Thursday, September 5, 2013

Guild Wars 2 - On Personal and Living Stories


I touched on this briefly at the beginning of my series on the Living Story, but I think it's worthy of a post in and of itself.  +Jonathan Doyle posted a good-sized ramble the other day expressing his discontent with the story so far in Guild Wars 2, and in particular his character's role in it.  So this is partially a response to that discussion, and in part more of a general commentary on MMO's and player's roles within them.

Wednesday, September 4, 2013

Guild Wars 2 - Back to School!



So keeping up with their absurdly good rate of content releases every two weeks, yesterday the Back To School Content Release came out in Guild Wars 2.  The highlight of this release is ostensibly, the return of the Super Adventure Box - affectionately known as the SAB.  But the other signficant part of this patch is the raising of the max level of crafting for three of the professions (hunstman, weaponsmith, and artificer) to 500, and the added ability to craft ascended weapons.

Sunday, July 21, 2013

Guild Wars 2 Living Story So Far - Part 2


So with the completion of Flame and Frost, the players were immediately presented with a new set of challenges - the unrest around the refugees that the Consortium had convinced to settle in Southsun Cove. The events in Southsun played out over two updates, and during that time we encounter some familiar faces, old friends, and hidden enemies.

Thursday, May 16, 2013

Guild Wars 2 - Southsun Cove Survival Guide


Welcome to Southsun Cove! A tropical paradise with miles of pristine sandy beaches, spectacular coral reefs for diving, and face-eating crab monsters!  So the Southsun Cove Living Story is in full swing, and we're all descending upon the newly revamped zone to help the settlers get resettled and to put down the frenzied wildlife.  And for many of you, this may well be the first time you've been to the southern isle.  And if this is your first time, you might have found yourself in for a unpleasant surprise, because Southsun Cove is, without question, the most difficult general PvE zone in the game.  The monsters of Southsun have more hitpoints, hit harder, and use nastier abilities than those you'll find anywhere outside of a dungeon instance.  So if you've found yourself making trips back from the waypoint after taking on a single, general mob, I thought I'd throw together a few tips on the things to look for when fighting some of these nasty denizens.


Tuesday, May 14, 2013

Guild Wars 2 - A Recounting of Flame and Frost


In which Syrene Harmony, she who fought alongside the members of Destiny's Edge to bring down the dragon Zhaitan, recounts the events leading up to and through the Molten Alliance Uprising.


Sunday, May 12, 2013

Guild Wars 2 - Choose your Experience


This morning I was watching the PGA Championship while exploring Snowden Drifts in Guild Wars 2.  And it occurred to me one of the things I really enjoy about this game is what a good job they do of providing not just a variety of experiences, but experiences that require different levels of intensity.  And it is that variety that is part of the game's appeal.

Tuesday, April 23, 2013

Guild Wars 2 - Casual Crafting Guide


I'm always a little hesitant to write posts like these, because you think well six months into the game, who needs a crafting guide?  But the fact is Guild Wars 2 crafting system can be more than a little obtuse.  It feels similar to crafting in other MMO's, but it's just enough different that you get into and you're all.. wait.. I can't progress at all!  And even now, I still see enough myths being pushed around, things like crafting is worthless before you're level 80, or you can' produce anything useful while crafting, that I have to think perhaps a fundamentals guide is, in fact, still useful.

Sunday, March 17, 2013

Guild Wars 2 - Honor of the Waves - Story Mode


Our group has been working their way through all of the dungeons in story mode, so this is now the sixth one I've completed, and it only occurred to me yesterday that I haven't written a blog on a single one - which arguably makes me the worst MMO blogger evah!  I'll attempt to remedy that in the future, so we'll start with last night's dungeon - Honor of the Waves.

Tuesday, February 12, 2013

Guild Wars 2 Casual 80 - Runes & Trinkets


So in my previous casual 80 article, I talked about evaluating your options for getting your first full set of exotic armor, and setting some goals based on that.  Once you get your armor, well then what?  Well that leaves upgrading your armor, filling out your trinkets, and getting your hands on some sweet weapons.  I'll save weapons for yet another post, and this morning we'll talk a bit about filling out your trinkets and selecting armor upgrades.


Sunday, February 10, 2013

Guild Wars 2 - Gettin' Your Daily On


So in the most recent round of patches at the end of January, ArenaNet introduced some changes to the Daily Achievement.  And, as often is the case when change is introduced, if you were to spend any time on the Guild Wars 2 forums, well the new changes have done nothing less than destroy the game!  For whatever reason, I haven't found the new dailies all that onerous, and I actually like the fact that I want to spend some time thinking about how to satisfy them.

Saturday, February 2, 2013

Victory at Last


So it's been only, what, six months now since the game has released, and just last night I finally finished my personal story with one of my characters.  I gathered four brave companions.. okay two brave companions and two complete strangers, but still, five of us ventured into the lost city of Arah, and took the fight to Zhaitan himself.  The ensuing experience was both extraordinarily gratifying while at the same time somewhat disappointing.


Thursday, January 31, 2013

Guild Wars 2 Casual Solo - Armor at 80


So you're level 80. Now what?  If you've been doing dungeons, or participating extensively in WvW and sPvP, you quite likely already know what to do.  You're just going to keep doing what you've been doing, and get some great gear in the process of doing it.  But what if you're like me?  What if you're a casual player, that mostly plays solo, who's reached level 80 purely through the process of just playing along, completing renown hearts and dynamic events, with maybe a bit of crafting?  You know you want to improve your character, but you're not entirely clear on just exactly where to go and what to do.  There are a myriad of choices and options available, but it's all just a confusing mess.  Do I grind dungeons now?  Should I be farming orichalcum? How do I get a crazy weapon?  In this post I'm going to attempt to sort out some of your options, and hopefully give you some hints on how to get started.

Friday, January 25, 2013

Keepin' it Fresh - GW2 Dual Sword Mesmer Build


So it's been a few weeks since my last post.  Three, to be exact, but that's not for lack of something to write.   There have been a ton of exciting news announcements and things going on - especially with respect to Guild Wars 2 - I've just been too tired to lazy to get off my duff and write about them.  And too, I was feeling a bit of gamer malaise.  I took some time off from Guild Wars 2, just because I wasn't sure exactly what I wanted to do next with Syrene - my level 80 mesmer.  But after dabbling in a few other games, I came back, and came to the realization I'd been playing this scepter & sword phantasm build for like - forever.  Maybe it was time to change things up a bit.

Saturday, December 29, 2012

Guild Wars 2 - A Look at the Guardian



And so it is that Erianna Steele, of Kryta, who traces her ancestry back to the earliest refugees from Ascalon, and in fact considers herself Ascalonian to this day, has achieved the rank of Warmaster within the vigil, and now joins Trahearne, and others from the various orders, in taking the fight to Zhaitan.  In short, my guardian is level 55, and I thought I might take some time to talk about my impressions of the class so far.

Sunday, December 16, 2012

Guild Wars 2 WintersDay Event


So Guild Wars 2 Wintersday festival is upon us! And as has become customary for ArenaNet, they have dumped a _ton_ of content in the world, all for us, all for free.  Though I haven't come anywhere close to mastering well, any of the events, I have at least participated in them, so thought I'd jot down a few thoughts.

Wednesday, December 12, 2012

Hidden Garden - A Design Perspective




So a few weeks ago I posted up a bit of a story on how I stumbled across The Hidden Garden jumping puzzle, and the adventures I had in exploring it and  uncovering its secrets.  But as I moved about the garden, I couldn't help but notice all the little designer touches here and there that made it such an enjoyable experience. I've been a game developer for some 15 years, and though I'm not a content designer by trade, I've spent more than my share of time thinking about and building zones in games.  For Atomic City Adventures, I developed four entire city zones, and then had to think about the best ways to repurpose them in such a way that made sense.  Because Hidden Garden is more than a jumping puzzle - it's almost a mini-zone in and of itself, it makes a great candidate to examine some of the subtle and not-so-subtle methods designers use to assist you through the level.

Let's start with when you first enter the zone.  Hidden Garden has four entrances, each one from a different location within Mount Maelstrom.  All of the entrances are located on the perimeter of the zone.  Regardless of which way you enter the zone, two things immediately stand out.  First, there's a towering hill dominating your view, in the center of the hill.


Second, you can see at least one or two of the other entrances from where you enter the zone.  So already you've been given some direction.  First, the tower in the center of the zone serves as a natural focal point, inviting you to explore it.  You're drawn to it because it's the most prominent feature in your view.  Second, because you can see the other entrances, you can see that regardless of which portal you use to enter the zone, you're going to be presented with the same grand view.

So given the large focal point in before you, you set out to make your way to the top of that hill.  Regardless of which direction you come at it from, you will encounter enemies.  And some of them are possibly veterans.  Now normally you might think yeah, so.. enemies.  All zones have them.  But it's important here, because of the way you found this area.  Because you teleported here from somewhere else, and it's, well, hidden, you might suspect the rules might be a bit different here.  Some jumping puzzles have platforms that disappear.  Some puzzles have wind traps, all sorts of things.  The thing is, the designers do like to change things around a bit for the puzzles, present you with interesting challenges, and right away you are informed that this zone has challenging foes.

So you make your way up the side of the hill, and already there's a couple of little jumps and opportunities for missteps along the way.  Again, you're being informed that you need to watch your step and pay attention to the terrain. About halfway up, you encounter a lone Sylvari sitting on the tree, and just beyond her a chest.


And if you didn't see the chest, well that's okay, because she promptly tells you about it.

Instructions are not the place to be subtle, and the designers know that.  Through her conversation, they pretty much tell you straight up what you need to do.  You need some elemental clusters to open  the chest.


And if that weren't enough, of course you're going to go over and try to open the chest anyway.  And it gives you more information.  You need four elemental cantles to open the chest.  Now, if you're like me, you probably don't know what the hell a cantle is.  But you know that it has something to do with the elements.  And you passed some elementals on the way in.  So at least some of what you need is likely in this zone. And you need four of them. So the first thing you do is to look about for some hint as to where to go next.

And this is key.  This is a crucial point for the designer, because you want the player to feel like they're exploring and finding things on their own, but you don't want them to feel directed, but you also don't want them to feel lost.  And again, the designers hit it perfectly here.  Because if you turn slightly to your left.. from where you are standing, whats this?  Is that a jumping puzzle leading directly away? Why yes, yes it is.

The particular stages of this puzzle are again pretty straightforward.  At each point along the way it's pretty clear where you need to go next.  And while none of it is particularly difficult - for instance nothing is shooting at you, and there's no traps for forces trying to blow you off the leaves like there are for some puzzles, you are afforded some dizzying views that will quicken your pulse as you make your way up.

So you get to the top, and look - there's the Cantle of Light.  It's clearly labeled, and you interact with it, and you receive the first cluster.. cantle.. whatever it is.  You don't really care you just know that you have it.  So once again, now that you have one objective completed, you're going to look for clues on where to go again, and once again, the designers are aware of this.  It's a very small promontory that you're standing on up here, but even in this small space the designers have packed it with clues.

From one side, as you gaze across the incredible vista that you are afforded, observing the beautiful waterfalls, you can clearly see the cantle of water, dancing atop some cliffs below you.  And on the other side, looking across to the other side of the zone, you can clearly see the cantle of wind.  And then finally, and this is most important, from where you gather the Cantle of Light, you can clearly see some diving goggles.  The presence of Diving Goggles is essentially a message from the designers that it's okay to jump from here.  Or at least there's a smaller chance you'll die if you jump from here.  So in just a very small space, you've been told where two of the three remaining cantles are, and how to get down.





















Plummeting into the water below, when you go to make your way out, there's only one way out of the pond. And though you don't know it at the time, you've been dropped into a location that is quite close to the fourth cantle - earth.  All you have to do is walk around to the top of the pond, in either direction, and you'll immediately discover some earth elementals, and right next to them you'll see the Cantle of Earth.

Again, none of this is by accident.  The designers have gone to great length to put you in situations where you can discover what you're looking for easily, but without just telling you directly where it is.









So where you go next doesn't matter too much, you've been given clues for both of the remaining cantles.  As you stand there looking up at the very obvious Cantle of Water, you can see an opening in the back of the cliffs below the cantle - behind the waterfalls.  And upon entering, you find yourself in a picturesque grotto, filled with wildlife, giant plants, and sparkling waterfalls.  Now, I have to admit, I didn't pick up on the giant leaves right away.  For whatever reason, unlike mushroom pads, which are clearly designed for jumping pads, the leaves to me seem like something that would give when you stand on it.  But a little bit of experimentation, or perhaps another adventurer chancing by, and you quickly learn that the leaves are the key to this puzzle.


Again, making your way to the top isn't too difficult, and you're given some beautiful views along the way.  At each stage it's pretty clear where to go next, and eventually you emerge at the top.  There is your objective, and another breathtaking view of the zone.

All that remains now is the Cantle of Air.  And you've already learned approximately where it is and on which side of the zone it is.  A bit of exploration on this side of the zone reveals a cave, that invites further investigation.

Now, here the designers get tricky.  They're going to send you a message here, but it might take you a bit to get the message.  Especially if you're a bit dense.. like me.  As you enter the cave, you're immediately set upon by spiders.  So of course, you begin to fight them. And you kill them.  But then more appear.  And then more.  If you continue to fight, you are going to eventually get overwhelmed.  Because here's the message.  The spiders keep coming.  Eventually I got the message, and I fled the cave.  And again, there's a subtle bit of help here.  Just outside the cave is a deep pool, and as soon as you jump into the pool, the spiders immediately drop aggro return to the cave.  And over a short amount of time the spiders will despawn.  So now you're faced with a decision.  Either re-enter the cave, and explore more of it to learn if it's really where you're supposed to go, or to explore more of that portion of the zone, looking for an alternate route.

Well further exploration reveals no obvious ways to make your way up.  So if you run past the spiders, you quickly see the very obvious beginning of the jumping puzzle, and as soon as you make your way up a short ways, the spiders quickly drop aggro and you leave them behind.  So now the intent is clear.  The designers put the spiders there just to make it interesting. They're not there for you to fight, but to give you a sense of urgency to move along the puzzle.  It's important that you've learned this lesson, because further up, along the puzzle, you're going to encounter some more.  And by now, hopefully you know not to try to stand around and fight them, but to get on with the puzzle.

Once again, once you're on the puzzle, the direction on where to go next is pretty clear.  It's worth mentioning that, where jumping puzzles are concerned, this isn't always the case.  Several of them have branching (no pun intended) paths along the way, and some of them require you to detour down one path before you can continue.

Once you emerge at the top, the Cantle of Air is surrounded by air elementals.  This requires you to either kill them off before getting the cantle, or if you have some distraction mechanism, like, say phantasms, you can distract them long enough to perform a smash and grab, grabbing the cantle and then flinging yourself over the cliff to the large pond below - again, placed there specifically for you to land in.  Which is what I did, which is why the only screenshot you see of me getting the Cantle of Light is the one of me plummeting over the cliff with my ill-gotten gains.

And you're done!  With all of the cantles in your possession, all that remains is to make your way back to  the chest, collect your booty, and gain your achievement.  Just watch your step along the way!

So that's that.  I hope you enjoyed looking at the zone through a designer's perspective.  And more importantly, I hope you gain some appreciation for the hard working guys and girls that develop that content. There is almost nothing that happens in these virtual worlds in which we play that happens completely by accident.  That waterfall, that sweeping view, that fortuitous pool at the bottom of that cliff, those spiders you encounter along the way - all are there for a purpose.  And somewhere, someone spent an extraordinary amount of time thinking about just exactly the right way to present that content so that you can enjoy it in the most satisfying of ways.

Wherever you're gaming, I hope you enjoy!

Thursday, November 29, 2012

This Game Still Surprises Me


So last night, I sat down to a bit of Guild Wars 2, expecting nothing more than to knock out a few karma hearts, and to advance my way a bit through Mount Maelstrom.  Low key, casual gaming at its best.  Towards the north end of the zone, there was a dynamic event entitled Defeat the Keepers of the Earth, and you had to take out these two veteran Keepers of the Earth, that are just standing around, chillin'.  Now I'm a mesmer - defeating two veterans isn't trivial, but still doable.  But I put out a map call all the same, and sure enough, several people showed up within moments, and we handily defeated the mobs.  Once the mobs were defeated though, a portal showed up behind them, that wasn't there before.  Upon interacting with the portal, you're given the opportunity to pass through it.  When you say yes, it follows up with..

"It could be dangerous.. are you sure?" 

Heck yeah!

Sunday, November 18, 2012

The Lost Shores - Hits and Misses


So now that the Lost Shores weekend events are coming to a close, I wanted to put up some thoughts on the weekend in general. Unlike some of my peers, I do not by any means consider the event a total fail, as it has been characterized by some. In fact, just the opposite. By far and large I'd consider the event a success. But clearly not everything went according to plan, and plenty of people are writhing their hands in righteous indignation, so lets take a look at what worked, and what didn't.

Thursday, November 8, 2012

Mesmerizing



 So my mesmer Syrene Harmony, descendant of Kaytte Harmony, she who fought in the War in Kryta, hit level 40 yesterday.  Half way to max level.  I haven't blogged in a bit, but I have been playing plenty, so I thought I might talk a bit about the mesmer class, and my general impressions so far, especially with respect to how it compares to my thief.

Friday, October 5, 2012

Guild Wars 2 - Pulse Check


So we're a little bit over a month since Guild Wars 2's launch, and though I myself am still absolutely loving the game, and playing at least a little bit just about every night, I thought it might be a good time to do bit of a pulse check on Guild Wars 2.  We've now had plenty of time to get through the honeymoon stage, and for many people the honeymoon was all there was.  And while there is still much to love about Guild Wars 2, as we'll see, it hasn't all necessarily been wine and roses.