progress. Really, it comes down to this:

Playing a game = fun, at least in theory

so why should a game limit how much you can play, with daily or weekly cooldowns? The answer? Because they’re less interested in you having fun than they are in making money.

In that way, it’s easy to see what’s at the heart of Johanson’s post: that ArenaNet started with a foundation — “more fun” — and tried to adapt it to an MMO world, rather than deciding to make an MMO first and then figure out how to wedge concepts into it. That’s been a recurring theme from the company, which says it takes the good from previous MMOs and keeps it while taking the bad and throwing it out.

Maybe that’s an approach that more companies should take.

Guild Wars 2 Dev Dishes On How To Do Fun Right

  • 7BitBrian

    This was an awesome read and highlights one of the many reasons why I absolutely love ArenaNet as a developer.

  • http://www.facebook.com/V4N1SH Talal Vanish

    hopefully we don’t have to wait much till the game is out..im bored of BWEs i want the real deal xD , im bored OUT OF MY MIND!

  • http://profile.yahoo.com/JBXJHGK6VWGPAHTJHJLAXDPXUU Irish

    The blog was more of a stab at sub games IMO and their limitations from a design standpoint. Considering GW2 doesn’t have to add GRINDS (ie lame content) to keep your subscription they are freed up to focus on “Good” or “Fun” content instead.

    • http://twitter.com/dularr Dularr

      Someone drank the kool-aid from this blog.   I still think this blog was a reaction to players marking content during the BWE as not fun and is trying to convince players the game is fun because it doesn’t have a sub.

      While I found WvW was fun. Making sure I filled all my PVE hearts, visited all the POI and unlocking talents, was not in itself fun.  It was a  means to improving my Charr Elementalist.    

  • Cyclops07

    cool…like the article, let’s see it play out that way in game

  • Cyclops07

    cool…like the article, let’s see it play out that way in game

  • http://www.facebook.com/profile.php?id=1053227096 Nathan Stoddard

    seriously just shutup and let  Jason do his thing :l

  • http://www.facebook.com/profile.php?id=1053227096 Nathan Stoddard

    seriously just shutup and let  Jason do his thing :l

  • http://twitter.com/dularr Dularr

    Lol, should I be concerned about the level of “fun” within GW2.  The BWE survey question asked about the fun of an heart or event, is Anet getting troublesome  low “fun” numbers from the events. I am confused by the article, are they saying GW2 is more fun because there is no sub?

    Is GW2 less fun because it doesn’t have raids.  I don’t think so.  While I have no confidence, I’ll ever see the world end game bosses. I don’t think that will make the game less fun.

    Where I did have “fun” was WvW, but if I cant find an organized guild for WvW during the live release, not sure how long that will last.

    While I have alot of fun in my sub MMO, I really enjoy raiding with my friends(opp, got to cut this short, got a raid scheduled in 17 mins) 

    • http://twitter.com/Master10K Master10K

      And that last line you typed, highlights one of the most unfun things about most MMORPGs… the logistics of Raiding. ArenaNet understood this and decided to cut it out all together.

      That’s what this article is about. How ArenaNet’s desire to retain the fun aspects of an MMO, led to their design decisions and they’ll continue to turn the fun factor up a notch, using the feedback we give.

      • http://www.facebook.com/profile.php?id=100000267765226 Vegas Steve

        Yep, and I’m really not against the people who enjoy raiding.  It’s just that for a lot of folks waiting (and waiting… and waiting) to play a game isn’t their idea of fun.  But if raiding is your thing, there are plenty of MMO’s out there to do that.  Enjoy.

        • http://twitter.com/dularr Dularr

          Talk about waiting, while I loved WvW,  I spent a ton of time waiting for something to happen within the Eternal Battlegrounds.  When the attack (or defense) occurs, its alot of fun, but still has alot of waiting.

          BTW, my raid was scheduled for 7PM central, started at 7:15 and ran until 10PM.  Played with a new tank and hunter dps. Got two separate families in my raid, good time by all.

          I am so looking forward to the 14 first tier raid boss in MoP and playing the crap out of my Charr Elementalist, Asura Guardian and Norn Warrior in GW2.

          It’s looking perfect, MoP raid a couple night a week and GW2 WvW Sunday afternoons.

    • Old Ben

      What makes you say it doesn’t have raids? There are open-world raids starting at level 15.

  • http://twitter.com/flyingmonkeyboy Kelvin Ritchie

    why oh why do these videos auto play then load really really slowly …….still love the site keep up the good work :P

    • http://www.facebook.com/kaj.udanga Kaj Udanga

      Loads really fast for me. : )

  • Sklys

    Can it be ! A company made a game that is based on fun. To boot it is F2P. Do you think
    the game will make money ? Will it be a flop without all the grind to lvl or get good stuff ?
    LOL look at the numbers, which will tell you all you need to know.

  • http://www.facebook.com/people/Jim-Bergevin-Jr/1393526370 Jim Bergevin Jr

    Fun is subjective of course. I have played a couple of sub based games and have had varying degrees of fun in each – one in particular *cough*SWTOR*cough* I found to be more “fun” than GW2, just as I also found GW1 to be more “fun” than GW2. Anet really needs to stop making useless statements like this because, ultimately, you will find the game fun to play over the long term or not. I happen to be the latter.

  • loki4687

    Mike is so motivated about this!

    I actually don’t think too much fun. I’ve done everything from WvW to structured to dungeons. I think it’s because I’m getting old and getting turned off to all MMOs now.

  • http://twitter.com/Mantose Leo P

    I think the new “fun” blog post by a-net is aimed at people who think all games without a sub are grindfests and you have to pay to have fun.

    The no monthly fee seems to be the biggest reason I have seen as to why people wont even look at gw2. They see no monthly fee and they think it means free to play which means a cash shop and many obstacles to overcome before the game becomes fun.

    • Old Ben

      Huh? Why would anyone developing a F2P game with a cash shop put “many obstacles before the game becomes fun”…? That would only make people less likely to play the game and therefore less likely to spend any money at the cash shop.

      What are the “many obstacles” in TF2 or LOL, for example?

      • Pat Hamilton

        Those are 2 examples of games that are fun without many obstacles and it is why they are successful.  The majority of the f2p games pretty much require payment to progress.  This creates a false promise of fun.  Then once you pay, you realize that the game actually just sucks.

        • Old Ben

          > The majority of the f2p games pretty much require payment to progress.

          Er… then they’re not F2P, they just have a free (limited) trial.

  • http://twitter.com/blucorp Mike Dippolito

    “”Will your wife cook for me? “”
    You rock Jason.

  • nexxe

    Fun is only one aspect of video gaming.  There is also competition, socialization, etc.  Fun can only last so long before it gets boring.  Hopefully Colin realizes this, and develops for the other aspects of video gaming, which define multiplayer on a massive scale.  Now that’s the real challenge.

    • Old Ben

      > Fun can only last so long before it gets boring.

      That’s deep, man. 

      >  Hopefully Colin realizes this, and develops
      > for the other aspects of video gaming

      What for? We’ll all be bored. Fun can only last so long, remember?

      • nexxe

        It’s apparent you failed to comprehend my meaning. I don’t blame you though, since your name is OLD Ben.  I would think with a name like that, you would be wiser.  Now, back to my point.  Fun is only temporary.  Having objectives and goals doesn’t always entail that gameplay needs to be fun.  Gameplay can offer challenges and rewards, both of which do not require the satisfaction of the feeling “fun”.  Use your mind before you post.

        • Old Ben

          > Gameplay can offer challenges and rewards, both of which
          > do not require the satisfaction of the feeling “fun”.

          So what you’re saying is that you’ll continue to play a game that you don’t find fun as long as you’re promised a reward at the end.

          I see they’ve trained you well, young padawan…

        • Deathstar2x

          I don’t think fun can be separated from the other aspects of the game
          into its own category, unless you’re talking about the game as a whole.
          If that’s the case, I think you’ll agree that each aspect of the game
          needs to be fun.

          The checklist shouldn’t include “Does Game X have fun?”
          It should be more like:
          Is socializing in World of Warcraft fun?
          Is the competitive nature of League of Legends fun?
          Is exploring the world of Skyrim fun?
          Is X in Game-Y fun?

          Fun should be weaved throughout the game and should always be kept in mind. A game of challenges and rewards need to be fun. I won’t speak for Old Ben, but I think that’s what he’s communicating.

  • Sharuko

    I couldn’t get past half that blog post without cringing, it was too much advertising/marketing speak for me to handle.  ”Fun” is not a new concept, most if not all developers want to make the game fun.  That is a given and really shouldn’t be highlighted or talked about.

    What that blog post sounded to me was a preemptive excuse for the lack on content and they know people will be done with their content really quickly.  It also sounded like he was trying to rally the troops to give better scores in the survey.  I am 100% sure the scores they are getting is either lower than expected or people are not filling out the surveys.  So he is trying to rile support (even artificial) to get better scores.  But that might just be me.

    Colin seems like a genuine nice guy.  But his definition of “success” is different than the CEO’s (Mike O’Brien) who said that he wouldn’t be satisfied till GW2 is the #1 MMO.  I see no “fun” aspect listed there.

    Yeah sure GW2 is not tied down to the subscription cost.  But to be successful they need to retain players that will purchase items from the cash shop.  So they are tied down to the cash shop, same thing different execution.

    • http://www.facebook.com/profile.php?id=100000267765226 Vegas Steve

      Man, it took you HOURS to get in here an try to rain on the parade.  You must be slipping.  Purchasing cash shop items doesn’t equate to the incessant grind and slow pace of some MMO’s.  And if it’s not ‘fun’, people will leave in droves.  So there ya go, the market will decide, no matter how much of a downer you try to be.

    • Sklys

      Speaking of “(even artificial)” how you doing Sharuko ?
      As for your comments, look at the numbers. It would seems the folks
      at A_Net are not going broke.

    • http://profile.yahoo.com/SMGRLFM4UASOO7QO26HTHBLIOI Shawn

       You just love making stuff up as you go don’t you.

      • Brosaxon

        Leave it be man, it’s really not worth it to try and muster the time and effort into trying to have anything resembling a conversation with Sharuko.

        At the end of the day the game will speak louder than any hate or praise the fanboys may throw at it, just look at how much he praised TERA and how that turned up in the end.

    • http://profile.yahoo.com/SMGRLFM4UASOO7QO26HTHBLIOI Shawn

       You haven’t played from 1 to 80 in the PvE content have you? I’m actually willing to be you Leveled up to 5 and said this isn’t Tera? And then raged quit. This game has already sold more copies than your Dreaded Tera will ever wish to produce.

    • http://twitter.com/Aoewin Maxime Beaulieu

      Well at least Sharuko point out stuff that might be true, and do not just blindly defend GW2 just because.. its GW2. I enjoy GW2, but its far from being a perfect game and there is lot of stuff that isnt great, and Sharuko points are valid here. I’m one of those who completed the survey everytime they pop, and I couldnt give them good results. Some I gave 3-4 on 5, but most were 2, barely 3. You guys should remove this fanboy hat you wear and stop calling people who disagree with you trolls/haters. 

      • http://profile.yahoo.com/SMGRLFM4UASOO7QO26HTHBLIOI Shawn

         You enjoy it, yet dislike it at the same time? I agree the game is not perfect but I’m not gonna say that we are counter trolling Sharuko. The guys brings up no valid points as you say he does, he just incites this kindof dissension cause his beloved game didn’t pan out. So now he is butt-hurt and wants revenge.

        • Sharuko

          It has nothing to do with Tera.  I have been saying GW2 is a Warhammer Online clone back when I didn’t even know Tera existed and now a lot of people agree with that. My forum post from January 2011. What do you have to say now?

          • http://profile.yahoo.com/SMGRLFM4UASOO7QO26HTHBLIOI Shawn

             So what! It has public quests sortof like Warhammer? The way GW2 Implemented it is totally fine and it is fun! Sharuko you have to admit you are the silent minority here. Mostly everyone here seems to be enjoying the game? So why in the hell do you have to come in here spouting your Doom nonsense? Go back to whatever hellspawn you came from and quit griefing for the sake of greifing.

        • Sharuko

          Better example, notice how I said more than a year ago Tera will “put Korean gamers first?  Right that is what I said.  So please let us discuss the games themselves instead of these other arguments that have nothing to do with the video.

          • http://profile.yahoo.com/SMGRLFM4UASOO7QO26HTHBLIOI Shawn

            This game will stand the test of time, while other newer MMO’s will be left in the dust, You only back up statements that you and you only you say. Sorry Sharuko you are not an expert and neither am I. Better get over yourself now before that ego of yours trips yourself up and falls flat on your face.

            Go Home Sharuko, whichever bridge that might be. Nobody wants you here, so why stay? Just to spread your filth and lies?

          • http://profile.yahoo.com/SMGRLFM4UASOO7QO26HTHBLIOI Shawn

            All you have is baseless accusations, nothing more. and nothing substansial. This MMO brings more to the table than any other MMO in the past 8 years.

        • http://twitter.com/Aoewin Maxime Beaulieu

          Yes, I enjoy it as an entertainement, but there is lot of stuff that I’m not a fan of… here, you can read.. “I wouldnt pay 15 bucks a month to play it, but since its buy to play, some of the things that annoy me arent a big deal anymore.”

          And yes, he had valid points in this post. I dont talk about all the post he does, I talk about this one. I had the same feeling as him listening to this video, prior to reading his comment.

    • http://twitter.com/RaizinMonk RaizinMonk

      It’s obvious that a content designer, responsible for events, personal story and dungeons, has a different view of success than the CEO. “Quests and raids”, to call them by their traditional equivalents, have an entirely different set of requirements for success than ArenaNet as a company. A company wants to make money and compete with the competition. A content design team wants to make good gaming content.

  • Azzras

    I found the blog more fun than GW2 gameplay.

    • http://www.facebook.com/people/Jason-Quinn/504633100 Jason Quinn

       expectations are too high then

      • Brosaxon

         Or the blog was just that good

  • Zach Long

    Mike is your wife prego?

    • http://twitter.com/dularr Dularr

      Yes she is.  GamebreakerTv needs a over/under show on when will Baby Chinhawk makes his/her appearance.   Will GW2 release before or after Baby Chinhawk?  Will MoP release before or after Baby Chinhawk?

      • Old Ben

        And will the baby sound like Darnell?

  • http://www.facebook.com/people/Jason-Quinn/504633100 Jason Quinn

    Gamebreaker has a really bloated media player, and I don’t want HD on by default, I do have a bandwidth limit folks.

    • Old Ben

      I really don’t understand why they can’t just load the page with the video paused, and start playing and downloading once we click it, like every other website on the planet. It’s a complete waste of bandwidth (ours and theirs) and a complete mess when people open 2 or 3 articles from the main page on different tabs.

      • http://twitter.com/dularr Dularr

        GamebreakerTV did that for a few day and then went back to the old auto play.

        • Old Ben

          What I have now is really weird. The page loads and I get a paused ad asking me to click on it. If I don’t click on it, the ad doesn’t play. But, about 20 seconds later, the main video always starts playing (whether I play the ad or not).

          In other words, it has the annoyance and bandwidth waste factor (auto-play, auto-download) without the monetary factor for GBTV (ad playback).

          “How can we minimize our profits while maximizing visitor annoyance…?”

      • BigH001

         I got a Flash blocker addon for my browser largely because of Gamebreaker. Now my videos start paused, but only because I need to click a button to load them.

  • http://www.facebook.com/profile.php?id=747725054 Carlos Navarretti

    If the game does have gear progression (like WoW, unlike GW2), it needs to have barriers. I want to be able to come back from work and know that no-lifer beat me because he’s better than me and not because he sits there grinding gear all day. 

    • pandora005

      Even playing a gear-focused game like WoW requries skill, thus the no-lifer will have more skill than you in that game as well. It is just represented by the gear AND you will have the same gear eventually … just not as “instant” as those players. So there really isnt a point in your argument other than the 3-year-old whining about wanting to have the same cool stuff as the guy next door for free.

      • Old Ben

        > Even playing a gear-focused game like WoW requries skill

        How’s the weather there in 2008? 

        • http://twitter.com/dularr Dularr

          Old Ben, you must have missed last week’s Ledgendary show.  Did you see the interest Lore and MikeB showed in reviewing a clearly skilled arena players rating and arena teams.  They didn’t really care about his question, they were mesmerised by his raiding teams.   

  • DoctorOverlord

    I would take Jason’s last comment a step further.   More than something other companies should do, how different would things have been if the first MMOs had been based on a different business model from the start?

    How many years of stagnation might have been avoided if those early MMOs had been designed to be fun, rather than online leeches that fed on subscriptions? What if those early devs hadn’t found a niche audience of customers willing to dish out their cash every month for sub-standard products full of bugs, timesinks and flawed game mechanics?   

    I think history will show that MMO subscriptions were never truly justified for either server or development costs.  I look forward to the day, not far away from the look of it, where players will gaze back and wonder why anyone would have willingly subjected themselves to the way MMOs have treated players in the past, both in terms of entertainment and price. 

    BTW – terrific choice of picture for Colin lol 

    • Old Ben

      If the people who played those MMOs didn’t find them fun, they wouldn’t have paid the subscription in the first place.

      • http://twitter.com/MaZt12 MaZt

        They didn’t pay the sub because they were having fun, they pay sub because those MMOs were build around the model of “skinner box” which is the logic that you do something over and over again expecting to get the item you want that drops at a random rate and thus you keep your playerbase addicted to the game. Addiction doesn’t mean fun.

        • http://twitter.com/dularr Dularr

          No, this articles just shows the arrogance of Arenanet.  Many, many people (not lab rats) keep playing WoW because of the social aspect and playing with friends and family.  Many players stop playing a character once it is geared up for that tier of raiding,  not a trait of addictive behavior.   

          It would be interesting to see if anyone in WoW is exhibiting addictive behavior over the Mysterious Fortune cards.  If any player is spending all their time and gold buy and making the lottery style cards, that is serous additive behavior.   

          Talk about addictive behavior in GW2, seeing the number of posts about collecting all the dyes across all there characters in GW2 stinks of additive behavior.  Especially if they are spend “real” money and unusual amounts of time, collecting 400 dyes when the can use just a few.     

          • http://twitter.com/RaizinMonk RaizinMonk

            As for the dyes, a developer mentioned the dye system in its current form is not designed for completionism. The current vision is that every character has its own dye progression, and each of your characters will end up with their own unique palette of colors. Dyes are not meant to be grinded for.

          • Old Ben

            Everybody knows they will, though. Some people just “gotta catch ‘em all”.

            But hey, if someone wants to do that, let them.

          • Old Ben

            Addiction is not merely “doing something very often” (or very thoroughly).  If someone says “I want to collect all 400 dyes”, that can be a (mild) sign of obsession, but there’s nothing “addictive” about having that goal.

            Addiction is continued behavior (or consumption of a substance) _despite_ its negative effects. It doesn’t have a goal (other than to fill a need created by the addiction itself – which is obviously a vicious circle).

            Some types of gameplay (ex., repetitive with a random chance of reward) are more conducive to addiction due to the way they manipulate the brain’s dopamine level. That’s why so many people become addicted to slot machines; they’re not addicted to playing the game itself, they’re addicted to the short instants when they get a reward (and they feel empty if they go for too long without that feeling).

            More complex games, with less random elements (ex., chess, pool, racing simulations, etc.) are generally less addictive (although people can still become _obsessed_ with them, but that’s a different thing).

            When someone says “I hope game Y (or expansion Y) comes out so I can stop playing game X”, they’re probably addicted. If they weren’t, they’d just stop playing X to go do something else, and worry about Y if / when it became available.

        • Old Ben

          I doubt people were addicted when they paid their first (or even second) subscription fee. No one is going to buy a game with a subscription and commit to pay it if they don’t find it fun at the start.

          After some time, they might keep playing because they’re addicted to the ilevel race or because they don’t want to lose access to their characters (even though they find the game repetitive and boring), but if they hadn’t found it fun when they started, they wouldn’t have made it that far.

          And some people actually like repetitive things. The addicts are usually the ones saying “I hope game X (or expansion X) comes out so I can finally stop playing Y”, instead of simply playing something else (or picking a different hobby).

          • DoctorOverlord

            I disagree.   I would argue not one of those old MMO players found that gameplay fun but rather it was the online **community** in those MMOs that kept people playing.  

            I see this reason constantly brought up by old MMO players and it is the only explanation why people are STILL paying for out-dated MMOs like Ultima Online.   UO is still profitable not because of its flawed game design, but rather because of the relationships the game’s players have created and the community they have made.

            If you want further proof then show me one, successful single player game that has used the same kind of tedious game mechanics and horrible timesinks found in those old traditional MMOs.   You can’t because no single player game could ever be successful with mechanics where it takes months if not years to accomplish anything in a make-believe, virtual setting.

            Because that is not fun. That is idiocy.

            The Skinner Box effect mentioned by MaZt is certainly in effect but its purpose has merely been to convince customers that a low-level addictive psychological response is the same thing as fun.  And it has succeeded in doing just that.   

            Old school MMO players have been convinced that it was the game that was fun when in fact THEY were the ones who made the games worth playing.    The players deserve the credit not the incompetent old-school game designers who were busy making terrible mechanics to support their rip-off subscription business model. 

            The tragic thing is that those same communities could have formed just as easily in MMOs that weren’t based on a subscription model   They could have formed in MMOs with mechanics that were designed to create communities rather than pitting players against each other in competition for XP/resources.gear just to drag out subs.  

            ArenaNet is throwing a stark light on the history of MMOs by showing what they could have, what they should have been.

            It’s too late to change the past, but do not try to paint a rosy picture of it.   MMOs have been flawed ever since UO introduced the sub-model.   It is far part time that the genre discard it and embrace something better.

          • Old Ben

            > I would argue not one of those old MMO players
            > found that gameplay fun but rather it was the online
            > **community** in those MMOs

            I can prove that you’re wrong. The evidence? Me. When I started playing WoW, I joined a new server that was practically empty, and played almost alone for the first two months. And I had fun exploring the world, trying out different characters (of different classes, different races, with different starting zones, etc.). 

            Yes, many quests were extremely annoying (basically just walking back and forth between two places again and again), but there was enough stuff to see to make the game interesting, as long as you were willing to explore. I spent whole days without doing a single quest, just exploring, fighting and running away (practically every creature I met had a skull on its portrait, because I wasn’t going to let no stinkin’ level get in the way of my travels).

            Blizzard knows a lot of people like to play solo, and WoW can be played just like a single-player game, all the way from 1 to 85.

            > The tragic thing is that those same communities could have formed
            > just as easily in MMOs that weren’t based on a subscription model 

            The problem isn’t the subscription model. In fact, the subscription model makes perfect sense, since you’re (supposedly) buying a product that is constantly being updated. It’s like a subscription to an ISP or to Netflix (or to a library, or a club, etc.). 

            The problem with WoW (and its clones) is the grind + reward approach that becomes the fundamental gameplay mechanic at maximum level. By defining something as an explicit “reward” (and by getting players to accept that model), they excuse themselves from having to make the actual gameplay fun. In fact, for some people, the more painful the gameplay is, the more they value the reward (as if that proves something about their character and about what they’ve achieved in life – IMO it just proves they have a bit of a masochistic streak, and have lost any sense of real achievement).

            It’s perfectly possible to make a good game with a subscription, just as it’s perfectly possible to make horrible games without a subscription. But I don’t think it’s possible to make a good game when you detach the reward from the gameplay itself. That’s not a game; that’s a (bad) job. But the “reward” of a bad job (money) can be used outside that job, while the rewards from these games can’t.

            > They could have formed in MMOs with mechanics that
            > were designed to create communities rather than pitting
            > players against each other in competition for XP/resources

            I’m all for realism. For example, I think the way WoW gives XP for a kill to a single player (even when two or more participated in the fight) makes no sense, but I also think that Guild Wars 2′s instanced gathering nodes make no sense. Yes, competing for resources gives players an opportunity to be jerks, but I find that an important part of building a community. It lets you know who you’re playing with and helps you decide who your friends should be. One of the problems with WoW was the way the Dungeon Finder made players’ reputation irrelevant. You are free to be a jerk because you know there will be no consequences. You can just press the button and be presented with four new “automatic friends”. The only way that kind of dungeon finder could work was if it also included a “rating” system (think eBay) with real consequences. 

            Anyway, that’s another subject.

            My point is that attachment to the community (or to one’s own characters) can keep some people in the game after a few months or years, but what got people interested in WoW at the _start_ (what convinced them to start paying the subscription fee) wasn’t “the community” (because there wasn’t one), it was the game world itself. You know, that thing that players now blaze through in a couple of weeks before settling into their endless grind cycle at max level.

          • DoctorOverlord

            Your example is WoW and its pre-max level but then you go on to admit that WoW’s problem is the grind/reward at max level which is exactly the point brought up in the article.   Your only example of a sub-based MMO that “works” ends up being as flawed as the rest.  

            I was not referring to WoW in my previous post, I never even mention it.  I was referring to old school MMOs.   The ones that started the genre and established the subscription model – UO, EQ, DAOC and the rest.    The ones that made everyone think that MMOs had to have monthly subs and timesinks and all the horrible traditions in the genre.   

            Blizzard did change MMO genre with WoW.  Making appealing early levels was a brilliant move and it did get new players to renew.    It didn’t, however, change the genre enough.   As you yourself point out, WoW simply turns into timesink gameplay at max level and the reason for that max-level grind is to support the subscription model.    

            The subscription model makes no sense if you’re a paying customer, especially one who plays solo.   Look at the cost of whole year MMO subscription.    That is enough for 3-4 single player games.  As good was WoW may be even at the beginning levels the gameplay NOT the equal to Portal 2, Batman Arkham City, Mass Effect  3  and Gears of War 3  ALL COMBINED.   (Or pick any 3-4 blockbuster games).  

            Certainly WoW takes longer to play but that the point of the article.   WoW is filled with timesinks but the actual fun-factor in the gameplay is pathetically less when you compare what you can spend on other games.   
             
            So why pay?  It is playing online with others and it is the community that makes people keep paying subs.   As I said, it is the players that deserve the credit for making MMOs fun not the developers.  

            You say WoW got people to renew in the beginning with appealing pre-max gameplay but you never answer what is keeping WoW players paying now that they’ve reached max level?  

            It is either the timesink-laden max-level gameplay which you admit is a problem or it is the community and guilds and friends that are keeping people in the game.     I say it is the online community of which even solo players are a part. It is the experience of playing with others NOT the actual gameplay of WoW or any previous MMO, which is mediocre at best.  

            (And as for realism in games, it should NEVER be held over good gameplay.   Realism needs to be thrown out the window the second it starts to interfere with the fun.  Decent games always do just that.  Show me a successful FPS where players can trip on something.)

          • Old Ben

            > Your only example of a sub-based 
            > MMO that “works” ends up being as
            > flawed as the rest.  

            Not sure what that means. My point is that the problem with WoW is not the payment model. WoW worked fine at the start, and people were glad to pay the subscription because it was fun, and because they could see new and interesting content being added.

            But the path WoW followed (especially after the release of WotLK) turned it from a technically limited but cohesive and interesting world into a collection of disconnected mini-games that really boil down to a gold treadmill and an ilevel treadmill (simplistic, short-term mechanics, that don’t require any vision on the part of the designers).

            In its current state, I wouldn’t play WoW even if it was free. 

            There are plenty of F2P browser games just as grindy as WoW, and you can’t blame their payment model for it.

            Time sink gameplay isn’t implemented “because of the subscription fee”. It’s implemented because it’s cheaper and easier to produce and (in the case of WoW) because the current designers simply don’t have the vision to build a cohesive world.

            Every publisher wants people to play for as long as possible. It means a bigger chance that people will buy stuff from the cash shop, or more time with that browser window open, watching ads. 

            The difference is _how_ they keep people playing. If the designers are creative and ambitious, they’ll try to create a complex game world. If they’re not, they’ll just stick to a couple of simplistic gameplay mechanics and make people go through them again and again. 

            Arena Net doesn’t want people to “finish” GW2 any more than Blizzard wants people to “finish” WoW. If people feel they have “finished” GW2, that means they won’t feel inclined to buy more stuff from the cash shop, which means Arena Net stops profiting from them, just as Blizzard would stop profiting from players who cancel their subscription.

            The difference is how they go about it. Blizzard currently funnels everyone into an ilevel treadmill, forcing them to repeat a handful of max-level instances and raids again and again.

            Arena Net chose to make the entire game world viable at max level, thus reducing repetition and letting people set their own goals (which is much closer to the essence of a RPG). 

            Of course, some people’s goal will still be to “get the best gear”, and those will get bored with GW2 a lot faster than they would have with WoW, but personally I find the more horizontal approach a lot more appealing, and would gladly pay a subscription for GW2 (while still refusing to play WoW in its current form, even for free).

          • DoctorOverlord

            Well, we can both agree that neither of us would pay money for WoW in it’s current state lol

            And it’s great for you (or
            anyone else) to say ‘I would pay a sub to play GW2’ but that is missing the
            point to ArenaNet’s
            blogpost.   

            The blog is saying they couldn’t
            have *made* Guild Wars 2 into the game you want to play so much if they used
            the subscription business model.     

            Here is a quote:

            “But what if your business model
            isn’t based on a subscription? What if your content-design motivations
            aren’t driven by the need to create mechanics that keep people playing as long
            as possible? When
            looking at content design forGuild
            Wars 2, we’ve tried to
            ask the question: What if the development of the game was based
            on…wait for it…fun?”

            You may argue that ArenaNet
            could have made the same exact game with a subscription model and that’s your opinion
            but I prefer to listen to the people who are actually making the game.

            ArenaNet says that abandoning the subscription model was fundamentally
            important to their content design.   I believe them not only because they say so but for all the reasons I have previously pointed out. 

          • Old Ben

            > The blog is saying they
            > couldn’t have *made*
            > Guild Wars 2 [...]
            > if they used the
            > subscription business
            > model.  

            Of course they could. Don’t just repeat talking points, think a bit (and realize that developer “blog posts” are primarily a marketing tool). 

            There are lots of F2P games that follow the same treadmill design as WoW, and WoW originally did not play like a treadmill, despite having a subscription right from the start.

            It doesn’t matter if you’re charging a subscription or trying to make people buy from a cash shop; it’s always in the publisher’s interest to keep people playing as long as possible.

            If WoW’s current designers were able to make the game more interesting, they would (and maybe Wrath and Cataclysm would have pushed WoW to 13 million subscribers instead of bringing it down to 10).

            Don’t blame the financial department for the incompetence of WoW’s designers. 

            Subscription-based models work fine (clubs, ISPs, Netflix, etc.), and make perfect sense for games with frequent updates. 

            Do you really think Arena Net’s artists, writers and designers worry about the financial details of the game’s distribution? Of course they don’t. They would make best game they could regardless of the payment model. 

            The decision to not charge a subscription fee is purely a financial one (to increase the initial player base). Arena Net prefers (wisely, IMO) to have 3 million players spending around $5 a month on the cash shop than having just 1 million spending $15 a month on a subscription.

            I think they have the right business model (for the present) and I think they have a good approach to game design. But I wasn’t born yesterday and I know marketing spin when I see it. It would be just as easy to spin things the other way and say that having a cash shop leads to deliberate crippling of the game to force people to spend money, and that a subscription ensures the publisher will put out a steady stream of high-quality content, since their profits depend on being able to keep players satisfied.

            But it’s all BS.

            The payment model is the payment model and game design is game design. They’re decided by different people and have very little influence over each other, especially during the game’s initial development.

            If Arena Net gets into financial trouble, I expect there will be some pressure on the game designers and artists to make the cash shop items “more appealing” (even if that means crippling the base game slightly), but for now they’ve been given the freedom to make the game they wanted to make, and the payment model was the last thing on their minds.

            The only reflection it had on the game was the presence of the gem shop, and you can play GW2 for months without going anywhere near it.

          • DoctorOverlord

            You portray game design as taking place in some ivory tower where the developers and are completely free to make their games without every worrying about the realities of making a profit.  And yet there are plenty of failed gaming companies where it was clear the developers worried too much about ‘making the best game’ and failed to account for the reality of finances.   

            The coders and artists don’t deal with business matters but their managers certainly do.  The ones who provide the company vision that guides everyone working there have to remember their profit model if they want the company to succeed.    This is true for any company regardless of their product whether it is an iPhone or a screw.    

            Also don’t tell me to ‘think’ as though I’m not thinking and you are.  And stop putting words in my mouth.

            I **NEVER** blamed the ‘financial department’ for WoW’s game design flaws.   If you are actually reading my replies you will note I have always blamed the developers.    You really think Richard Garriott wasn’t thinking about profits when he introduced the sub-based model in the first place?        If you truly believe that then there’s no point in continuing this discussion.

            I’d love to live in your world where developers are beings of pure light who only worry about making great games and the thoughts of business profits never sully the decisions of game design.   But I’m not going to bother trying to argue that obvious point and I’m even less interested in being another endless discussion kept going just to add to your post count.

          • Old Ben

            Arena Net has stated that NCsoft let them develop the game they wanted to develop. And it’s NCsoft that handles the financial aspects of GW2, not Arena Net. So, if you believe everything that Arena Net says, you’re kind of contradicting yourself there.

            I _don’t_ believe everything they say (I’ve worked in the gaming industry, I know a bit about how it works…), but I don’t think NCsoft picked this funding model (B2P + cash shop) because of its influence on game design (which was the responsibility of Arena Net). I think they picked it because they looked at the market and realized (correctly, IMO) that it was the most profitable model.

            And once they decided on that, they told Arena Net to start working on a cash shop. That was the extent of the payment model’s influence on the game design: Adding a cash shop and moving some items into it. Everything else (number of levels, story, skills, world design, events, etc.) would have been exactly the same regardless of the payment model, and was determined by the developers’ vision for the game. 

            The “developer blog” post is just marketing; it’s a stab at WoW, suggesting that “games with subscriptions can never be fun” (ignoring games like Eve Online or Rift). It’s also not a coincidence that that post appears as the game nears its release date, and not during the actual game design phase.

            If NCsoft had decided to use a subscription model for GW2, the same developer would be posting about how a subscription is “the logical payment model for a game under continuous development” and how it “ensures the developer has the resources and the incentive to produce a steady stream of high-quality content”. 

            And perhaps you’d be posting here in support of that, instead (or at least you wouldn’t be posting against it, because, as long as the game was fun, you’d be fine with paying 25 or 50 cents a day to play it – while getting your mystic keys and golem butlers “for free”).

            > You really think Richard Garriott wasn’t thinking about profits
            > when he introduced the sub-based model in the first place?

            He was thinking about “how can we fund a game that is under continuous development, and doesn’t ever ‘end’ ?” And the way most similar services are funded is through a subscription. 

            The alternatives would be something like a cash shop (which leads to crippling of the base game, to make the cash items desirable – if there was no cash shop, those items would be available for free) or the frequent release of paid expansions (which tends to fragment the player base). 

            Every model can be spun as an advantage or disadvantage. It’s Marketing 101. Even a game that is 100% free can be attacked because “since it’s free, the publisher has no incentive to improve it, to fix its bugs or to release new content – are you really going to invest your time playing a game that might be gone tomorrow…?”.

            There’s _nothing_ in GW2′s design that would be incompatible with a monthly subscription. The reason why it doesn’t have one is purely commercial (because the MMO market is saturated, and lowering the barrier to entry is the only way to grab a big player base at the start). It’s not to make the game “more fun” (the cash shop doesn’t make it “more fun” in any way), it’s to make the game more _profitable_.

          • DoctorOverlord

            Today ArenaNet announced Guild Wars 2 release date.   It’s too good of day to continue a discussion with someone posting purely hypothetical theories with nothing real to back them up other than their Internet opinions. 

            You say ArenaNet’s blogs are pure marketing while ignore the fact that they have delivered on everything they have posted starting from their Design Manifesto years ago.  So I’m more inclined to believe what I’ve seen with my own eyes rather than listen to someone who makes a claim to have experience in the gaming industry.   I make no such claim but I do know people in
            the industry who are managers and entrepreneurs and I should thank you for the amusement your posts provided them when I forwarded some of your ideas. 

            You can continue to believe your hypothetical theories about how NCSoft and ArenaNet work.  You can continue to believe you hypothetical ideas about how Guild Wars 2 could have been designed.    I’ll stick with facts and reality.  

            Reality like what ArenaNet has said and what they delivered.   Reality like the game I’ve played with my own hands in the BWE’s.    And the reality  that I no longer have any interest in helping you continue to inflate your post count.

            Guild Wars 2 is not a sub-based game.   The developers have explained why.   You can continue to think they liars who are spouting marketing hype if you choose.    They’ve earned more trust from me.   And you’ve earned no more responses to this pointless discussion.

          • Old Ben

            > they have delivered on everything they have
            > posted starting from their Design Manifesto

            I see. So dyes are going to be unlocked once for the entire account, are they? 

            Actually that is one change that can be directly attributed to the decision to sell dyes at the cash shop. If the game had a subscription and no cash shop, dyes probably would have been account-wide, as originally stated.

            Not that I care about it either way, but it’s funny that the most obvious contradiction between what they posted on their blog and what they’re actually doing is related to the payment model.

            > I do know people in the industry who are managers and
            > entrepreneurs and I should thank you for the amusement
            > your posts provided them when I forwarded some of
            > your ideas. 

            Of course you do, and of course they did…

            > Guild Wars 2 is not a sub-based game.
            > The developers have explained why.

            You’re free to have faith in the purity of corporate blogs, but I know how the sausages are made (and how they’re advertised). Regardless of the payment model, it would have been spun as an advantage. Really, it boils down to this:

            Can you name _one_ element of GW2′s design that would be incompatible with a subscription…? Just one? Imagine NCsoft decided to switch to a subscription-based model. How would they need to change the game?

          • Old Ben

            > Show me a successful FPS
            > where players can trip on something 

            What a weird argument (and totally unrelated to what I wrote). Realistic simulation of tripping (which is something that rarely happens in real life anyway – at least to me) would require massive amounts of computation. In most FPS games you don’t even have legs, let alone realistic interaction between them and the environment.

            Actually, now that I think about it, tripwires could add some fun to Counter-Strike, so maybe you’re on to something. Patent the idea, quick!

    • http://www.facebook.com/mert.matthews.3 Mert Matthews

      I think history will record gw2′s succes (if it does anything can happen) as wow’s ultimate triumph over the sub based MMO industry and blizz fanboys will call all the arguments against sub model ” They are whining because they can’t have it” ( i don’t mean sub model i mean sub model that can last). 

      Also NCsoft’s history only serves to support that argument with products such as AION and TERA (I know it still has sub but skimpy outfits and lance-Hitlers can hold player base only for a while and about the combat well if  i really want active combat i call my friends grab a Shinai and we have a friggin sword fight now you can’t get any more active than that)

  • http://twitter.com/NitroNbg Nemanja Stosic

    was there a guildcast yesterday? when will you upload it? Thanks

  • http://twitter.com/gNoviere Noviere

    The sub-based business model does dictate content design and gameplay. What Colin failed to mention is that this is true of games with a cash shop, as well.

    • http://twitter.com/RaizinMonk RaizinMonk

      Colin mentioned in a Guild Wars 2 Guru thread about this blog post that he did not mention the cash shop in the blog post because it’s written from the perspective of the design team (responsible for dynamic events, personal story, dungeons, etc.), who do not take the gem store into account at all when creating content for the game.

      The same counts for the skill and trail progression Guru posters were bitching about, which is handled by different teams. Besides, the post was apparently written before BWE2 and long before the feedback from BWE1 was compiled, so tiered traits and skills were not in the picture yet.

      source: guildwars2guru.com/topic/40407-is-it-fun-colin-johanson-on-how-arenanet-measures-success/page__st__240__p__1534827#entry1534827

  • http://twitter.com/cipero Matt Cipriano

    “The no monthly fee seems to be the biggest reason I have seen as to why people wont even look at gw2.”
    That’s funny. I’m actually willing to bet this is exactly the reason most people WILL look at gw2.Won’t even look at GW2? 

  • http://profile.yahoo.com/THJWE4XEXAMAPW3CUGPFYCUDHE Prime

    Jason is smoking something half the time. WHO is “GW2″ to decide “WHATS FUN”.
    And then who is jason to say “the stuff that has been in other MMOs” isnt fun.
    LOL i stopped caring after that Jason is losing respect fast man

  • http://profile.yahoo.com/THJWE4XEXAMAPW3CUGPFYCUDHE Prime

    I think When the newness wears off and Wvw gets old quick (because of the HOUR+ of nothing to do between skirmishes” the fad that is GW2 will fade QUICK.

    It wont get to 8 years of life itll burn out fast because GW2 cant hold up….

    ITS ONLY popular because people are screaming for a new mmo because wow is STALE…but WOW is stable and fun in many aspects (if they quit nerfing content for casuals).

    • http://profile.yahoo.com/SMGRLFM4UASOO7QO26HTHBLIOI Shawn

       Have fun in your Pokemon contest in WoW.

    • Jay

       Who are you to say what’s “STALE” or STABLE or FUN… See I can do it too.. We all have opinions, including Jason. If you prefer WoW over GW2, cool story bro, but don’t try to pass GW2 off as a fad just because it isn’t for you.

    • Fluffenstuffen

      So in 8 years, and we’re still playing GW2, are you going to cry about how everyone left WoW?

    • http://www.facebook.com/kevin.cox.5817 Kevin Cox

      If GW1 is still successful to this day, despite having arguably less content than it’s successor and made enough money to go towards development of said successor, then I’m pretty sure it’s safe to say that GW2 isn’t going to “burn out” as you say it will. 

      and it’s not just WvW for PvP. If there’s a lull, go play an average structured match. Those aren’t going anywhere. Or make a tournament with your friends. You’re thinking so little and so generically. 

      Your argument is terrible, dude. 

      Oh, and as I write this Dragonsoul’s been nerved to 30% with the possibility of going up another 5. Most likely to usher in MoP, but hey, that’ll get nerved into the ground as well. 

      Just gotta wait for the crybabies on the forums. 

  • valgothar

    This argument of no-sub that guild wars has been standing behind as its “revolutionary standpoint” is simply a different paradigm that allows for marketing and target audience to be altered. I personally was a WoW player and quit because Blizzard chose to simplify the game, yet failed to enchance the personalization and gameplay internally. Now compare these facts to what has been present by a-net as new and better. They want to give more immediate reward to the player for completing exciting quests and enchance companionship between players. Their combat is on a whole different level as well. The level scaling allows for non-end game content and continues to bring players back to keep experiencing NEW things.

    These perks have little to do with what mindset the developers have. The devs at Blizzard continue to attempt to make fun and interesting quests and content related to lore and the character every time they make a new expansion. Those individuals, I assume, have the same goal of creating a whole awesome game for the gamer. Obviously they have heard the end game raid content as being a negative of WoW for a long long time, so they have expanded the game other directions while still keeping this aspect!

    This point regarding the subsciption is merely a perk. It is not something that tells us we should prefer this company because they arent out to get our money and they will develop better because of it. This argument is merely  ad hominem. Just because you personally don’t agree with the bussiness practices on a moral level towards gaming does not affect the motivations of developers nor do I think they seek to make a game less fun in the beggining becuase they want to emphesize the end. You could say it contrains developers, but that would only be true if WoW had just come out and not evaluated the reality of gaming consumers. They have seen the orignal Guild Wars compete with them, and no doubt they have probably integrated their ideas into newer expansions just like every other company out there.

    Guild Wars 2 and a-net is not the first company to approach from this angle. They want players to continue playing, they want to be committed to releasing content. Guild Wars 2 will win out because of the merit of its developing team and its openess to change. They are no able to break out of the bounds of seeking a long lasting business model not because of the non-sub game, but because Guild Wars 1 proved them to be right. We didnt have the same level of developer praise when GW1 came out, despite it being non-sub as well. They got their money buy selling more copies of the game over time, in order to finance this big project and sustain themselves long enough to have people take a risk and invest capital on this new game.

    So, my point is that this “fun” that they speak of is not a factor of their team having better moral intentions, but because they learned that they should redefine the way people look at MMO’s. Taking into account that the founders of a-net were previous blizzard emplyees proves that they think that there is a different way the game should be played so that it emphesizes the process instead of the end by use of different tools. I can assure you that all the massive amount of content in WoW that arent end game wasn’t put there to make the end game better, it was out of its own merit. They were limited by some technical contraints, but the choice to make a game that had lots of non interactive content was a choice that was made. However, they still found reason to chage the envirenment, monsters, quest chains, ect. Guild War 1, theoretically, should have had even more tech contraints than the expansions in WoW, yet people give more credit to GW because of its gameplay model.

    So now I say to a-net. Don’t prize yourself on being revolutionary, just point to your past victories and say we will be even better than our last game and because of that, we will be the best.

  • P V

    The “binding” concept of fun is not the same for everybody. 
    Some might like it, some will not and others will have to adjust :) .

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