Well, here we are then- one day until release (for those who pre-purchased anyway), merely three years after I opened this thread.
There's been a bit of a shift in the gaming scene in those three years. For MMOs in particular, the default model of large investment for a subscription game has been dealt several huge blows as a succession of games have failed to take off , with TOR's shift to free to play probably being the fatal one.
It's not just MMOs though. In an era games like Kingdoms of Amalur can sell over a million copies and still apparently tank so badly that the Governor of Rhode Island declares the game a failure and the studio implodes (though that was also because .38 Strudios were investing in... yup, a MMO), questions are being asked about the viability of the current extended game design process. Look at THQ- they have some solid gold licenses and, in Saint's Row, a guaranteed repeatable money spinner. Yet they came close to death's door earlier this year and are betting the farm on their releases next year. If they go under, it will be ludicrous, but the fact is that many major companies are desperately cost cutting. Gaming development times are getting longer and more expensive and they need to score HUGELY to have any hope of recouping their investment. Even when they have the resources needed behind them, the game is not necessarily guaranteed to be that great relative to those resources (I'm looking at you, Diablo III- not a bad game, but I'm not saying where all the development time and money went).
This article has a very neat analysis of the issue:
http://www.notenoughshaders.com/2012/07/02/the-rise-of-costs-the-fall-of-gaming/
Rising game costs and development times are effectively unsustainable- it seems the future will be with a much scaled back model, with a few very particular exceptions (Like Assassin's Creed, and frankly they don't actually spend very long on those games). The Nintendo model also seems to have worked better for them as a company.
And I agree and am happy; of late I've seen a lot of my gaming tastes move towards the types made by Paradox Interactive- smaller teams, smaller development times, but creating grand strategy games with huge replay value, or publishing games of other types built on similar principles (Mount & Blade, King Arthur etc.) They are buggy as heck because they don't have the legions of manpower needed to debug on time but the community involvement is huge to find and fix them all, and the modding environment is strong too. Their sales are lower but their development costs are so low that it gets covered. Regular expansions, regular releases, no one game that can ever bankrupt the studio- sensible.
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So, it does seem ironic that my number one awaited game has remained this ridiculous behemoth of a game that has taken some five and a half years to produce after growing and growing in scope. It started as just an expansion to GW1. It then became so radical they they decided they had to make a new game out of it. The ideas for that game then in turn grew so big that it took over two years before they could even show any of it at all, which was so long that people suspected it was becoming vapourware (this is the point at which I open the thread). And even that point was less than halfway through development. The beta test was delayed again and again, the reveal of the professions was re-arranged because they kept re-designing the professions during the revelation stage, and even one of the races was given a total ground-up re-design years into the project. This should be the very definition of one of the bloated, over-produced games that I refer to above... and furthermore, never has any game been so strongly tied to the studio. Guild Wars IS ArenaNet; they literally do nothing else. They have, knowingly, bet their entire existence on halting GW1 development and putting everything into this mammoth. It really shouldn't have worked.
(And on that point- kudos to NCsoft, who are generally asses but their constant funding of ANet to make GW2, a company that had only made one game ever (though a highly successful one), has made all this possible)
But there we are. It's here now, and somehow the darn thing worked. We'll still have to see what sales and player retention are like, of course, but from my point of view it's a damn good game.
It's interesting to look back at the early parts of the thread and see what people thought and were worried about. I didn't like the open world model and I thought dynamic events would be subject to griefing and player manipulation. Well, we'll see what the wider public brings to that, but my experience of all of that in the betas and stress tests has been overwhelmingly positive. I also spoke about the need to remove Monks from these types of games, and bugger me then they went and did it, leaving TOR looking bloody stupid with its WoW-style healers in Star Wars battles.
So... what's made this work in an era where this sort of game developmental style is under attack? It's hard to pin down but I have some ideas
- The costs weren't as high as some other projects. Despite the extra time taken, word is that development costs are nowhere near as high as TOR's were.
- They've innovated in the right areas. TOR sank a fortune into voice acting every tiny detail of each quest- but the quests themselves were the same as the WoW model. This just meant they turned into quests where people skipped the voices instead of skipping the text, so much of that money was literally wasted. GW2 put its innovation into creating a whole new sort of MMO environment where quests like that don't really exist, and there's still a heck of a lot of voicework. That voicework is also in the right places, like the ton of ambient conversations that help make the world a far more vibrant and living one (something that I also felt was absent in TOR)
- They got the revenue model right. I was always in favour of the no-subscription-fees model, but games like WoW were making insane amounts of cash on subs and they did look like the way to go. Well, GW2 has been a big winner here as it is coming out just, as I noted above, as it is becoming clear that the market has gone off subscription games. It couldn't have timed out better for them
- The weaker areas are not gamebreakers. Let's take cutscene presentation for example. TOR is much better at this than GW2, whose side-by-side artistic dialogues for cutscenes are ok (and certainly cheap) but uninspiring and do not bring you into things in the way that TOR's cinematic Bioware-style cutscenes do, let alone the cgi cut scenes. But it doesn't matter, because those presentational touches did NOTHING for TOR's longevity. People watched them once, and that was it. They liked them, but they weren't going to keep subbing to see them repeatedly. Another waste of money. GW2 here is not the best but it's good enough, and I feel it is the best in plenty of other areas.
- Community engagement. I'm not a huge community hog on games so I can't speak for all companies, but comparing dev involvement on the forums and for wider websites compared to that of, say, Bioware for TOR and Blizzard for D3, I have been truly impressed by their process of giving out information, trying to build a community and, most vital of all, responding to criticism. I was amazed when the lead story writer for GW2 came into the beta forums for the first beta to talk with those who were complaining about story quality, saying he'd like to hear comments and would change what he could in the base game and would bear it all in mind for expansions. At the first beta! In comparison, those complaining about TOR story issues got a stony silence. Story as far as I can tell so far, is one of GW2s more average areas (as opposed to their creation of a setting, which is fantastic), This is impressive stuff.
- The game just plays great. I'd like to think this is number one reason, but this is such a tricky area to define I think we have to look at quality in more particular fashions in order to define why some games sell well and others do not. Regardless... it's the main reason I've loved it so far.
Well, that's that. I'll be playing this time tomorrow. I don't know if there will ever be a gaming project of this length of complexity that I'll be invested in again, so it's good to enjoy this moment.