Understanding the Bounce

Good Morning Friends. Sometimes I get something stuck in my head and I have trouble letting go of it. For a decade now, Guild Wars 2 has been this puzzle that I have been trying to crack. I’ve fought and spent countless hours trying to sort out why many of my friends enjoyed it, but that I struggled to latch onto it. Now that I have arrived at the moment where it is really clicking for me… I’ve been puzzling over why exactly I bounced so hard for so many years. Last night I think I landed on the very specific reasons, and this morning I am going to take you on a journey as I dive into them. Ultimately like so many problems in my life it has come down to assumptions and expectations.
In 1996 when I got into the beta for a game from then upstart developer Blizzard called Diablo, it was essentially everything I had wanted in a video game up until that point. Suffice to say that I love Diablo with all of my heart and even though the original is rather kludgy by today’s comparisons, it will always right or wrong be up on a bit of a pedestal. There are times when it is important to understand the lineage of a game and I have talked about in the past how Final Fantasy XIV behaves oddly not because it draws its roots to World of Warcraft, but that it ultimately draws its roots to Everquest and that community by way of Final Fantasy XI which was directly inspired by EQ. As we talk about Guild Wars, we have to start with Diablo and ultimately the games that spun out of Diablo like Lineage and Dungeon Siege.
So while Guild Wars and World of Warcraft were technically contemporaries, there was never a time when I actively compared the two games or even treated them like they were in the same genre. Guild Wars very clearly drew its provenance from Diablo and Lineage by reference whereas World of Warcraft was based out of building a better Everquest. As a result the sort of gameplay that Guild Wars had felt like a fresh take on the dungeon crawler genre, or more so expanded upon it by adding much better story and new kinds of networked gameplay. I did not expect anything more from it than a game that let me kill monsters for stacks of loot, and I found the card based skill system to be interesting. I have always been a huge fan of Magic the Gathering and once I made that mental connection to deck building I was set.
Where we run into problems however is with the release of Guild Wars 2. During the run up to the game there was a lot of very lofty bullshit bandied about by the team. Rather intentional or not, they painted a target on their back of having to bear the burden of being the “WoW Killer”. So as a result I stopped comparing Guild Wars 2 to that provenance of Guild Wars dating back to Diablo… and instead started comparing it directly to World of Warcraft. The comparison did not really hold up because as we all know Guild Wars 2 is doing something very different, and as a result was missing a lot of the underpinnings of that traditional World of Warcraft experience. I gave it a shot but it just did not have the same magic I was hoping it would rekindle from those early days of Warcraft. Like I said I am not sure if this really was intention on the part of the developers or if something that some marketing agency decided needed to happen but in truth they should have spent more time distancing themselves from the MMORPG pack than they did.
The problem for me however is that the damage was already done. Guild Wars 1 mentally was ArenaNet showing me what they could do with the Diablo formula, and as a result I had equated the second game to them showing me their take on World of Warcraft. The word “Warrior” means something very specific to me as a result of that connection. Tales of the Aggronaut started its life as a World of Warcraft Warrior Tanking blog, so I had a very specific style of gameplay that I wanted to experience when I rolled this new character type in Guild Wars 2. The disconnect being that Warrior is no more tanky than any other class in the game because there is no traditional trinity of roles, nor should there really be. I kept trying to force Guild Wars 2 into the mold of my experiences from other MMORPGs when I never thought to take a step back and trace the path back to Diablo.
In Diablo you have the Barbarian and it is no more tanky than any other class in that game. It is instead a class defined by melee combat and short duration largely shout based buffs for your team. Effectively you could swap the word Barbarian for Warrior and have a better understanding of what the Guild Wars 2 class is trying to be. However for me the well was poisoned and Guild Was 2 was a game that was “doing warriors wrong!” even though I had been perfectly happy to play the “Warrior as Barbarian” in the original Guild Wars. It is shocking just how much difference the right frame of mind makes when approaching something, and how our assumptions can be the destroyer of possibilities.
One of the problems that I have is that I get hung up on fetishizing specific weapons. For example in Destiny 2, there is never going to be a point where I am not either actively wielding or have in my inventory an Auto Rifle. That is the weapon for me and I will go through some weird contorted lengths to make sure I am using one. Similarly with MMORPGs, I want to be using a sword and a shield… and occasionally an Axe or a Mace will do but the important part is the shield. That is a deep part of what I consider to be a “tank” and why I play them. While I enjoy the non-traditional tanks like the Warrior in FFXIV or the Demon Hunter in World of Warcraft, I will never feel quite as at home as when I have a large chunk of metal strapped to my left arm. This is what is largely referred to as a “class fantasy” and it is one that is completely unsupported by Guild Wars 2.
What changed is that I had a conversation with my friend Tam about what I actually want from a class and he managed to narrow in on one piece of the narrative that I had not caught myself. I want a character with extremely high suitability. So while it is very much not my “class fantasy” he said I should check out the Necromancer and I did precisely that. There is something about playing a caster which is entirely out of my comfort range, and a pet class specifically… and caused me to completely re-frame the experience of playing Guild Wars 2. No longer was I playing a game that was pretending to be World of Warcraft but instead playing a game that very much drew its roots to the Diablo 2/3 Necromancer, another class that I love. Being forcibly pushed out of my comfort zone has allowed me to completely re-imagine the experience of playing Guild Wars 2 for the better.
For years I have believed that Guild Wars 2 was an attempt to build the WoW Killer, because that is what the marketing told me it was. What the game is instead however is a direct successor to Guild Wars 1, taking a lot of the things that worked well there and expanding upon them and building them into a big open world event based game. It is a game where your class doesn’t really matter all that much, but what does matter is the way you build it and the gear that you equip… which is entirely translatable to the experience I have with builds and Diablo 3. With this frame of context everything about the Guild Wars 2 experience suddenly feels better. I’ve been able to chuck it mentally into the appropriate bin of equivalent experiences and now it is absolutely scratching that Diablo itch for me.
Last night I had a freaking blast running around and doing the big World Boss events. At the suggestion of Bhagpuss in my comments yesterday, I spent the 400 gems on the doodad that auto teleports me to any available events. It is maybe some of the best money I have ever spent on a game like this, and the end result was three hours of mayhem and so much loot. Granted a large chunk of it was salvage fodder, but I did manage to pull a really cool exotic staff and more importantly a ton of gossamer and a handful of high end leather as well as a few more crafting patterns. What Guild Wars 2 does best is the drop in nature of the big zone events, and now that I have tackled the mental obstacles that I had placed in front of my enjoyment… it is a glorious experience. The post Understanding the Bounce appeared first on Tales of the Aggronaut.

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