GW2: Strength in Unity – Building Community

More colorful abstract art! (My poor computer...)

This is just a thought that’s been floating around in my head for a while, steadily building up as I read forum posts (aka complaints) on seemingly disparate things like big guilds being favored by guild mission design, big dragons being a mindless loot pinata for the masses and WvW heavily skewed in favor of zerging.

I’d like to take us down a philosophical “what-if” road of game design.

What if small guilds and loners were equally favored or had an advantage doing guild missions?

What if big dragons were really tough to kill and required an organized group to take down (and for added chaos, an inexperienced unallied player passing by could wipe the group?)

What if WvW favored the small group roamers and the solo/duo gankers?

Here’s my guess as to what would happen.

Everyone would form their own private guild of one to do the guild missions for the goodies. Or at best, hang around with their small guild buddies and not have any reasons to interact with anyone else out there.

People would flock to an organized group for the sole purpose of dragon-killing (aka raids) and woe betide the poor n00b passer-by who unknowingly committed the egregious sin of “not supposed to be doing that, u dumbass.”

WvW would become an open world PvP land where no one would venture in besides the few wolves looking around for their fights (and now whining on the forums that there’s no one to kill instead of too many.)

In other words, Guild Wars 2 would turn into any other typical MMO – your standard cesspool of insular hardcore elitism ruling the roost while the not-so-hardcores, casuals and dabblers just get by with amusing themselves until the next big MMO launch.

Perhaps the most interesting (if slightly sweet and sappy) underlying theme that runs through the GW2 storyline is that there is strength in unity. That despite our various differences, it is worthwhile coming together in common cause.

I’ve been observing my server in WvW for a while now as a sort of “embedded correspondent” (though I’ve gotten lazy on any actual reporting and have been just enjoying participating instead) and one of the things that most impresses me about Tarnished Coast is how united everyone is (comparatively, anyhow.)

Guild members from different guilds regularly hop into each others’ guild channels and aren’t automatically shunned or made unwelcome. Guilded and unguilded militia alike blend seamlessly into zergs led by commanders from any WvW guild, producing very respectable performances (ideally anyhow, and it’s gotten noticeably better as time creeps on.)

Yeah, there’s still the odd ‘pugs’ comment here and there, still a couple players with more hardcore ideals. so do put a little thick skin on if yer gonna venture into WvW but on the whole, it’s not at all a toxic environment. People work hard, but still remember to have fun and do silly, absurd things for the heck of it.

It’s most telling to me that most commanders reacting to a poor performance tend to go into a sort of quiet frustrated despair and exhaustion, then look around for other constructive things for the group to do, or take a break and switch things up, or spend time teaching and instructing, rather than vent onto their team or let it all hang out on chat channels. It’s a very mature response to a loss.

And what this builds in the end is respect and loyalty, as well as an accepting and tolerant community.

(Now having been part of a server that imploded on itself, I’m not going to say this will last forever, one would have to be a very idealistic seer to predict that. Sometimes all it takes is the wrong spark to set off a firecracker chain reaction.

But based on the example and culture of other roleplaying servers from other MMOs like LOTRO and CoH, one is at least hopeful about it. Which is pretty optimistic for a obsessive paranoid like me.)

And to get back to my original point, I wonder if this would have formed without ArenaNet’s hand in the design?

If game success did not favor coming together and community building, anyone who did so would be making an uphill effort.

Weatherstock in LOTRO would never have happened without the music system to begin with.

Maybe we need to recognize that in GW2, coming together in groups do have clear advantages (but hopefully never forced, so everyone always has alternate, if somewhat-less-advantangeous options) and this is in the design for the long-term purpose of building communities.

(I know I soloed pretty much my entire GW1 existence, minus an out-of-game friend or two.)

And if one has issues with this, perhaps one is playing the wrong game.

GW2: Fixing the Fractures

At the moment, it's ugly as sin, but there's always hope for tomorrow...

I still can’t stop thinking about fractals.

But rather, it’s nagging me at a deeper theoretical level.

Design is so important to a game. It’s so easy to nudge players into behaving one way or another, and inadvertently, I fear Guild Wars 2 has let players slip back into some of their older, negative gaming habits with how effectively current day fractals are -fracturing- the community.

Everyone knows the gathering node example by now. If two players are set up in competition for that one resource, very quickly, people start cursing that other bastard for ‘stealing’ ‘their’ node.

If it’s a shared node, then there’s less of a rush and time pressure, and opens out the option for the two players to cooperate on their way to the node, and harvest it together, both benefitting.

Of course, in practice even in Guild Wars 2, we see a certain subset of players having created their own personal version of rush and time pressure (get as many nodes as possible in a short period of time) and acting selfishly as a result. These would be the ones that ignore the mobs on the way, either using you to fight for them or assuming everyone is equally in a hurry and will run past, grab their nodes and go.

Depending on your expectations of their behavior, you might either get upset by their actions, or just aim a muttered curse in your thoughts in their direction, or shrug and ignore them because you like killing the mobs anyway. Or you may quickly change and adapt and follow their example, snatch the node and head off yourself. Or maybe you and they were on the same page from the beginning and both snatched and went without a moment’s thought that other players might play differently.

Complete unity is impossible. A well-populated MMO naturally contains different groupings of players with differing priorities. It’s quite natural that they will gravitate to those that share their own interests. What is important in the game’s design though is to try not to shove them at each other and force them to accept one group or the other’s playstyle because that’s just asking for a headlong confrontation complete with screaming, yelling and kicking in-game and across all manner of internet channels and bad blood across both divides. (Unless that result is what is desirable for the game for whatever reason.)

Ideally, you might want the different players to still come in contact with each other from time to time and find reason to work together or tolerate each other if the sum contribution is still valuable. GW2 was striving towards this in its world events, where pretty much any body is welcome, an extra hand, to do damage or rez or support, even if some levels are better than others, some builds are better than others and so on.

WvW also still relies on a sizeable militia body as well as organised groups, (if only because no one server can field sufficient organized group numbers 24/7 and maintain that for long),  even if differing values and strategies and opinions and the flood of adrenaline and competition can occasionally lead to some dramatic implosions or fractures in a community.  This generally results in fairly controlled, mostly mature behavior even through numerous disagreements from a majority of players, if only because overall unity is still the only way to get somewhere. But you can see some of the hidden, negative behaviors shine through when the situation breaks down – griefers, forum trolling, exploiters, back seat commanders, commanders turning on each other, individuals fleeing to save themselves, the works.

Failing which, another alternative is to separate out and leave the different players with differing priorities hobnobbing in their separate circles, achieving success in their own way and having little reason to quarrel with each other.

In retrospect, it seems Guild Wars 1 used this route quite considerably. PvPers did their own thing – make a PvP character, get all the skills already unlocked for your meta building contentment and eventually the devs did separate out PvE and PvP skills from affecting each other (there may have been some screaming in the meantime, I’m not sure, I wasn’t paying attention back then.)

For PvE, they included heroes and henchmen, and a very shallow level and stat cap. You know what this did? It immediately allowed all the soloists to segregate themselves and -still- feel like they were making successful progress in their own staggered time. You might race through all the missions in a week or two, I might take a month or more to get there. Doesn’t matter, we all got there in the end, and me being slower does not have to affect you because I would never join your group, my heroes would do just fine.

Of course, the drawback was that this left out the sociable groupers to quite an extent, who complained that it felt too lonely, the lobby instancing made it less ‘world-like’ and couldn’t find groups easily. However, the partial solution for them matched their nature – they could find a good guild, whom they might socialize with, group and play with and progress that way with others. No one’s solved the guild matching problem just yet, though.

World of Warcraft is perhaps another interesting study. There’s the obvious achievement focused hardcore raiders, whom are all found at the max level plateau, happily chugging through their vertical progression ladder of tiered raids and item levels. And, though I’m lumping them very generally here, there are more casual-oriented players who spend most of their time in the leveling game, socializing and what not. What is their unique focus? Chris Whiteside mentioned it in the GW2 AMA and I thought it very intriguing. Collection. They collect stables of alts of various races and classes, god-knows-how many cute pets, mounts, achievements, costumes, etc.

The real fanatics, of course, do both.

All kidding aside, to me, it seems they generally do operate in their own little spheres, content to ignore each others’ playstyles. However, it is contingent on the WoW casuals having cheerfully accepted that they will never ever reach the level of perceived ‘progress’ as the raiders. Any discontentment along that front and you can get quite the war.

And it does seem these days that Blizzard has had to stagger things out along a casual to hardcore spectrum or continuum in order to try and make everyone happy, rather than carry on with the bait and switch leveling/raid divide. The drawback in their system? People getting tired or jaded and burning out from running an endless treadmill of vertical progression.

Guild Wars 2 has an exceptionally tricky puzzle in their hands now. Both the Clock Tower and the fractals have demonstrated just how violent the uproar can become when one inadvertently forms and highlights divides in the playerbase (even along arbitrary lines, hello, character SIZE as a discriminating factor? Wow), and how reflexively negative behavior aimed at others can result.

Which is completely counter to the overall goal of having players cooperating and working with each other in relative unity, even if they do have to segregate out now and then into their little ghettos to hang with others of their kind.

We’ll have to leave it in the devs’ hands to see what they will do next.

If it were up to me though?

The first thing that comes to mind is to try and diminish the immediate divides. Fractal levels are way too fractured, and players are only receiving progression benefit from players of their specific level tier (or higher, if they would deign to come down to join the hoi polloi, which rarely occurs.)

The pool of players that can offer each other benefits has to expand a lot more rapidly, including making it easier for cross-server groups or guildmates of currently different fractal levels to play with each other, and indeed, for players to find and draw from the totality of the pool (aka LFG spam is not the most ideal of group finding methods.)

They’ve already said they will be including opportunities to obtain Ascended gear through other activities. Which should help to keep the separate groups happy doing their own thing.

What now concerns me is that the divides have already happened. This will leave scars in the psyche of the playerbase. We might already have gotten meaner, more elitist, less trusting, more selfish.

We’ve already seen most of the world abandoned, except for Cursed Shore and Frostgorge Sound, little comfort zone areas of the farmers – despite tweaks that have made other zones decently viable to run level 80s about in. The profusion of things to do at any one time also separates people – harvest nodes, chase world completion, WvW, PvP, jumping puzzle, umpteen dungeons including an infinite one now, farm DEs for loot, farm DEs for karma, farm mobs for crafting items, I’m sure there’s more I’ve missed in my casual run-on sentence list.

What I’d really like to see ArenaNet focus on in the next few months, or even in the long-term (because realistically, companies can’t react that fast) is to try and reiterate a sense of unity in the playerbase. Make us value cooperation and coming together again, if only for a little while.

I know it sounds very cheesy-Treahearne heal-the-scars-of-the-land at the moment. And lord knows I don’t want another one-off lagfest of epic proportions.

But I’d like to be able to run with a group of 10-20 out in the world again, taking down world bosses, running through mini-dungeons, falling and being helped through jumping puzzles, loling and laughing in a friendly manner with each other, cracking jokes and bonding with each other.

Hell, even a costume brawl. Or revive an interest in Keg Brawl. New mini-game activities of a nonserious non-end-of-the-world omg-the-dragons-are-here nature.

Get a guild, you say? I got one, thanks. And we -do- do this sort of thing in WvW, which has helped quite a bit with my recent morale problems.

But why dump the sole load and responsibility on individual guild leaders and officers and players? Design for the feature and give us players a hand here. Throw us already premade into random groups of 10 or 20 into not-too-difficult fun instances. Help us laugh and have fun with each other, not resort to blamethrowing and shit slinging for whatever twisted behaviorial reason. The dragons are always fun to take down together, but it’s notable that players have had to resort to an out-of-game dragon timer in order to congregate en masse. Guilds might benefit from more tools and features to get their members working together and hanging out together in one place. Hell, if you can solve the age-old problem of player matching with suitable guilds, that would be a design miracle and be ripped off by all future MMOs just like the uber-customizable character creator.

Here’s hoping to good things coming for Wintersday. Toys. Toys equate to casual fun, right? How could they possibly screw this one up?

GW2: There Goes the Neighborhood

As if the shorefront property of Orr is not tempting enough, you can also be flashed by a Charr in diving goggles!

Let’s be playfully controversial today.

Breaking news of the last few hours is that two of the core three Aussie guilds that laid big foundations for the Isle of Janthir server, Southern Cross (SC) and The Kelly Gang (TKG) have transferred off the server and moved on to Jade Quarry.

While I’m a little disappointed that a core bit of the server community will no longer be there, and the logical thinker in me understands perfectly, the cynic in me is chortling.

Say whatever pretty things you like about “commitment,” it appears that there are many different types of commitment after all.

There’s commitment to the server and its community (aka server loyalty,) there’s commitment to one’s guild and personal friends (aka guild loyalty) and there’s also, horror of horrors, commitment to having fun (and all the varieties thereof.)

And it turns out, some are prioritized over others.

It is clear that for SC and TKG, that lately, the Isle of Janthir has not been giving them the level of professional hardcore WvW action that these guilds, regular 7 days a week, rain or shine participants, have been seeking. The Oceanic timezone in particular seems to be a morass of casual leaderless zergs pitted against some huge, well-led, tactically minded teams. Uphill fighting against stupidity is always hideously morale draining.

(Personally, I’ve flipped my hours some on the weekends and been playing more in the NA timeslot which seems to have better tactics and use of siege, so yeah…)

And after, we presume, a carefully considered decision, they’ve decided to prioritize the enjoyment of their guild members and their fun by moving on to a decidedly more WvW-focused T1 server, where the fights will no doubt be a lot more exciting and constant and competitive and at the level which they prefer.

I rest my case.

Fun über alles.

Chase the fun, for whatever definitions you find fun, because anything else leads to burnout.

Chortling aside, it makes me start to wonder if this guild moving phenomenon we’re seeing has been considered by the designers when they made WvW.

Are we seeing something that will ultimately be healthy for WvW, in that these periodic guild shifts provide change and novelty to servers who are moving towards stagnancy in their tiers based on ELO rating?

Some people claim they’re getting sick of seeing the same faces in WvW, the same guilds and the same tactics for the past, oh… 2-3 weeks now. More and more, it’s looking like players -don’t- have long term patience after all and a one week matchup is about as long as ArenaNet can push it. The hoped-for two weeks? I suspect a rebellion would be had and 75% of WvW players will turn up in Orr and in dungeons instead.

Guild movements shake those things up, with a little drama spice on the side. Especially if it’s a big guild shifting territory. Titan Alliance and RUIN in particular have sent Henge of Denravi and Eredon Terrace on a freefall towards the bottom rankings, causing a mad jostling of servers as they inherited pieces of TA.

Alas, all the excitement is to be had on the corpses of two servers.

Personally, if something that drastic happened to IoJ, I would transfer out too. (My own criteria is a crowded server, enough to PUG dungeons with at the timezones I play, enough to accomplish DEs in Orr, and to a lesser extent, enough WvW action going on.)

Or is it unhealthy, in the sense that these multi-game-spanning guilds are more focused on their own communities and less about fostering -server- communities?

One of the constant complaints from players of oldschool MMOs is that these newfangled MMOs simply don’t feel like home anymore, no one recognizes each other, there’s no familiarity and certainly, no such thing as server loyalty.

For a while there, I harbored a little idealistic hope that perhaps we would see something different in Guild Wars 2, that as more level 80s migrated to the WvW endgame, trust and respect would be engendered and there would be more server togetherness.

More and more, it’s looking like this optimism is getting brutally shot in the face. For one thing, WvW is not the only endgame. It does look like a hefty helping of PvE players would never be caught dead (or alive) in a PvP zone, as sanitized and un-trash-talky as WvW is. When I take some time out to farm stuff in Orr, I see a whole bunch of new different faces that I’ve never seen in WvW before.

Trust, respect and server togetherness? Hahaha. Since the week of IoJ’s tier 1 foray, where I think a shit ton of people pushed themselves over and above the limits of human endurance and monetary expenditure, the WvW maps have gotten somewhat worse in terms of armchair commanders, less communication and scouting calls, and an increase in tactical bickering that has led to a minor server implosion. I suspect SC and TKG are not the only guilds to move out, I haven’t seen certain other tags lately either.

I’m only relieved that it’s so far, been a minor implosion. Other servers have had it worse in terms of how much drama surrounded their “tactical disagreements.”

It’s looking more like what’s happening is that there is a WvW community forming, rather than separate server communities. Like professional athletes, some of the more hardcore WvW guilds look to be cycling from team to team, wearing whatever colors suit them at the moment, pitting themselves against the challenges they prefer. Screw the server, they’re all just pretty names, ultimately it’s the guild tags they wanna fight.

And I do have to wonder what this means in the long term for WvW.

PvP is an inherently competitive dog-eat-dog format. What we often see in FFA open world PvP scenarios is a few large guilds clambering on top of everyone else, destroying the will of the majority to even enter the fight. The sheep wander off somewhere else to have fun. The wolves run out of sheep and start preying on each other. And then even the weakest wolves quit and the remaining few look up and start whining that there’s no one left to beat on. Cue the end of that short-lived open world PvP MMO.

WvW is obviously not as bad or as accelerated a death spiral as that. But word is that even the biggest servers are finding WvW participation dropping off, that the outmanned buff has been seen at various timezones and the queues are shortening (except on reset days and weekends.)

Do we read into these guild movements a sign of server consolidation, a circling of the wagons, PvPers seeking out their own kind, a hope that they can achieve the holy grail of three servers fighting 24/7 indefinitely (perhaps six servers was too optimistic, given the forces of entropy acting on a three-month old MMO?)

It’s really hard to say, because a month ago, a lot more guilds dispersed out the other direction to attempt to fill 5-6 servers.

But I really wonder, in the long term, if we’ll see these guilds closing ranks again as attrition takes its toll.

What’s the cause of the attrition? I’m not sure. It could be a combination of many factors. People get tired of the MMO and stop playing, period. Tons of new games to hold their attention with. Or people getting tired of the lack of, ahem, external reward in WvW. PvPers live for the battle, but there isn’t enough of them to fill all the maps, and I suspect PvE folks are discovering that other GW2 activities are a lot more profitable in terms of virtual monetary gain.

I can run a dungeon three times a day and get 75 silver easily in just end-of-dungeon reward, not to mention the spare coins from the items in the chests and the mobs which may drop 5-15 silver.

I put on a magic find suit, and go to town spamming staff 1 in certain Orr DEs – I still hate Plinx, it’s over-farmed, but I’m quite fond of the Gates of Arah and Grenth chains – and it’s like a loot pinata of blues, greens, crafting materials and the occasional yellow. (Only still in the 90-100% magic find range. It might get even better with higher.)

I spent an hour flashing blade teleporting into various air elemental sparks, killing them meditatively to music, and I even met two guys in my timezone to party with, and all three of us popped 4, 3 and 2 charged lodestones respectively. You know how much that goes for on the TP? 2 gold each! (I’m still debating on whether I should be hoarding my measly two in an effort to get 250 for a pretty greatsword skin, or if I should just offload the darned things now.)

If we run the merry go around supply camp karma train in WvW, maaaybe we might get an insanely good karma rate and decent gold return, but frankly, it isn’t tactically sound at all. No, instead, most of the tactically sound options are goldsinks. It’s draining, in every sense of the word.

And I think, increasingly, people are wondering, what’s the point?

If you’re a T2 or T3 server, there’s a common goal. Wheeee, we wanna get to T1!

When you get there, the brutal truth is that you find out it’s just more of the same. More relentlessly paced.

Which really starts to differentiate those who love the art of killing and live for the ganks, while weeding out those who don’t really find it fun.

Not to mention, for some people, there’s also commitment to real life, to balance out commitment to fun and all the other types of commitment mentioned above.

I used to push 8-10 hours easily on weekends just WvWing, probably 12-16 when it was really ‘important’ with time out only for meals and an afternoon nap. Weekdays, maybe 3-5 hours in the night. Fun in the moment, fun while it lasted, but nothing lasts forever, eh? It’s like riding the launch wave because those crowds only come around once.

Some rethinking of my priorities later, it seems more personally healthy to me to only commit say, 1-3 hours as and when I feel like it, because obligations lead to burnout.

Surely, I’m not the only one.

And slowly, but surely, the WvW population might begin to shrink.

Let us also expect a dramatic crash next week, as the new and novel PvE content rolls out. Depending on how interesting and rewarding and repeatable the upcoming Lost Shores dungeon content is, I wonder how long it might take WvW to recover, and whether it will ever be the same again.