To be different, and hopefully not fail.
To be different, and hopefully not fail.
Bow down before our new furry overlords!
Not a sentence , but here's a paragraph from Jon Peters via Reddit:
The MMO is the ultimate cooperative game. The genre and the games in it thrive on community and social interaction. There are a lot of MMOs and a lot of social games out there, but rarely does the entirety of the game focus on this most important element. This is what Guild Wars 2 is really about. Creating a space that in every way encourages social interactions of one kind or another. Dynamic events means never competing for content. The rewards systems mean never competing for mobs and resources. Within a single event, players are never competing for rewards. In combat people are reviving each other, working together with cross profession combos, stacking their buffs and debuffs, assisting allies regardless of grouping. When grouping they are finding the players they want to socially interact with, not the ones with the right professions to complete some formulaic combat requirements. Every system, announced, and unannounced comes back to this principal and that is why it works and what drives development of the game. It is as simple and as complicated as that; we believe people choose to play an online game to play it together, not to play alongside each other.
Last edited by Mif; 2011-12-15 at 07:02 AM.
Changing my answer: "We [Arena.net] believe people choose to play an online game to play it together, not to play alongside each other. "
An MMO that has a low barrier of entry and high skill ceiling in PvP, FINALLY.
A new and innovative game, not a second job.